You are on page 1of 88

Based on THE SHADOW OF YESTERDAY,

The SOLAR SYSTEM is a It was Clinton’s intention


© Clinton R. Nixon 2005,
http://tsoy.crngames.com, roleplaying game rules set for from the start to join the open
(recovered 1.5.2008). heroic tales and fantastic drama. culture movement with his
Graphic Design by Jari Tuovinen It is well-suited to storytelling game, which has gone through
Illustrated by Pyry Veteli
and adventure in far and several iterations of the CREATIVE
Published by Arkenstone Publishing, Finland
© Arkenstone Publishing, 2008 Arkenstone Publishing is fantastic worlds of your own COMMONS license through the
Eero’s publishing label. It’s so devising or procurement. The recent years. I struggled for a
All separately unattributed textual portions far been mostly used in
of this work are licensed under the Creative
rules of the game are flexible, long while with my own
translating American indie
Commons Attribution 3.0 license: roleplaying games for Finnish
smart and all-around excellent misgivings over taking another
http://creativecommons.org/licenses/by/3.0/ hobbyists. for roleplaying that comes up designer’s work and making it
with the most touching of tales. my own in a major publication,
Solar System originated as but as Clinton has been
eroic tales to men are akin to water to fish the rules-set of the beloved
roleplaying game THE SHADOW OF
steadfast and most supportive
towards such undertakings, I

H or skies to the fowl. Join us now at this twilight


of our world in telling tales of our own.
YESTERDAY by Clinton R. Nixon. I
myself was rather impressed
and even a bit jealous when
Clinton came out with the game
in 2004, derailing my own,
similar design plans. Since then
it has brought me great pleasure
finally decided to take up the
work with this booklet you now
hold in your hands.
The Solar System as
described herein is the version of
the game I myself play today. I
hope that it will be most useful
to be able to work with TSOY and illustrative for the reader,
here and there, most remarkably whether he be a veteran of many
in bringing out a Finnish version roleplaying games or just looking
of the game in 2006. for an affordable starting point
in this wonderful hobby.

— Eero Tuovinen

Solar
System Eero Tuovinen
2008 edition
Version 1.1

Jan Hykel (Order #32879713)


8
SOLAR SYSTEM is a rules set for heroic tales
What is Solar System like?
Due to the sinuous nature of the growth often enough that means directing the
and fantastic drama, akin to movies. The story, Solar System games are most often various antagonist forces arrayed against
protagonist characters are important and played in the form of campaign narratives — the heroes of the piece, as the Story Guide
colourful, striking deep into the issues of the series of meet-ups wherein the players seeks to give rise to growth opportunities for
game setting. Unlikely things happen to develop a multi-faceted story with minor the heroes.
them, leading to exciting adventure and meanderings and build-up to crucial The other players, meanwhile, each
heartfelt dramatic situations. turning points for the overall campaign. adopt a heroic protagonist, the PLAYER
The rules of the game emphasize Most typically the group of players CHARACTER, as their own medium of input
character growth and change; all Solar participating in the campaign consists of a into the campaign. Players express the
System stories are to a degree growth stories handful of players: three at minimum and thoughts and deeds of these most significant
where the protagonist seeks for and finds a six at most are recommended. individuals for their own enjoyment and that
place for himself in the world, often One of the players is called the STORY of the rest of the group. Furthermore, the
changing it in the process. The players get to GUIDE, which is most like the traditional players have an opportunity to mould the
make choices over not only what their roleplaying authority role of the Game course of the grand narrative with the
protagonists do to the story, but also what Master. The Story Guide has the choices their characters make for good or ill
they become as a result. responsibility of playing the supporting roles of their fictional self, comrades and the
in the grand narrative the group creates — world.

Vignettes of play
Also, what is roleplaying? While the bulk of this booklet is
dedicated to explaining the rules and
Should the reader match the description of While the sampled example of procedures of the Solar System, actual
that increasingly elusive beast, the first-time roleplaying offered on the next page is play should also be kept in sight. An
roleplayer, then a most hearty welcome to certain to illuminate the reader as to the inkling of the possibilities is provided by
you! Roleplaying is one damn fine hobby, if I general points of roleplaying, much more the vignettes scattered among the rules,
may say so, providing this our age with some instruction and even personalized advice is like the one on the next page.
badly needed respite from the everyday available on the Internet. Being attentive to The Solar System is being played by
humdrum, and perhaps even more this booklet and looking for additional people all over the world, which is why I
seductively, an opportunity for creativity in information from other sources is sure to fill asked some friends and associates to
a world where art is more and more marked in most gaps in your knowledge. Like any help me out in writing a bit about how
out as the territory of professionals only. A new hobby, often the best way to get familiar folks use the Solar System and what
hobby and pastime that facilitates creation with roleplaying is to find a local hobby they think of it. Please enjoy these
of fine, entertaining art with your friends is group or club and participate! flashes of insight and opinion in the
an excellent one indeed! spirit of each offering.

2
Jan Hykel (Order #32879713)
8 As the Story Guide would have it, my character Montserrat was in trouble. The
Thieves’ Guild was grateful for services rendered, that was for sure — too bad the
Morninglight knew everything after Ana sold me out.
Thing is, while I knew this full and well, being at the game table with my
friends, Montserrat wasn’t so lucky in his obliviousness. Mike was being the
Story Guide here, so it was he who told us that the lord’s troops were the cause of
the racket downstairs. Montserrat just had time enough to grab his pants and give
Beatriz a peck on the cheek before escaping right out of the window.
This being most obviously a conflict situation, we went into dicing mode
with it: Montserrat was a fine hand with horses, so I didn’t hesitate to have him
grab one of those the soldiers rode to the warrens. However, luck being a fickle
mistress, the guard captain was the more cunning this time around: his men were
waiting at the end of the alleyway, leaving Montserrat little choice but to
dismount courteously.
“Hold it right there, rebel” Mike growled on behalf of the grumpy captain.
“Not for me to know, but Morninglight’s wantin’ your head on your neck for
the time being. Come back peaceful-like and you’ll live to see the sunrise.”
“And this I should believe, when it was I you cursed with three terrible deaths
just a fortnight ago, captain... um... Reinaldo?” I riposted in-character, finally
inventing a name for the captain. “I”m just doing some flavour, Mike;
Montserrat’s not really resisting if they’re truly not hostile right now.”
urprises are oft bestowed upon “That is so, Montserrat. Like it or not, your womanizing days are over:

S those who expect little, ‘though


they do not think much of it.
Lord Morninglight decided that you’ll serve his interests best as a member of the
new expeditionary army. As I hear it, you can become either an aide to the
commandant or a grunt in the first line of advance.” Mike replied, smiling.
“My job is to make sure you’re in the army camp before they leave.”
As Mike probably expected, this turn of events blindsided both Montserrat
and me quite completely. In no shape to escape, my adventurer accepted his fate
for now.

Eero Tuovinen

Jan Hykel (Order #32879713)


I Starting a Game

Starting a Game

A group of friends intrigued by Solar System With the dice and friends at hand, the upon which the player characters are built.
roleplaying should seek to gather together group can then get into the task of the first A famous example of a fantastic setting is
for a suitably idle eventide in a relaxed evening, which is to choose and focus a J.R.R. Tolkien’s MIDDLE-EARTH, but
atmosphere, bringing with them some setting and create some player characters something as mundane as Chicago during
notebooks, writing utensils and perhaps for the campaign to come. It is most likely 1930s might make for fine stories as well,
some snacks and music. I find poker chips that at this point one of the players is ready perhaps something along the lines of Eliot
or other tokens useful as well. Oh, and to assume the mantle of the STORY GUIDE, Ness’s experiences with the UNTOUCHABLES.
around a dozen Fudge dice. but feel free to let the player roles live until The setting used in a Solar System
The FUDGE DICE might character creation truly commences. campaign may well be intricately elaborate
be unfamiliar to the or, especially, just wide in the sense of
reader, as they’re a rare having many things of varied nature. It
curiosity only used in Choosing a Setting might just as well be little more than a
some few roleplaying general agreement on genre and style: a fine
games. They’re also pretty It is often the case that one of the players campaign could be begun by agreeing on a
cheap and available from (the prospective Story Guide, perhaps) has “generic space opera” setting and starting to
specialty stores. Or, a crafty person might some notion of what the setting of the brainstorm characters, for example. The
wish to make his own by being creative with forthcoming campaign should be. The important thing is that all players need to
normal dice and marker pens: the Fudge SETTING is the generic fictional framework in have some sense for the setting; whether
dice are just six-sided dice with two ‘+’, ‘–’ which the game would be played: the this is achieved by using an already familiar
and blank sides each in lieu of the pips. environment, culture, general background setting, circulating choice reading material

4
Jan Hykel (Order #32879713)
I Starting a Game

among the group before the first session, an excellent starting point into dramatic Making up a setting
having somebody narrate pertinent points to adventure! If the group is really confident in their skills
the rest of the players or just thinking up Groups interested in procuring a ready- of mutual story gaming, they might wish to
the setting as you go, it’s all good. made setting for the Solar System will do make up a setting as they go along.
If the group is playing with Solar System well to seek for The Shadow of Yesterday and Somebody just throws out an idea that
for the first time ever, it is recommended other fine options in the Internet, where everybody can work with and there they go,
that they do so with a setting specifically other hobbyists have already published their building up material and making decisions
created for the purpose, as this greatly ideas and notions for adventure utilizing the as needed.
speeds up play and provides support in Solar System. Remember, when making a setting for the
rules and play both. The excellent SHADOW OF Solar system, you want it to be DRAMATIC in
YESTERDAY is the original sword & sorcery that there is room for human choice,
setting for Solar System, providing a wide Adapting a Setting suffering and reward. The setting should also
variety of exotic cultures and creatures in a If a group has shared history with some be EPIC in the sense of allowing for great
world with no gods or monsters, just people other games or simply like the same novels changes wrought by the protagonist
struggling to remake their everything after a or movies, they might already have a characters. Finally, the setting should be
great cataclysm. The Shadow of Yesterday is suitably dramatic setting in mind for Solar ADVENTUROUS, as events come about in a
an easy recommendation for Solar System, System adventures. Such classical staples of colourful and cinematic manner.
as it comes with ready-made setting-specific fantasy adventure gaming as the above- When making a new setting out of whole
mechanics for use in the game, making for mentioned Middle-Earth work nicely as a cloth, remember to start small. More can
common background, as do the YOUNG always be established by the players as they
KINGDOMS, GLORANTHA and other loved create their characters, and by the Story
milieus of fantasy literature and gaming. Guide when he develops the situation for
Scenario play Likewise, historical settings based on play.
virtually any era are excellent choices, as What was said above about adapting
When a group does not have time for a well as future fantasy from cyberpunk to crunch holds true for creating a new setting
campaign of several sessions, the Solar space opera. as well, although it is notable that many
System is hardly the ideal game. A one- When a new setting is being adapted for interesting things can also be created simply
shot session can be best used for the Solar System, some extra work is by mixing and matching existing mechanics
learning the rules by making some idle required in developing mechanical crunch from other Solar System settings.
characters just for the fun of it, perhaps inspired by the setting into the game; this
running some sample conflicts as well. process is explained in depth in chapter
Perhaps the players are then better “Secrets and Crunch” on page 58. Especially Focal Points
prepared for the game later on! the Story Guide should be ready to facilitate
Regardless, when a quick one-shot character creation by inventing and After the group has found a setting
session is required, the best bet is to affirming central points of the setting into everybody is happy with, it is vitally
have the Story Guide prepare a SCENARIO: crunch; this is a really fun undertaking, but important to agree upon some added focus.
straightforward situation, ready-made it takes some experience with the rules, so I Almost always a setting is much wider than
(or almost so) characters and lots of don’t recommend it to first-timers with the one particular campaign could hope to
prepared elements, all according to Solar System. encompass in a meaningful manner, so it is
chapter “Story Guide” on page 69. important for the group to discuss the

5
Jan Hykel (Order #32879713)
I Starting a Game

general setting and choose some particular scifi game it would be quite reasonable to mysterious Spice found therein; players
FOCAL POINTS therein to focus their campaign. agree that a particular space station, focal would need to actively avoid the point to
For example, in the world of the Shadow point of a desperate peace effort, might serve succeed in creating disparate characters.
of Yesterday, NEAR, there exist a number of as the central point of interest. Another
disparate human cultures in conflict. The game might be all about the Albigensian
first step to any campaign in Near is for the heresy in 13th century Aquilonia, even while Overview of the Game
players to choose a particular cultural the setting itself encompasses the whole of
situation, or perhaps an interface between Catholic Europe. Once the group is happy with their idea for
cultures, as the focal point of interest for The group might want to identify more a campaign, it’s natural to start thinking of
their game. When they create their than one focal point for a slower and wider- player characters, the protagonists of the
characters, not all might represent the ranging campaign, but beginners at the fine campaign: what are the interesting people in
culture or cultures in the focal point, but art of dramatic campaigning are probably this setting like? Is he a scholar too curious
every character will have some interest and better off with just one, important and for his own good? Is she a soldier without a
agenda towards the common point of interesting point. And even when focal cause? How are the characters tied to the
interest. This is good, as the world of Near is points are many, they should all be most setting we just spoke of?
too wide for everything in the setting to be pertinent for several characters, not just However, players with no prior
utilized to full extent in the course of one one. If points are scattered too far and wide experience with the Solar System will find a
campaign. in character creation, it is better to revise general overview of the game and its rules
Other settings might certainly involve the focus of the campaign to correct. system useful. As mentioned in passing
different points of interest. For example, in a The focal points picked for the particular above, Solar System is a semi-traditional
campaign are just a starting point, note, and roleplaying rules set: the group establishes a
need not be particularly pursued after setting and some player characters, who
character creation. The intent here is to then go on to interact with different
Variant Rules negotiate a starting situation wherein all
player characters will be loosely involved.
situations set up by the Story Guide. This
interaction happens by the virtue of rules,
The Solar System is considerably fluid; Further on it will be the job of the Story like so:
there are many places where a given Guide to weave together the stories of the
group might wish to deviate from the characters in intricate manner.
standard rules in different details. Some settings, by the way, are genuinely Abilities (page 10)
VARIANT RULES are described narrow enough to require no further All characters have a range of Abilities,
throughout this booklet in an effort to framing. This is often the case for settings chosen by the player to match with the
point out some simple and effective made up on the spot, as the players character’s fictional background in the
variations that might prove pleasing for naturally attach their characters to setting. For example, a character might have
an individual group and a specific whatever idea was first proposed as the the ICE HOCKEY Ability to signify his skills in
campaign. In all cases it is basis of the setting. Sometimes settings the game of ice hockey. The Abilities define
recommended that the group first based upon literary works are similarly the ARENA OF CONFLICT: tense, uncertain and
consider the default solution and single-minded: for example, it is very likely conflicted situations in the fiction created by
understand why it works the way it that a game set in the world of Frank the game are resolved by characters using
does, as only then may the validity of a Herbert’s DUNE would find a natural focal their Abilities. Thus a campaign wherein ICE
variant suggestion be judged. point in the eponymous planet itself and the HOCKEY is used might potentially end up

6
Jan Hykel (Order #32879713)
8 We'd decided to play a survival horror game. The first step in creating our setting
was to think about the genre tropes and create Abilities to match — what exactly do
the characters do when the zombies come?
“In the movies, it's mostly just run, hide, and die, right?” Craig suggested.
I smiled. “Yeah, but it's not always that bleak- sometimes folks hold out,
barricading points of entry, gathering supplies, and figuring a way out.”
“Sure. Sometimes they go all MacGyver, tricking out buses and improvising
explosives. Mostly though they just shoot the zombies in the head and get eaten...”
I laughed, seeing already where this game was going. “Okay, so what do we have
then? Running and hiding- let's broaden those to Athletics and Stealth, using Vigor
and Instinct as their pools. Barricading buildings?”
“Construction”, Ian chipped in, “using Vigor.” We jotted down our ideas,
comparing them to the default abilities. Craig noticed a shortage of Reason-based abilities.
“Hey, this is survival horror, right? We need the terror of watching the walking
dead eat your parents! What about panic? Avoiding that seems like a Reason ability
to me.”
I considered. “Let's use the default Innate abilities for that - Resist would be
perfect for dealing with keeping one's cool. We could also use React for the ‘jumper’
moments.”
“Perfect,” Craig said, “So how about a Shotgun skill?”
I shook my head. “That's a little too specific. Let's call it ‘Firearms’, so that it
good story is as much about includes all guns, and make it... an Instinct ability?”

A what the characters do as


why they do it.
“Okay,” Craig said, nodding. “That and a hand-to-hand ability should be
enough. It's not like there's much need for social skills with zombies.”
“Not with zombies, but you'll definitely need to interact with other survivors,”
Ian countered. “Leadership and Deceit will be critical, and that gives us a few more
based on Reason.”
“Right! If the survivors don't stick together, they're dead meat... which of
course means there are going to be lots of conflicts around them backstabbing and
abandoning each other!”
With a good starting list, we sketched up the rest of the abilities, balancing them
Steve Segedy out to broadly cover everything a character might do.

Jan Hykel (Order #32879713)


I Starting a Game

resolving situations by characters going at it player characters end up in dangerous developed and finalize the rules-
in the rink. situations, have to choose their goals and environment during play, as necessary.
then decide how much they want to This modular rules-array situated on top
sacrifice, how much to suffer, for those of the general rules is termed, traditionally
Pools (page 15) goals. A character might even die, provided enough, “crunch”. Learning to create it is
Abilities are all associated with Pools, which the stakes are high enough! useful especially for the Story Guide, and
are a character’s discretionary personal especially so when the group does not have
resources: a player might opt to spend a ready-made setting for the system at hand.
points from a character’s Pool to improve his Keys (page 50) The easiest way of picturing the role of
chances in using an Ability. The character Solar System is fundamentally a game for crunch in Solar System play is as POINTS OF
refreshes a Pool later by interacting with growth stories: player characters have these CONTACT between the rules-system and the
other characters and in general having a things called Keys, which direct and channel imagined fiction of play: the story we narrate
good time. Traditionally, an Ability’s a character’s growth process. As the game to each other while playing is one thing, and
association with a Pool is signified by progresses, a character then grows in power, the rules-procedures like Ability checks and
marking down the Pool’s abbreviation after which allows the player to make increasingly conflict rules are another. Each bit of
the Ability name. For example, ICE HOCKEY weighty choices in the setting. This process character crunch, like an Ability, is one
(V) would mean that Ice Hockey-the-Ability ultimately ends with TRANSCENDENCE, the point where the rules and the fiction get to
is associated with VIGOR, a Pool representing character breaking all boundaries and touch: when a character acts to charm a
physical stamina. finishing his story with a lasting mark in the pretty lady, the rules use the ROMANCING (I)
world. Ability to determine how well he succeeds;
the resolution process, in turn, directs play
Secrets (page 58) towards interesting consequences.
While all characters have Pools and Abilities, Story Guide (page 68) The Solar System, when fully utilized,
each character might have his own array of One of the players is elected the Story Guide will have many points of contact between the
Secrets, special skills and tricks only before characters are created. The Story setting and the system: when characters do
available to a chosen few. Secrets are used Guide will have many tasks, with only the things and make decisions, they will trigger
by the play group to create interesting rules- first being to chairman the other players all kinds of interesting mechanical activities.
mechanical asymmetries in the conflict through character creation. Then the mechanics will further drive play,
system and other rules; play is more fun implying directions for the story to go. Thus
when a witch and dragon work by different the system and setting support each other
rules, one might say. Introducing Crunch and that’s why it’s important to have plenty
of interesting crunch around; without it the
As the above overview implies, Solar System two parts of play could drift so far apart that
Conflicts (page 36) is a very modular rules-set: each campaign the group’s interest in one or the other part
The main concern of the Solar System in will have its own set of modular rules out of would be betrayed.
play is resolving exciting conflicts between which characters are created. Especially Examples of how mechanics tie into
interesting characters. The character Abilities, Secrets and Keys are routinely fiction in the Solar System are found in
resources above are all utilized in full by the fiddled with all the time as a campaign chapters “Character Creation” (page 10)
players in conflict. The conflict rules are progresses; you start when determining the “Keys & Experience” (50) and “Secrets &
pretty extensive, but their purpose is simple: setting, continue as characters are Crunch” (58), which deal with the major

8
Jan Hykel (Order #32879713)
I Starting a Game

categories of crunch in the rules. Here we Should a campaign begin with nobody a fine technique for emphasizing given
continue to take a quick look at some points having created a “list of common Abilities” to themes of spacemarine-ness (whatever those
concerning crunch at the beginning of play. pick and choose from, the players will fare might be in the setting at hand). The chapter
relatively well by inventing Abilities on the spot on Keys dwelves further into these issues.
— creating them is quick and easy, as players
Initial Crunch just need to imagine ways their characters
could use to resolve different crisis situations. Secret Landscape
How much crunch is and should be When creating Abilities on the spot, keep The actual challenge in starting a campaign
available at the beginning of a campaign an eye on their SCOPE and VARIETY: Abilities in of the Solar System from an empty table
differs somewhat based on several factors: a the Solar System reside in a sweet spot crunch-wise is in the SECRET LANDSCAPE,
ready-made Solar System setting obviously where they have significant meaning as which varies strongly between settings and
obviates the problem, while a group looking skills and practices in the setting, while also is rather non-trivial to create on the spot.
to start from an empty table will have the being generic enough to be interesting as Individual players may develop their skills to
work and play of setting up their own issues of identity. As a general rule of become very, very good at improvising
crunch ahead of them. This is easier to do thumb, make your Abilities represent some complex crunch, but generally a group going
before the first session of play (perhaps a sort of concrete skills, and avoid having with on the spot improvised crunch will end
newcomer to the rules-set might wish to Abilities that can be used in every situation. up with a straightforward implementation of
contact me, so we could walk through the Thus an Ability like INTELLIGENCE (R) probably the Solar System; this is not a problem, and
steps together?), but it’s possible to do on wouldn’t be very interesting, as it could be it might even be the best choice for a first
the fly if the players have prior experience considered relevant for almost any situation campaign for a group that does not prefer
with the Solar System. while being really vague about the cultural lots of rules, but it’s best to be aware of the
Chapters “Secrets and Crunch” (page 58) details of that “intelligence”. outcome if you choose to begin a game
and “Story Guide” (68) include considerable Usually a good and varied setting without preparing crunch elements.
advice for preparing material, including includes around 10-20 different Abilities Assuming that the group does not mind
crunch, before and between sessions of play. commonly available to most characters. straightforward crunch, most Secret
The task is considerably trickier when you When inventing Abilities directly for creation on the run will probably center on
need to do it on the run, though, so perhaps characters, most players end up with 5-8 simple variants of the SECRETS OF EQUIPMENT,
I’ll dedicate a few words to the topic. Abilities listed for their character. SPECIALIZATION and TRAINING introduced on
page 86. The game will run fine with as few
as these three, so a beginner group will get
Ability Landscape Key Landscape by fine without worrying about the more
The ABILITY LANDSCAPE of a setting consists of The KEY LANDSCAPE of a setting concerns the involved opportunities provided by the
a general sense of the means of resolution themes and dramatic pacing of the crunch system. More options are easy to
the characters of the setting have available. campaign. A very common way of playing in introduce as system expertise grows and
A generic modern setting, for example, this regard is having players invent their players move on to more complex
would include Abilities such as VIOLENCE (V), own Keys to fit the player characters. campaigns.
LITIGATION (R), FIREARMS (I), RHETORIC (I), SEX Some settings will, however, benefit from
APPEAL (I) AND COMMERCE (R) among others, as pre-created or normative Keys. For example,
those are all ways of conflict resolution in having all space marines in a space opera
such settings. setting share the KEY OF THE SPACE MARINE is

9
Jan Hykel (Order #32879713)
II Character Creation

Character Creation

PLAYER CHARACTERS are the central mechanical aspects of their characters. Just
protagonists of the fictional matter such a sheet may be photocopied from the Abilities
developed in a Solar System campaign. All end of this booklet, or found in the Internet
players (apart from the Story Guide) create easily enough. The first order of business in creating player
characters as their sole and primary It should also be noted that while characters for the Solar System is to define
province of play, through which they mainly character creation is all about inventing and their ABILITIES, which is simply to say, decide
experience and act in the setting. describing a fictional persona and upon the particular strengths of the
Each player has the primary power and background, players should avoid overdoing character in question when they seek
responsibility in developing his own it at this point: the intent is to develop success in their fictional undertakings.
character, but the work is still cooperative enough of a foothold for the players to begin Good Abilities are always such that they
between the players: listen to each other and their story, not to nail down everything resolve CONFLICTS of interest between
tell the rest of the group of your character, interesting about the character all at once. characters in an exciting manner. Conflicts
for they are really your audience in this The Story Guide is in excellent position to and handling them in the course of play are
undertaking, whose pleasure and direct the other players from a neutral discoursed upon in more depth on page 36
entertainment greatly depends on your viewpoint, in turn exhorting and reining in in chapter “Conflict Resolution”, but for now
creating an interesting and touching their creativity in this regard. it is enough to remember that we want our
character — a genuine protagonist of stories characters to have Abilities bestowed with
to come! powers of resolution. In this way players
The players might well wish to use a might regard a character with the rather
special character sheet for recording the practical Ability of COOKING with suspicion,

10
Jan Hykel (Order #32879713)
II Character Creation

unless the setting of the campaign truly backgrounds appropriate for that setting, as
involves master cooks resolving conflicts well as plenty of ready-made Abilities. For Heroic Event
with their mighty flambés. (Which matter is our current generic purposes there is a
not entirely unknown in our rich and diverse sample list of Abilities and how they might The players will probably have some rough
modern narrative tradition, I should note, so work in the game on page 82. While the list idea of what kind of characters they want to
perhaps it is wise to not be too judgmental of is not outright usable in any single play. The first decision to make on starting
inventive Abilities!) campaign, the group should have little up a new character is to declare a HEROIC
Abilities are highly individual in that the trouble culling it for ideas that fit their EVENT appropriate for the character concept.
players may invent and pick freely which particular game setting much better. This is just a simple image, a short scene
Abilities their characters should have, all that establishes what the character is about.
according to the setting of the game: if the All Solar System characters are heroic in
character hails from the frozen northlands, Ability Ranks that they are significant. Thus each is first
SKIING is far from unreasonable; a wily While Abilities are very flexible in definition, and foremost introduced by a Heroic Event
merchant-type person would certainly know each Ability a character has always comes that defines some little character back-
BARTERING, likewise. The group may decide with a set RANK, a level that represents its ground and what the character is good at.
themselves what kind of Abilities are significance in the campaign. Starting player This is an opportunity for the player to
appropriate for the campaign setting and characters already possess some formidable signal the rest of the group over what excites
character background at hand. The Story Ability ranks, and they will generally rise as him in the character concept; the collected
Guide is again in an excellent position to the campaign progresses and characters Heroic Events of the player characters taken
judge on these matters due to his status as come into crossroads where their choices
a faciliator. matter in ever more significant context.
However, while Abilities are individually The five ranks of Ability are, from lowest
flexible, they also provide opportunity for to highest, MEDIOCRE (0), COMPETENT (1),
useful structure and setting ties, which EXPERT (2), MASTER (3) and, finally, GRAND Example Heroic Events
should be developed to their fullest extent. MASTER (4). Each has a descriptive name as  A boy saves a fisherman from
For instance, should the game setting well as a numerical value used by the game drowning by dragging him to the
include an exceptional culture of Origami mechanics. shore.
masters, it might be well appropriate to There is no Ability rank to represent  The only citizen to speak against the
decide that the Ability of ORIGAMI CRAFTING below-average Ability because the ranks are conqueror is an old pensioner.
would only be available to characters hailing not directly representative of character  A ghost appears as the young
from among those people. Similarly, it might competence in fiction, but of their capability medium’s powers manifest for the
be that the Ability to operate BLASTER in resolving conflicts utilizing their Abilities. first time.
WEAPONS would be available only to high Being incompetent in the use of an Ability is  She betrayed her father and was
nobility of craftworlds in a certain type of either just descriptive colour, or signifies rewarded with high marriage.
science fiction setting. Thus the Abilities that the character does not possess the  The demigod slew snakes threatening
gain implications and identity weight they Ability in question at all, making the his destiny while yet in the cradle.
otherwise would not have. character unable to triumph with that  The only ship to be piloted through
A ready-made setting for Solar System Ability. the Keralan asteroid fields intact.
includes an extensive treatise on Abilities  The newest Oxford tenure goes to a
suitable for characters with different disguised, yet brilliant, female.

11
Jan Hykel (Order #32879713)
II Character Creation

together form a kind of thematic declaration, suitable Ability that reflects the heroic event and explain why, how and who got into that
a virtual trailer for the upcoming campaign. and sets it at a rank of EXPERT (2). Thus the particular situation described earlier.
Mechanically the heroic event is heroic event hints at the strengths of the All Solar System characters are dramatic
significant in that it determines the character. in that they have a history; the character
character’s first Ability: the player chooses a Although all characters start with the might be young, but that just casts his short
same Ability ranks, this does not mean that life-story into greater emphasis as the few
they have to be exactly as “strong” in the events gain in weight. Likewise, an old and
setting fiction: a king and a little girl both experienced character still has high points
start as “experts”, but what that rank means to his life that, from the viewpoint of the
Variant: Greater Heroes in the fiction is a matter of context. The rank present, can be considered formative and
The group may decide to start with varied merely depicts the “story weight” of each important. The character background is an
character power levels by rating each Ability, which is equal for all characters at opportunity for the player to shortly outline
character’s Heroic Event based on its the beginning of the campaign. The variant what kind of nature the character will have
significance as either PERSONAL (1), here discusses starting with non-equal in the game, based on the choices and
COMMUNAL (2) or UNIVERSAL (3), depending characters. experiences the character has from his past.
on whether the event affects only the Likewise, the Heroic Event does not have Mechanically the character background
character’s immediate family, his to be in the character’s past; the player may determines three Abilities at COMPETENT (1):
community, or the whole setting — the equally declare that the event is the player chooses Abilities that represent
heroic Ability rank follows the foreshadowing for the upcoming campaign
significance of the event, so different or even just a dream the character hopes to
characters get different Ability levels. achieve one day.
This variant is appropriate if the Players are free to first figure out the
players truly wish to play characters in “best Ability” for a character and then Example Character Backgrounds
different stages of dramatic growth; the narrate a Heroic Event on that basis, if that
decision does not affect character feels more natural. Narrating the event  After his bar exam the young man was
competence in the fiction so much as should not be skipped altogether, though, as hired by a multinational. Growing
their Ability to resolve conflicts and it is useful in establishing background and disillusioned with the corporate world
progress towards Transcendence: a more context for the character. he left everything to travel the world
powerful character is less constrained with his dog, seeking dharma.
and pressured by the setting and more  Growing up in a consulate on an alien
responsible for his own choices. A Character Background planet prepared her for the war. She
probable result of the variant is that went to the academy at 12 years and
characters reach TRANSCENDENCE (see While the Heroic Event is a simple idea or a won her first battle at 16. At 20 she’s
page 54) at widely differing times, which quickly flashed scene, CHARACTER a crippled, bitter veteran.
provides different opportunities and BACKGROUND is a more comprehensive  A barbarian child is orphaned and
challenges for the campaign as whole. narration. The player describes his enslaved by eastern conquerors.
When using this variant, set character’s general lifestyle and the high Later on he escapes and becomes a
Background Abilities at one rank below points of his life in a couple of sentences. thief, pirate and brigand, living by his
the Heroic Ability and Cultural Abilities The goal is to build upon the Heroic Event wit and his thews amongst men more
yet another rank down. civilized than he.

12
Jan Hykel (Order #32879713)
8 “So, your character would be something like Kusanagi meets Rei meets Roan?”
Ninni summed up.
“Yup. I just loved Rei's struggle with her identity issues and Roan's complex
relationship with Yufa”, Maria answered. “This character will be an artificial
S.W.A.T. team member, bodyguarding Jaana's character.”
“And as we discussed, you'd like her to have a special moving ability, so this
Secret of Flying Leap suits her fine. Remember to emphasize the Tech Pool, so
that you can keep bouncing. So, what other things would she do in her trailer?”
“Oh, there's got to be a snippet where she drops down in the middle of four
monsters and blasts them away. A special close-up of her right eye with a cross-
hair.”
“Hm. That cross-hair could actually count as Secret of Artificial Aiming
System. A bonus die to shooting”, Ninni suggested and Maria nodded.
“All this with j-pop in the background?” Jaana inquired, while filling in
her own character's genre-related abilities at Mediocre rank.
“Sure. A woman vocalist, but the tune has to gravitate towards techno and
trance. A bit like Appleseed, remember? Anyway, it seems that her best skill is
‘Shooting’. Or ‘Slaughtering’, maybe?” Ninni suggested.
“Oh, I like that. A gush of blood in that scene”, Maria smiled. “But I also
want a clear signal of her guardian role. Like the ending scene, where all the
characters are shown, Jaana’s Tatsumoto with all the gadgets appears first and
ometimes it can all get a bit then sergeant Hideaki next to her, as if keeping watch.”

S surreal, like you were in the


trailer for some zany movie...
“And the badge on her shoulder is clearly visible: ‘To protect and serve’”
Jaana added.
“Cool. And then the title hits the screen. So it's the Key of the Guardian,
with which you start out, right? Or actually you could buy the Key of Confused
Indentity as well, since you got those advances to use. We'll create it in a second”,
Ninni said.
“Both, thank you. And I take Athletics on Expert rank as well, so that
Hideki can really move. That’s three points for that one, since I have to buy it
from a scratch. All Advances used”, Maria calculated.
Sami Koponen

Jan Hykel (Order #32879713)


II Character Creation

the significant phases and experiences of they define and describe his cultural
the character’s life. Cultural Identity identity. For example, most people today do
Players may wish to first simply choose not learn anything of horses or horseback
three appropriate Abilities and then figure When the Heroic Event and Character riding as a part of their everyday experience.
out the kind of background that fits with Background are defined, the array of A character born to a ranch might, however,
them. This is all good, as long as the Abilities is finished by describing the be a MEDIOCRE (0) rider simply by virtue of
background is found entertaining and character’s CULTURAL IDENTITY: what nation, his childhood experiences. Whatever makes
sensible. gender, race, religion, guild or caste are his most sense for the group is good.
by birthright or choice? Most of this should
already be obvious from the previous steps,
so this is just detail work.
All Solar System characters are defined
somewhat in terms of culture, which the
identity is all about: the character should
Variant: Experienced Characters not be a homeless, fatherless pawn, but a
being with values, beliefs, social ties and a
The group may decide to differentiate whole range of peculiarities drawn from the
between more and less experienced particulars of the setting. The cultural
Example Cultural Identities
characters by estimating how eventful a identity is a wide array of elements that may  Modern Finns typically know how to
character’s background is: the player be used later on to develop and define the ski, skate, use computers and speak
defines one background Ability for each character during the campaign. English and some Swedish. They
separate phase or facet of life described The Cultural Identity has little have a Western, humanistic value set
in the background, so that each immediate mechanical impact: the player is with a Lutheran religious back-
character begins with 1-5 background encouraged to write down Abilities central to ground. All men possess basic
Abilities, depending on how the character’s cultural identity, all at martial skills from mandatory
accomplished or long a life he has led. MEDIOCRE (0). Later the player may choose to military service and tend to have
This variant means that characters develop these Abilities further, but for now basic wilderness skills as well.
will differ greatly in how flexible they are they are mostly to remind of where the Proficiency in native cultural skills is
in their endeavours, which might be character comes from and what is his valued due to a deep-rooted fear of
interesting if the group wants to front- birthright. cultural genocide.
load character development: less It is notable that not all MEDIOCRE (0)  Women of the western kingdom of
experienced characters are not Abilities need to be written down, as Merona are prohibited from working
significantly less able to overcome characters are always assumed to possess a outside their homes or learning to
challenges, but they develop differently wide range of common (for the setting, read. They are expected to be learned
from widely experienced ones: a more anyway) Abilities, all at MEDIOCRE unless in religious matters and homekeeping
experienced character will have more otherwise specified. However, in all settings crafts, including healing arts, which
leeway in choosing different paths there exist more exclusive Abilities not are considered effeminate by the
during the campaign, while an everybody is assumed to know or even be manfolk. Many also secretly hold
inexperienced character is encouraged aware of; it is good for the player to write magics forbidden by men as a relic of
to stick with what they already know. down such Abilities for his character, as the old religion.

14
Jan Hykel (Order #32879713)
II Character Creation

usual to write any Ability names with a


Passive Abilities Dividing Pools shorthand reference to the Pool associated
with the Ability. It is easy to notice, for
After all other Abilities are jotted down, it is All characters have, in addition to their example, that the Passive Abilities
a good moment to define three special array of Abilities, three POOLS which depict introduced above each associate with one of
Abilities, the PASSIVE ABILITIES: these Abilities their reserves of strength. The Pools are the Pools.
differ from others in that every character VIGOR, INSTINCT and REASON, each associated Characters may spend Pool points in
possesses them by virtue of their humanity. with various Abilities as depicted earlier: it’s Ability checks to improve their chances of
All three — ENDURE (V), REACT (I) and RESIST
(R) — are concerned with passive reactions
to travails caused by outside forces for the
character; they are essentially about Variant: Different Pools
protecting the character’s personal integrity
in some manner. While the default Pools work well for most kinds of adventure settings, experienced players
A beginning character gets one Passive might wish to try something new by redefining the Pools, especially if the setting at hand
Ability at EXPERT (2), one at COMPETENT (1) assigns little significance to physical vigor, say.
and one at MEDIOCRE (0), as chosen by the New Pools should also have associated Passive Abilities, refreshment conditions (see page
player. Typically the order of preference is 24) and width enough to associate with many different Abilities. Pools by their nature focus
rather obvious at this point, as the player and structure the types of interaction in the campaign rather strongly.
already has a firm image of the character, The following are some examples of different Pools that might be considered for certain
his strengths and weaknesses in mind. types of campaigns:

 WEALTH could be a pool associated with  SELF could be a catch-all Pool for most of
certain social and knowledge skills, what the three default Pools represent. It
The Default Passive Abilities Abilities representing access to special would work well for emphasizing the
equipment or anything else obtainable separation between individual and social
Endure (V) with money, really. Suitable for a game nature, especially paired with a SOCIETY
The character’s capability for enduring about stratified society, certainly. Pool or perhaps Wealth, above.
physical pain and fatigue, whether caused  BLOOD could represent vampiric prowess  MANA could represent magical might in a
by climate, injury or great exertion.
in a game centered around vampires. high fantasy campaign. Many novelists
While humans wouldn’t possess the in this style presume a generic magical
React (I) pool, a vampire could use it to power force akin to a physical one, shared by all
their vampiric nature and powers, sorts of supernatural phenomena from
The character’s ability of thinking and refilling by the obvious means. shapeshifting animals to wizards. Mana
acting quickly and clearly, as useful for
seizing initiative as noticing hidden things. could then power all those Abilities.

Usually all characters should have the same Pools, but sometimes a character is so
Resist (R) fundamentally different than others that he does not. A machine-intelligence might have just
The character’s strength of will and resolve
FUEL as his only Pool that associates with all of its Abilities, for example.
in the face of adversity, stress or social
pressure alike.

15
Jan Hykel (Order #32879713)
II Character Creation

overcoming challenges, while Pools may be Alternatively, the player might opt to save
renewed during separate refreshment Choosing Secrets some Advances for later and spend them in
scenes. (Both concepts explained in depth play, instead.
later, on pages 32 and 24, respectively.) and Keys
Although the individual Pools do not need to
formally limit the nature of the character, The next step in character creation is to
some typical associations are as follows: simply choose one SECRET and one KEY for
the character. As these are both major
Vigor: A character with low Vigor might concepts in the Solar System, it is best to
be sickly or small, while a introduce each in its own chapter, at page
character with many Vigor 50 in “Keys and Experience” and page 58 in Variant: More Advances
points is healthy and energetic. “Secrets and Crunch” respectively. For An obvious variation is to start new
Abilities concerned with using character creation purposes it is enough to characters with more Advances. This
your body and acting with say that all characters may have one of each should not be done, however, just from a
strength are usually associated type of benefit to begin with. perceived need for character competence:
with Vigor. default beginning characters are easily
Instinct: A character with low Instinct competent enough for most purposes.
could be just clumsy, while high Finalizing the character Likewise, new characters need not be
Instinct might signify brought up to match with more
attractiveness or keen senses. The last step of character creation is a experienced characters when players join
Abilities concerned with quick matter of overview: is the character the group in mid-campaign. Characters in
and exact action or sensitiveness interesting enough to star in a movie? Does the Solar System need not start or stay on
in social realm are usually he have potential for great conflict? Do you the same level of advancement with each
associated with Instinct. know what he is about, what his purpose in other.
Reason: A character with low Reason is the forthcoming campaign is? Are the other A good reason for a more experienced
easily swayed or ignorant, while players interested in the character as a group to start characters with more
strong Reason hints at protagonist? Change anything from the last Advances might be for purposes of pure
leadership potential. Abilities steps to make the character better at this media emulation: if the group plays a
concerned with knowledge or point. game set in the Middle-Earth and
other mental powers are usually As a part of this process the players may genuinely want a player to play Gandalf
associated with Reason. distribute five ADVANCES among the Abilities, the wizard, then the wise course is to set
Pools, Secrets and Keys of the character. Gandalf up with whatever Abilities,
At character creation each character Advances are a currency of character Secrets and Keys he needs to perform. The
receives 10 points to be distributed between development more thoroughly explained on same holds true for other characters
the three Pools. All Pool have to have at least page 52 in “Gaining and Using Advances”, drawn from existing fiction: such
one point, but otherwise the player may wherein you’ll also find out what those five characters are already familiar to the
determine the distribution freely. The Pools Advances will buy. This is an excellent players and therefore do not suffer from
are full at the beginning of the game. opportunity for giving mechanical weight to dilution of significance associated with
the most interesting facets of the character, loading a newly created character with too
whether Keys, Secrets or Abilities. many Advances.

16
Jan Hykel (Order #32879713)
8 We’d all agreed on the focus of our next campaign — the long-lost kingdom of
Ba, whose warriors wore vine armor and defended their mountains from
powerful neighbors. But Mike was skeptical.
“It’ll be cool!” we told him, “we can get crazy with Chinese mythology!
Rival kingdoms, intrigue, battles, barbarians...”
Mike shrugged. “But who are we?”
Good question. Steve suggested Ba nobility, while Tom favored peasantry more
interested in preserving their crops than fighting for another brutal hegemony.
Dale and Joel weren’t that enthused, and neither were the others, to tell the truth.
The conversation went back and forth while I browsed Wikipedia. Something
in the entry on the Kingdom of Ba caught my eye. “Hey guys,” I said, “it says
here that Ba held the white tiger in mystical esteem. What about a crazy prophecy
that the ‘five claws of the white tiger’ will return and save Ba?”
Mike’s eyes lit up. “So I could play a cowardly loser from some backwater
village, called by destiny?”
“I want to be an ex-slave who can talk to his ancestors!” Joel cried. Steve
announced his intention to play an arrogant knight with Key of the Paragon.
Suddenly, everyone was on board.
Since the prophesied Claws could come from any background, there was room for
everyone to find a niche they loved. There was a hook to bring them together, too.
As Story Guide, I wanted to start play with some pre-existing relationships as well.
hat s wrong with a team of

“What if Steve’s guy and my guy were cousins?” Dale suggested. “Dude,

W oddball adventurers, called by


destiny to save a kingdom?
Key of Fraternity!” Steve replied, and they feverishly worked up a family history.
“What about your villager, Mike?” I asked.
“Pang Shan village is in the territory ruled by those guys and their family.”
“Cool,” I said, “That’d be a great focus for the Key of the Clan we wrote
up, too. We’ll begin play with the village about to be attacked by the infamous
Gan Dang Marauders.”
“I cannot allow that!” Steve shouted. Joel had an evil grin: “We’ll see,
because my character, An Gao, is one of the Marauders.”
I rubbed my hands with glee — thanks to my friends, an exciting situation
Jason Morningstar had emerged!

Jan Hykel (Order #32879713)


II Character Creation

Most of these details are probably already merely over whether the player or the Story
Initial situation obvious from character generation, but that Guide determines how the life of the
last one warrants further thought: the character goes out of whack.
After all characters are more or less finished choice facing the player is whether his
(or earlier, for that matter, if inspiration character is AT REST when play begins or if he
strikes), the group needs to bring it all is ALREADY MOVING. The difference is in Player character party
together for play. There is a checklist of whether the Story Guide should kick the
questions the players might wish to use for character into action or whether the player Historically, roleplaying games use what is
this purpose: wants to do it himself. known as the “party structure”: player
A player might decide that his character characters either already know each other or
 Did the character background include is at rest when the game begins because he come together during the first session and
interesting secondary characters? wants the Story Guide to surprise him. It’s thereafter form a party, like the Fellowship
Family? Friends? Colleagues? Should also possible that nothing particularly of the Ring in the LORD OF THE RINGS. All
some be developed? Is it OK if the Story compelling came up in character creation to players in the group cooperate to make this
Guide just invents some later? destabilize the character’s life. Either way, it happen, creating their characters into
 Does the character already have a is left up to the Story Guide to surprise and persons who need the other characters and
relationship with any of the other player disrupt the character’s routine existence. want to follow the group around. This is
characters? On the other hand, it is quite possible rather an entrenched convention, not the
 Where does the character live? What does that a character is “already moving” at the least because roleplayers find it useful for
he do? Does he even have a current beginning of play, should the backstory and plying their craft:
routine, or is he in some kind of trouble? setting point that way. If the character
Do you want to develop such trouble, or developed into somebody who’s on the run
is it OK for the Story Guide to do kick the from imperial officers in a distant and
story in gear with a dramatic incident? strange land, it’s quite conceivable that the
player can’t answer questions about the Examples Already Moving
character’s everyday life and what he’s
probably doing as the game begins — he is  Firebombing the General Governor’s
already living in a crisis situation where office made this political activist the
Examples At Rest nobody could say what happens next. most sought after criminal in the
 The courtesan of the king has to Often enough players have a certain state. Right now he’s looking for a
prevaricate a bit now and then, but story in mind when they create a character. place to hide.
overall the life is pretty routine as Starting the game in the middle of that story  Yesterday you saw her again after at
long as the monarch is a decent is a surefire way to get to play it! The player the subway station after 10 years,
person. has more control here as regards the initial but she was gone before you got
 The snake-oil salesman goes into situation of the game, which might serve through the crowd.
towns, sells his stuff and moves on some players rather well.  Great power, great responsibility,
soon enough. Straightforward and It should be noted that the choice that stuff... You never took it
even boring for the most part. between starting AT REST or ALREADY MOVING is seriously, except now your uncle is
 Being a middle-class housewife is not over whether exciting things will happen dead because of your own negligence,
not that interesting per se, even if you to the character or not — the choice is like karma dropped on him.
used to be a secret agent. Every day
is its own reward.
18
Jan Hykel (Order #32879713)
II Character Creation

 Playacting interaction scenes is fun! If  Our characters can be on different sides isn’t a party, the Story Guide will work to
your guy and my guy are in the scene in the story; one might even be a villain. have the characters affect each other in
together, they can talk to each other. It’s This does not even preclude getting to different ways regardless.
not nearly as fun to always talk with interact a lot; pulp heroes have plenty of
secondary character which nobody might opportunities for meeting their enemies
be interested in as much. over tea before racing them over life and
 If our characters are together, then we death in the savage jungles.
both get to be in a scene whenever one of  We get to see the game setting from
us is. Therefore, we get to be in play more different sides and lots of viewpoints.
and have to wait less for others to get Each player gets to be committed
Character Creation Summary
their turns. audience for the exploits of other  Determine the HEROIC EVENT and set
 Our characters are the most important characters, which means everybody is one Ability at EXPERT (2).
ones, so deepening their mutual rested and ready to go when their own  Determine CHARACTER BACKGROUND
interaction makes for quicker and deeper turn in spotlight rolls around. and set three Abilities at COMPETENT
dramatic action. (1).
The secret to not having a party is in being  Describe CULTURAL IDENTITY and set
You can use a party in the Solar System as interested in the characters of other players, any other pertinent Abilities at
well if you want, just discuss it with the rest just like if their stories were a movie and you MEDIOCRE (0)
of the group and set the characters up to the audience. If you’re only interested in  Set the PASSIVE ABILITIES to EXPERT (2),
have an overriding common concern that getting to play your own character, then of COMPETENT (1) and MEDIOCRE (0)
keeps them together. course you’ll find play dull if everybody  Distribute 10 points between the
However, also consider the alternative: needs to take turns; but if you follow the three POOLS of VIGOR, INSTINCT and
Solar System is very well suited for fates of the other characters as well, offering REASON.
individual characters who each have their advice and commenting on their foibles,  Choose one SECRET.
own, completely individual goals and you’ll find that being in the audience can be  Choose one KEY
pathways through the campaign setting. A a nice change of pace with no responsibility  Finalize the character by distributing
friend recently called this style of play WEAVE for a while. This and other techniques of 5 ADVANCES freely.
PLAY, as the Story Guide needs to weave the play are discoursed upon from page 20  Develop the initial situation with the
stories of the character together without the onwards, in chapter “Playing the Game”. group and go play!
characters themselves being a team. There Furthermore, once the game begins,
are several benefits to weave play as well: whether there is a party or not, the Alternatively, mix and match the steps
characters do not necessarily have to stay to arrive in a character creation method
 I don’t need to play my character softly with it — or they might form a party without that works for you. Some people want to
and compromise his character integrity advance planning! There are lots of shades develop the CHARACTER CONCEPT fully and
for the group to stick together; if he feels of gray between completely party-focused then make the mechanical choices to fit
like he’d rather betray the union and side play and every character being an the concept, for example. The character
with the confederates, I can have him do individual. Even if there is a party, be sure creation procedure is broken down into
just that. that the Story Guide will focus on each steps to make the process easier, so
character’s personal interests separately, as anything that works for you to create
that’s his job. And not only that, but if there better characters is good, as well.

19
Jan Hykel (Order #32879713)
III Playing the Game

Playing the Game

When the players have worked out a setting hardly required to experience the game in when he starts the game. Even if the first
and created characters, it’s time to start the whole. game session follows directly after character
actual game. It is possible that this could creation, a lunch break or similar might be
happen directly after character generation, in order to allow the Story Guide to gather
but far more likely is that the group Starting up the session his thoughts.
adjourns and reconvenes at another time to Assuming that the Story Guide is
actually begin the campaign — much The Story Guide has a central role in comfortable with his preparation for play, he
depends on how long the players take in starting a given session, as he is largely will proceed to address the other players in
agreeing upon a setting and creating their responsible for developing the SITUATION turn, describing the situation the individual
characters. encountered by the characters the other character is involved in. For the first session
Actual play of the campaign is organized players run. Such a situation is always this starting point is heavily dependent
into 2–4 hour sessions, played weekly or consistent with setting and character upon the earlier discussion about whether
however often the players want to. nature, interesting and flows well with what the character is AT REST or ALREADY MOVING
Campaign length depends greatly on the has gone before. This is probably the when the game begins; further into the
players and the events of play, but a typical hardest part of being the Story Guide, but campaign the Story Guide will likely just
Solar System campaign takes anywhere practice makes it easy. recap the last session’s events to remind
from three to a dozen sessions. Often The issue of scenario preparation is everybody where play was left off last time.
enough a long-term game group will also handled in depth on page 69 in chapter Then it’s time for the first scene.
connect individual campaigns played in the “Story Guide”. For now it’s enough to note
same setting into longer arcs, but that is that the Story Guide is likely not flying blind

20
Jan Hykel (Order #32879713)
III Playing the Game

THE SCENE when he describes where a player Groups differ greatly in how much free
Scenes character is and what is happening around play they prefer, and a single campaign will
there. A character might be in the scene or also have different stages in this regard.
The SCENE is a very useful concept in getting not, as not all characters are together all the Usually a scene might have anywhere from
a handle on how play proceeds around the time. A player might CUT THE SCENE when one minute to a quarter hour of free play
table in the SOLAR SYSTEM. All the players everything interesting in the situation has before the players move on.
have their own characters who are of course been resolved and the group wants to move The players and the Story Guide each
important, but not everybody can have on. have a job to do in free play. Here’s what you
attention at the same time. Whose story Different groups and different campaigns are doing as the STORY GUIDE:
does the game follow from moment to will have their own ways of doing things, but  Look at the characters: what is their deal,
moment? it is typical for the Story Guide to frame why are they in the campaign? Look at
The typical solution to arranging the scenes in turn for each player character so their Keys and Secrets to find out. Frame
content of play is to loan some terminology as to allow each an opportunity for scenes that prod the characters where it
from film making. The Story Guide FRAMES participation. Play of scenes might proceed matters.
in order around the table, or scenes might  Play secondary characters who interact
be framed when an interesting idea for such with the player characters; use them to
is thought up. Sometimes characters appear influence the characters in different
in scenes together and they might even end ways, but remember to leave the players
Narration in Free Play up primarily interacting with each other room to respond as they wish.
Players are constantly adding to the rather than the setting — it all works as long  Keep an eye on what is going on: if the
shared fiction when playing. Each player as the characters all get attention. scene has potential for CONFLICT, drive to
decides what his character does, while that direction. Otherwise be the
the Story Guide decides how the rest of chairman and remind the others to
the setting and secondary characters Tasks in Free Play concentrate on the scene; cut the scene
act. Even while every decision is in when the interesting content has been
principle made by some particular So, the Story Guide sets up that first scene, dealt with.
player, it’s important to foster a culture establishing a situation for the player The rest of the players either have their
of openness: everybody has a voice and character. He might be minding his own characters involved in the scene or not.
may make suggestions, nobody is put to business all peaceful-like, but now CHARACTER PLAYERS have an important job:
the spot without his friends being there something interesting and noteworthy  ADVOCATE for your character by making
to offer ideas and suggestions. Ideas are happens. choices for him; think and feel the
free-for-all, even while choices are made What goes on next is FREE PLAY, simply character and, therefore, decide how he
by each player independently. put: players with characters in the scene would act in a given situation. Be fair and
The Story Guide has BACKSTORY describe what their characters do or think, impartial towards the other players and
AUTHORITY, discussed on page 74: he can the Story Guide plays any secondary the rules of the game, but let your
decide what happened before the player characters, other players offer opinions and character be ruthless in expressing his
characters got to the scene at all. If there suggestions on the goings-on. The players own nature in the fiction.
is a disagreement over who gets to might act dialogue for their characters and
decide something, it’s probably either a so on.
conflict or a backstory authority issue.

21
Jan Hykel (Order #32879713)
III Playing the Game

 EXPRESS the character for the other


players, make him interesting and Choice as content Conflicts
sympathetic. You might employ
description of his actions, dialogue or A player character, as an imaginary person, Choice leads to conflict; sometimes
even internal monologue in depicting how will have convictions and beliefs he will immediately, sometimes later on. Conflict
and why the character acts and thinks. strive to fulfill. We, as an audience, are play is a very elaborate part of Solar System,
Finally, the rest of the players are AUDIENCE. interested in what those choices might be — which is an action rules set at heart: often
It’s an easy job, but important nonetheless, drama is created when the character judges loving attention is heaped upon descriptions
and omitted at your own peril. a situation and acts upon his of exciting chases, tense arguments or
 Do not ignore what is going on when your understanding. The role of the player is to deadly duels, which are some examples of
character is not in the scene! Lean express and advocate for the character, conflict between characters in play.
forward, smile, nod, laugh at entertaining depicting the thoughts and deeds of the When player characters end up in conflict
bits and in general make it worthwhile for protagonist to the rest of the group, his with each other or secondary characters, the
your friends to play. audience. Story Guide may invoke the conflict rules,
 Comment on the events and offer Often enough much of the content of which are described in great detail starting
suggestions for what might happen or play consists of events that prepare a on page 36, in chapter “Conflict Resolution”.
what things might mean. JUDGE the character for making a choice he would not Generally speaking, conflicts are a matter of
events and the other characters — cheer have been ready for earlier: the Story Guide great stress, tear and wear for characters:
for the heroes, boo at the villains. strives to set up situations that problematize they burn up their resources, especially their
 Relax and unwind for the couple of the values of the character and introduce Pools, which are depleted in conflict. Abilities
minutes it takes for your next scene to different viewpoints on the matter of play. play a dominant role in resolving who gets
come around, so you can play your own Thus the choice might well extend into their way in conflict situations, but
character intensely when the moment several scenes worth of development as willingness to sacrifice progressively more
comes. characters explore their options. drastic resources often ultimately decides
The goal of free play, apart from enjoying the KEYS, described in depth in “Keys and the conflict.
characters, situation and the setting, is for Experience” on page 50, play an important Although it might seem that way, players
player characters to passionately drive role here, as they reveal how the player are not actually disagreeing when their
towards their goals while the Story Guide views his character and mechanically characters go into conflict; the characters
problematizes these choices by introducing reward him for certain choices over others. might be passionate about how they’d like a
uncertainties and ethical conundrums. The The Story Guide simplifies his job situation to be resolved, and the players
actual matter of play is generated from the immensely by directing the choices he might well sympathize, but ultimately
interaction of the characters with the presents in the fiction towards the Keys of everybody is there for cooperative
situations they end up in. Such interaction the character: will the character do this sort entertainment — the task of each player is
comes in roughly two forms, CHOICES and of thing if that’s what his Keys require? to not compromise the interests of their
CONFLICTS. Which Key will he choose when he has to characters, but this does not mean that the
choose between two? Will he get rid of a Key players themselves are trying to make each
that leads towards corruption? other fail somehow. The relationship
between the player and the character might
be most comprehensively described as one
of ADVOCATION.

22
Jan Hykel (Order #32879713)
8 “You’re all minding your own business at the Krajina East pink zone checkpoint in the
early morning, when somebody opens fire somewhere in the south-east. Only Gryet is
outside at the moment, taking quickly to cover. What do you do?”
That was my scene frame at the beginning of the session. The campaign was about
Yugoslav wars, and especially the UNPROFOR peacekeepers entangled in them. As the Story
Guide, it was my job to kick play to gear by providing a situation that demanded a response.
“They’re attacking us? Who are they?” John asked, playing Gryet, the Danish
reservist MP.
“No visual ID, although you can see muzzle flashes in the dark. There is also
shouting, sounds Serbian“ I answered. “Will you return fire? The others should get out
soon enough.”
“Heck yeah, I’m returning fire.” John made a snap decision.
“Hey, that’s against procedure. You don’t know what’s happening out there.” Alf, a
third player, remarked. “I’m getting out of there to see what’s going on.”
“I’m not going to get shot for these ungrateful wretches. Besides, this is just suppressing
fire, I won’t hit anything anyway.” John countered, playing to Gryet’s personality.
The decision over how John’d react to a night attack was pretty much what I wanted
from the scene, so there was no need for a conflict procedure. Instead, I narrated how the
opposing gunfire lagged off and the night quieted down. Alf’s careerist lieutenant warned
Gryet (who was all smug about scaring off the attackers), but that was pretty much it,
aside from paperwork. Or so they thought.
etting into trouble is fun stuff, The next morning, I sprung my actual scene: a crowd of Croat villagers came by all

G the first prelude to adventure,


scorned only by fools.
flustered, demanding access to the enclave. The peacekeepers soon figured out the reason
for the angry demands and babbled accusations: a Croat civilian was found shot in the long
grass. Found by his own mother, insofar as the translator figured it.
“I thought that it was friggin’ strange for the Serbs to attack us for no reason over here.” Alf
mused. “Perhaps they were hoping for exactly this, I’m sure that bastard Babic is laughing his ass
off at anything like this.” (Milan Babic being a smarmy secondary character from earlier.)
The situation itself was pretty simple, I’d nabbed it from some old tv series: the
peacekeepers would need to figure out who shot the boy, and Gryet would have an
opportunity to try to spoil the evidence. They might also find out that the Croat boy was

Eero Tuovinen actually a paramilitary who got entangled in a night reconnaissance. Or they might not,
in which case Gryet might have to take the fall.

Jan Hykel (Order #32879713)


III Playing the Game

change a character’s identity or increase his REFRESHMENT, which is to say, he needs to get
Consequences ability to influence the world around him; some rest!
ultimately it leads to TRANSCENDENCE, the end Characters refresh their Pools by
Choices and conflicts both have of an individual character’s story. relaxing and letting their guard down,
consequences, which means that they direct simply enough. Drama-wise this is an
play towards new scenes. Sometimes opportunity for a slow point in the action, as
characters choose not to follow up on an Harm a suitable refreshment scene is not about
opportunity, sometimes they irrevocably Another basic consequence is negative: struggle or action at all. Rather, it is an
lose what they had; often new opportunities characters making the wrong choices or opportunity for developing character and
are opened by choices and conflicts as well. losing dangerous conflicts are in danger of looking for new directions to take the
This continuity provides much of the suffering Harm, which reduces their campaign.
structure for on-going play in the Solar immediate efficiency and may ultimately Individual Pools are refreshed in slightly
System: scenes follow each other as sensible threaten death or other nasty and different conditions, like thus:
consequence from previous events. Play permanent ends. Essentially, a character’s
might jump back and forth between different story may end prematurely for a character Vigor: Physical exertion with another
locations and characters as different player who decides to risk it all. character, such as hard
characters are followed, but even then the partying, martial arts sparring,
Story Guide makes an effort to provide massage or doing drugs, as long
connections. More advice on tying scenes Secondary characters react as its for the purpose of
together is provided on page 73 in “Framing Unlike the above, this sort of consequences, enjoyment.
Scenes”. while very generic, concern only the fiction: Instinct: Acts of social pleasure with
An important consideration is that there support characters always have opinions on others, such as a cocktail party,
is no one player who determines how the deeds of the player characters, so the going on a date, gambling or
consequences play out and where the next Story Guide should make sure that other pleasurable pastimes.
scene leads play. While the Story Guide has whatever the player characters do, there are Reason: Intellectually stimulating
the task of framing new scenes, continuity of secondary characters reacting to it in interaction, such as poetry
consequence and character choice provides different ways: some will come to debend on recital, a late-night philosophical
the array of possibilities. Usually character the player character, some to resist him. debate or a chess match.
intent as depicted by the player provides Thus the storyline progresses with little
more of a determining agent for the direction effort. As can be seen, a character pretty much has
of play than the Story Guide ever should. to interact with others to refresh himself.
This is intentional — such situations are
Pool Refreshment great for introducing new secondary
Experience characters or other human interest.
As described on page 50 in chapter “Keys As intimated above, conflicts are pretty hard Likewise it’s clear that the same activities
and Experience”, the most important long- on poor player characters — they get beaten might well refresh several Pools at once,
term consequence of the events of play are around and have to spend Pool points to which is just dandy.
EXPERIENCE POINTS that characters collect by succeed in getting their desires, especially at When a player wants a refresh for his
participating in events relevant to their own the beginning stages of their stories. What character, there are essentially two
identity. In the long term experience may such a weakened character needs is a POOL situations: either the character is already

24
Jan Hykel (Order #32879713)
III Playing the Game

well positioned with his friends at hand and Harm is obtained from fictional events:
a mutually acceptable pastime in mind, in Harm the Story Guide may declare that a given
which case the scene can just proceed course of events will result in Harm for a
normally, or the character might be at loose HARM is a very important concept related to character. This decision is always made
ends and explicitly going to look for a conflicts, character capability and the before the Harm happens so as to allow the
refreshment. In the latter case it’s up to the overall story — a character with too much player to react and declare a conflict. Thus
Story Guide to frame a refreshment scene Harm is in danger of dying or getting the Story Guide might warn a player that
and let the character make some friends. removed from the game otherwise! having his character fall from the cliff-side
There are two specific narrative motifs All characters have a HARM TRACK into the river will be cause for level 2 Harm,
that the Story Guide should consider when consisting of three MINOR levels (1-3), two which information would then be available
a refreshment scene arrives: MAJOR levels (4-5) and one MORTAL level (6). for the player when making an Ability check
 The refreshing character has his guard (Check the character sheet on page 81 to see to climb up.
down, so the refreshment scene is a tacit what it looks like!) When a character suffers An important special case is when a
permission to mess with the character’s a given level of Harm, the player crosses that character suffers Harm of a level he already
fate in unexpected ways. If the player had level off and marks down the Pool related to has marked earlier: in that case the Harm is
his character go drinking in the bad part the Harm. Each level causes penalty dice for bumped up one or more levels into the first
of town for his refreshment, say, it would the character: a Minor level causes the empty slot. Another special case is when a
be quite possible for him to make an error character to suffer one penalty die to his character comes out of an extended conflict:
in judgement and end up in a compro- next Ability check; a Major level causes one all the Harm in the Harm tracker SHAKES
mising situation related to his current penalty die to all Ability checks associated DOWN at that point, so that all the Harm the
troubles; having a refreshment scene with the same Pool; a Mortal level Harm character received so far moves to fill any
means doing some pretty foolish things. causes a penalty die to all Ability checks and empty levels below their current level.
 If the refreshing character has resolved forces the character to spend a point from The most common juncture for declaring
most of his troubles and seems to be the Pool associated with an Ability to use it Harm is in determining the STAKES of a
settling in comfortably, the Story Guide at all. conflict, where it naturally belongs.
may well use a refresh scene to introduce (I know that I haven’t discussed penalty Sometimes Harm comes first and the player
new stories: a refreshing character often dice yet at this point. They’re explained in might even decide to not contest the Harm,
ends up meeting, greeting and getting detail on page 32 in chapter “Ability Check”, provided that the character is getting what
friendly with new secondary characters but for now it’s enough to know that Harm he wants otherwise.
who may then get the character involved makes it more difficult for the character to Level of Harm caused by events in the
in something serious later on. Whenever succeed in his endeavours.) fiction may range all over the place, from
the current story matter seems to be As for the setting, Harm may represent level 1 for minor annoyances to level 6 for
running down, the Story Guide does well any negative effects upon the character’s going through something that would break a
to introduce new material in refreshes — integrity. Physical bruises and wounds are man. In conflict it is not atypical for Harm to
the stuff need not combust immediately, typical in action stories, but mental be assigned asymmetrically to two sides: an
but it’s useful to have some preparations anguish, doubt, shame, erosion of social unarmed man attacking one with a gun
in place for when the character’s current stature or just losing face might be depicted might threaten with just level 1 Harm while
trouble is resolved once and for all. by Harm. Ultimately this depends on the risking level 4 himself.
Pools used in the campaign, as each Harm is
associated with one.

25
Jan Hykel (Order #32879713)
III
Healing Harm
Playing the Game

Sta
rt her
Harm is healed in two manners, by NATURAL A rough overview of the cycle of play

e:
HEALING and Ability checks. The former is
simple: the player needs to spend Pool
appropriate to each level of Harm equal to
the level to heal that Harm. This is mostly Refreshment Free Play
done between scenes. (If the character Characters let their guard down, providing Story Guide frames an interesting scene
doesn’t have high enough Pools, the player an opportunity for complications or based upon what came before. The players
may pay in parts and jot down the progress.) entirely new plots. The refreshing Pools participate in molding and interpreting the
Healing by Ability check works by having provide the characters with new framed situation by the choices their
a character make an appropriate Ability resources. characters make.
check (depending on the type of Harm and
other conditions in the fiction) to heal the
target: the healing removes a level of Harm
equal to the result (or the highest level
under the result); if all Harm is higher than
the check, nothing is healed. Conflict Consequences
Only one healing check may be made per Characters struggle for their interests, Choices lead to consequences that modify
scene, and a character may only be healed spending Pool and suffering Harm. Choose further free play. Old scenes are cut and
once with any given method per session. The how much each character cares to suffer new ones framed when the immediate
Story Guide may encourage players to figure for his goals. situation has been resolved. Characters
out new treatments and other story content gain experience points.
when they want to heal a character with
multiple healing checks in quick succession.

Bird’s Eye view


the choices each player makes. If all goes well on how a session of play is arranged to
Looking at the above description of the play and the players appreciate each other’s input, satisfaction.
process, an overview emerges: the Story Guide the end-result should be an exciting story- Unless the reader is looking for a
has the initiative in thrusting player creation session! particular topic at this point, it’s probably
characters into exciting situations in the The following chapters provide the core best to continue directly to the next chapter
story, wherein their choices then lead to rules material of the Solar System, the which lays down the groundwork for how
consequences that dictate new scenes. conflict rules that are used to resolve tense Abilities are used to resolve situations the
Choices that lead to conflicts cause characters and uncertain situations that player player characters encounter in their
to suffer Pool expenditures and Harm, which characters often face. After that, on page 50, adventures. Before trying to play the game
in turn require refreshment scenes to the experience rules describe how it’s important for at least one player to have
overcome. The end result is a cycle of play characters change and develop as the result a firm grasp of how and why the Ability
where choice, conflict and refreshment scenes of play. Finally, in chapter “Story Guide” on checks and conflict rules work as they do.
alternate in a flexible manner, depending on page 68 there is some more concrete advice

26
Jan Hykel (Order #32879713)
8 The previous scene was a huge showdown, a rap concert in the squat
arranged to resolve the tension in the quarreling community. Supple Rat
was able to convince Iron Arse that avenging the illegal arrests at the cops
would be just plain stupid. Still, Supple Rat took in some serious Harm
in extended conflict. Janne, the player of Supple Rat, burned the rest of
his Instinct points to get rid of the Minor Harm and needed then to
refresh that Pool.
"So, how do the anarchist rappers relax? Booze and babes, like in their
songs?" Tero grinned.
"Sort of. Supple Rat drinks kilju straight from the bucket like he was
dying of thirst. Actually I wonder if that's the only way to drink that
stuff: swallow as fast as one can", Janne smiled.
"So, your character is getting drunk fast. And before he even realizes
it, he's dancing with the newbie girl", Seppo described.
"Oh, I sure see where this is going. Conflict! Supple Rat is dating
nowadays and resisting the seducing", Janne declared.
"Nope, not an option. You see, this is a Refreshment scene. No
conflicting here. Take it and the filled up Instinct pool or leave it and
miss the refreshment", Seppo explained.
"Fine. But Supple Rat is cautious. After all, he is a faithful dude. One
girl at a time", Janne compromised.
ll s fair in love, war and

"Sure. Thought it would be easier to be cautious if he wasn't totally

A Pool refreshment. Not that


my character cares of fair.
wasted. But don't worry, I'm not breaking the modesty rule here", Seppo
calmed Janne's suspicious mind. "The way it goes down, nothing
happens. Supple Rat is partying with this girl and after the rough night
passes out fairly quickly behind the torn sofa. Sometime later the new girl
decides to doze off near Supple Rat because he seemed like a trusty guy,
even drunk and all.
So in the morning Supple Rat wakes up next to this pretty-in-a-non-
anarchist-way girl and cannot remember much about the last night. That's
of course when Speedy-Anu steps in."
Sami Koponen "Of course. Well, at least the Instinct pool is full again. Supple Rat
lets Speedy-Anu do the yelling", Janne said.

Jan Hykel (Order #32879713)


IV Ability Check

Ability Check
Ability Check Results
Value Result Meaning Basically, the ABILITY CHECK is the core added to the value of the Ability to find out
The character does not
resolution mechanism in the Solar System: the check result. As Abilities range from
0 Failure benefit from his effort. whenever players want to find out whether a MEDIOCRE (0) to GRAND MASTER (4) in value
character succeeds in a tight spot, an Ability while the roll ranges from -3 to +3, the
The expected check may be used to find out. Ability check result is a value from 0 to 7.
1 Marginal
routine result. Most Ability checks are made in conflict (We’re not counting negative results at all,
Some bragging rights against other characters as described on they’re all zero.) Attached find a table of the
2 Good
among comrades. page 36 in chapter “Conflict Resolution”, but different results and their significance.
there are other uses for the Ability check as TRANSCENDENT Ability checks are
A matter of personal
3 Great well. For example, a character might wish to discussed in more depth on page 54 in
pride for the person.
use his secret alchemical lore to brew a love “Transcendence”, as they are extremely
Others give kudos to potion; should the group want to know important in an on-going campaign. Other
4 Amazing
the result as well. whether the brew was any good, an Ability than Transcendent results, most of the time
The deed inspires check could be a nice idea for finding that players are most interested in whether a
5 Legendary out. given Ability check SUCCEEDS or FAILS. Any
stories and songs.
To make a simple Ability check, the positive result means that the character was
Breaks conceived norms
6 Ultimate of human capability.
player chooses an appropriate Ability for the successful in doing what he was trying to;
character to use in the check and rolls three this does not necessarily mean that the
7
The deed transforms the
Transcendent world, permanently. Fudge dice. (I introduced the dice on page 4, character succeeds in his overall goals, but
remember.) The Fudge dice results are the immediate task was successful and

28
Jan Hykel (Order #32879713)
IV Ability Check

perhaps even amazingly successful. In correct Ability by clarifying the situation


practice the overall effect of a character’s facing the character. Narrating success
success in Ability checks is determined by
the conflict resolution system described in Those varying levels of success can be used
chapter “Conflict Resolution”. Timing and stakes to great effect in introducing interesting
However, a great deal of useful play can consequences to any Ability check where the
be derived from simple Ability checks alone Ability checks always arise from free play: degree of success might make a difference.
when the character is in a simple and players describe action in a scene and at The group, and especially the Story Guide,
straightforward situation: the player just some point the Story Guide calls for the are in a good position to use the level of
chooses an Ability, rolls the dice and check. Or perhaps a player takes it up. It is success as an inspiration in narration.
announces whether the character succeeds important to note that until and unless the A FAILURE (0) result does not have to
in his deed. Climbing difficult cliffs, dice hit the table, all this talk is just mean that the character’s efforts just fizzle;
successfully piloting a starship on a routine speculative — players are trying to find out most of the time failure in the Solar System
run, filling tax return forms correctly or what the check would be like, they’re not should be a cinematic affair full of dramatic
whatever interests the group in the committing to have their characters act in a consequence. A character who fails in a
character’s activities can be resolved with a certain way. CLIMBING (V) check isn’t going to just “not get
simple check to find out how well the This is an important point when the on the top of the cliff”, he’s going to fall down
character does. players, Story Guide included, go into a give- from high and break his collarbone, being
When an Ability check should be used is and-take about the details of an Ability stranded alone and wounded in the
largely a matter of taste, any player may call check: an Ability might be picked for the wilderness.
for one when he would find it interesting to check only for the Story Guide to A MARGINAL (1) success might sound dull
find out how a given character does in a recommend something else based on the and predictable, but what it actually means
situation. Obviously players don’t need to situation, or there might be penalty dice is that the Story Guide is welcome to add a
make checks in situations that aren’t involved (more on those later). At the very little twist, some complication to the
interesting: checks should be used only least the players need to all be on the same success. The character might indeed get to
when resistance from the setting will be page about the scope of the check, why it’s the top of the cliff, but it might take so long
welcomed as a friend and ally to the group’s being made, it’s stakes. All these matters are that night falls during the climb, for
dramatic efforts, not when it might bog negotiated freely before the check and before example.
down play by providing ultimately the player or the character commit to any What characters really want is a GOOD
meaningless results. particular course of action. (2), solid success, as that’s something to be
When an Ability check is considered, the The STAKES of an Ability check are worthy proud of. Colleagues won’t find flaws in it,
Ability a character uses is always the one of elaboration, important as they are: each it’s the real thing. A bit dull, perhaps, but
most suitable for the situation in the fiction. Ability check is made for a reason, which is secure, as nobody’s going to interpret it as
For simple Ability checks this is obvious called its stakes. Players should always anything but solid fulfillment of the stakes.
most of the time: if the setting has a CLIMBING know why an Ability check is being made, if A GREAT (3) success is essentially master-
(V) Ability or similar, then that’s most for no other reason than to have their level, it’s good and a little bit more, yet. The
certainly the one to use when a character is character refuse to risk it. Being aware of player would be well within his rights to
trying to scale a cliff, for example. The Story the stakes enables the group to consciously describe how his character not only
Guide may help the player to pick the determine the scope of the check. succeeds, but also does it in style. Getting to
the top of the cliff is a given, but the

29
Jan Hykel (Order #32879713)
IV Ability Check

character might as well find an easy route character’s success, they’re nothing to worry would be used, the default assumption is to
up, one that makes a second climb nigh unduly about in routine checks; all Ability make the check with a MEDIOCRE (0) Ability.
trivial for him later on. checks are not created equal, sometimes you It’s not necessary to name the Ability when
An AMAZING (4) success, as the chart just need to know the number and not have making the check, it’s enough to know that
says, is something that onlookers would be to care about any extra consequences it it exists in some form.
astounded by. A character making that kind might signify. On the other hand, thinking a
of check deserves to have a solid edge bit about the “something extra” that the
further in the scene — finding a sheltered degrees of success provide is a great way of Bonus and penalty dice
cave in the cliffside to spend the night could giving definition for an otherwise vague and
be a positive twist supplied by the Story unexciting situation in play. The basic Ability check is a simplistic
Guide, for example. Not exactly what the randomizer that gives results very close to
character tried to do, but a further positive the Ability rank most of the time. BONUS and
development for him nonetheless. No suitable Ability? PENALTY DICE are a powerful tool for changing
A LEGENDARY (5) success goes into the
realm of heroic fantasy in many ways, Sometimes characters do not have an Ability
influencing the character’s whole situation suitable for a situation. There are two
in a positive manner. New and even slightly different possibilities here: Narration of Ability Checks
unrelated opportunities might appear —  The character has a background where it
meeting unexpected allies or friends waiting makes sense that he would have the The rules do not determine who should
at the cliff top might reflect this dramatic Ability in question at Mediocre (0); the describe what happens after an Ability
influence, for example. player just has not written it down yet. check. As far as the Solar System is
Characters making ULTIMATE (6) Ability Doing that fixes the situation. concerned, the narration is a value-
checks should not have to check the same  The character is trying to do something neutral task: the group chooses the
Ability again in this session, barring that he is not equipped to do at all, such ideas that best represent the mechanical
dramatic circumstance or player initiative. It as fly without wings or use a computer results and enacts them into the fiction.
would be reasonable to decide that a with medieval schooling. In this case the If players feel a need to determine who
Climbing success at this level overflows into character fails automatically. gets to decide on the details, that’s
long-term success, making the whole cliff- The latter situation seems pretty blatant, probably a sign of somebody using the
climbing a non-issue for the rest of the but that’s all a matter of degree in some Ability check process to push a partisan
journey. settings. For example, if the campaign agenda.
Finally, a TRANSCENDENT (7) check, as the setting includes special individuals with Regardless, if there is some
name implies, really means that the psionic abilities, it’s kinda important to disagreement as to how play should
character broke the limits of what the Ability know whether a person can resist the proceed from the Ability check, the
actually means. Every Transcendence is psionics in any way, or whether trying such check result can be interpreted by the
different as described on page 54, in chapter would be an automatic failure. How intricate player who called for the check in the
“Keys and Experience”; the character’s story these questions become depends on the first place. Often this is the Story Guide,
is clearly at an end, but it’s up to the player setting more than anything. simply because one of his tasks is to set
to describe how. In general, the rule of thumb is that if a up resistance and challenges for the
While the above guidelines are certainly character should be able to try something characters, and thus many Ability
useful when considering the meaning of a but the group can’t name the Ability that checks originate with him.

30
Jan Hykel (Order #32879713)
8 My character, Wally Koerner, was an experienced sledder, but the conditions were far
from ideal: after the argument at the research station, Wally had little choice except
return alone to Anchorage. The alternative would have been apologizing to Toni,
which wasn’t going to happen. The trip would take him a week at most, after which
he could well spend the rest of the spring season drunk out of his gourd.
“It’s a pretty simple trip...” Kelly mused. “However, you might as well make
an Arctic Survival check here to see how well the trip goes. I’ll give you a penalty die
for it, too, due to having to travel alone.”
“What for? It’s not like Toni is trying to follow me, right?” I asked. Kelly was
Story Guiding for the first time, so I wanted to make sure she knew what she was
doing. “What are you going to do if I fail the check? Seems pretty harsh.”
“I have a plan, it’ll do Wally good to suffer a bit. Others might come save him later,
you know. Just go for it.” Kelly assured me, so I made the check. Wally’s Ability was
just Competent (despite being set in Alaska, the campaign hadn’t so far been very involved
with the natural world), and of course I managed to roll a -1 total, makings for a failure.
“So Wally’s all distraught about Toni when he puts his pack together, but
luckily that’s pretty routine. However, when harnessing the dogs, you put the two
young Malamutes together in the point position out of pure carelessness. They might
get out of control there.“ Kelly narrated, describing how the failure would manifest
in the fiction. “Want to do anything about it?”
“Actually, I’m fine with this for now. Wally could stand a bit of suffering in
an has little but his pride, the wilderness for now.” I said. Wally had been rather rotten, and while I’d have good

M so ask not why he be so


foolish in defending it.
odds at improving the Ability check with a bonus die, it would be interesting to see
whether the rest of the station crew would come rescue me.
“OK, then. Although you’re pretty well equipped for the trip as it is, and the weather’s
clear, the trouble comes from your handling of the sled: you drive the dogs without mercy,
and while they’ve come to know you a bit since you came, you’re not half the musher you
think you are: you’ve been on the way for a couple of hours when the harness breaks as you
carelessly peak over a hill and the point dogs suddenly disagree with the lead.”
“Oh, so I’ll need to repair the harness on the ground, then?”
“No. The dogs just look at you, and then look at the lead dog, the one Toni gave
Eero Tuovinen you. Then they all turn tail and wrangle out of the unravelling harness. They run
back towards the station, it seems.”

Jan Hykel (Order #32879713)


IV Ability Check

the situation. These are normal Fudge dice Bonus and penalty dice are attained It is important to realize that the adverse
that are added to the three rolled in an from many separate sources, but perhaps conditions here really need to be so
Ability check. the most common one is spending Pool for significant as to be obvious to a movie
Whenever a player has one or more effort: the player spends one point from the audience viewing the action: something like
bonus dice in an Ability check, he rolls them Pool associated with the Ability to add one driving an old car with clunky transmission
right alongside the three default Fudge dice. bonus die to the roll. A player may do this in a car chase hardly bears consideration,
After rolling, the player picks the three best only once per check, but more bonus dice we should be discussing driving at night
results for his check and discards the rest of might well be gained from elsewhere as without lights on an unfamiliar road to get
the dice. With penalty dice the procedure is described later on. even one penalty die. Not having breaks at
similar, except the player picks the three If the player ends up with both bonus all or putting a blind man at the wheel is
worst dice and discards the rest. and penalty dice in one roll, they simply more like it for two penalty dice in a car
cancel each other out on a 1:1 basis. An chase situation.
individual check will never have both bonus Both external factors and lacking tools
and penalty dice in it when the dice are may be considered for circumstance
rolled, in other words. penalties, so having a somehow faulty car or
An important detail is that bonus and just a blinding storm are both fine, as would
Variant: Complex Extra Dice
penalty dice may be added to the roll either be trouble with the driver, such as a
Some tactically inclined groups might be before or after the initial dice are rolled. blindfold.
bothered by the free order of dicing in Extra dice after the roll are simply rolled The Story Guide should remember that if
Ability checks; bonus and penalty dice immediately (unless cancelled) and the he really, truly feels that two penalty dice is
added later in the process have more player picks the three best or worst results not enough for some outrageous stunt, such
impact on the final result, which might normally. While the exact order of additions as escaping in a car without a fourth wheel
cause annoying tactical conditions. and their timing in relation to rolling the (or the engine block, whatever it takes in
A simple way to counteract the dice affects the final outcome, the players your genre to make a car truly unusable),
tactical benefit of dribbling the bonus may choose their play freely for simplicity’s then it is more than likely that the deed to
dice into a check is to instate an extra sake; just add each batch of dice and reduce be considered is simply impossible — the
surcharge of one Pool point on each to three until everybody is happy or unable character simply fails in such a futile
batch of extra dice after the initial roll. to modify the result any further. endeavour, should the player wish to try it
This way players are encouraged to add in the first place.
their dice before the initial roll, or at least
to add dice in as few batches as they Circumstance penalties
dare; adding dice one by one would cost Supporting a check
a prohibitive 1 extra Pool point per die. The most common type of penalty dice is
Alternatively, a group might develop freely adjucated by the Story Guide: Sometimes characters have several Abilities
Secrets that worked with the stages of whenever a character is trying something that could be used for a particular deed, or
Ability check resolution, as described in under considerably adverse conditions, the parts of it. In these situations the Abilities
chapter “Secrets and Crunch” on page Story Guide may just decide that this are ranked and checked in order: the result
58. Those tools make it relatively easy to requires a penalty die. For really hard deeds of each check turns into support dice for the
balance the check procedure to one’s the Story Guide may assign two penalty dice next check in the series, so rolling a GOOD (2)
liking. as circumstance penalties. check in support provides two bonus dice for

32
Jan Hykel (Order #32879713)
IV Ability Check

the next check, for instance. Pretty simple, bonus dice to an important check, but
so far. remember that a single check may only ever
The order of the checks is determined get support from one source: multiple
based on how the player describes the sources need to give their bonus dice to each
situation: if any Abilities are used in the other and have only the penultimate check
deed in a clearly consecutive order, it’s provide bonus dice for the last and most Variant: Gift of Dice
pretty natural to have those follow each important check. In practice this means that The right group will find it very
other in sequence. If Abilities are in play actively hunting for a lot of support Abilities rewarding to increase the number of
both at once, then the less important Ability isn’t worth the effort. bonus dice flying around by instituting
is checked first. If the Abilities are equally However, the Story Guide has the the GIFT OF DICE, a way for the players in
important in the situation and used pregorative to allow exceptions to the rule of the audience to comment upon play.
simultaneously, then the stronger Ability is only one support chain: when a character is At the beginning of each game
checked first. For example, if a character supported from two completely independent session, distribute 20 Fudge dice
tried to intimidate somebody and directions that couldn’t sensibly support between the players, Story Guide
supplemented it with blackmail dredged up each other (and thus be the part of the same included. (Or use tokens instead of
from the Internet, the natural order is to support chain), he may allow separate actual dice, of course.) These dice can
have the player check INTERNET USE (R) first sources of support dice. Situational call, then be given out as bonus dice to any
and then INTIMIDATION (V), as that’s the order that, and whatever makes sense for the but the player’s own character at his
of action. When a character is trying to group should rule. discretion. Excess dice are lost at the
supplement his FIGHTING (V) with RIDING (V) end of the session.
for mounted combat, though, the Abilities The Gift dice enable the audience to
are used simultaneously and thus Riding Recording Effects participate even when their characters
might be checked first, were it deemed less are not in the scene. They allow players
important in the exact situation. A player may opt to make a special kind of to express their sympathy for
Players may chain Ability checks as Ability check called EFFECT — or rather, the characters. It’s an all-round good deal if
makes sense in the situation, but any player looks at an Ability check he just made you just remember to actually use the
failures in the supporting checks cause dire and decides to record it as one. Any Ability dice.
consequences: if the failing Ability does not check that is not used for other mechanical An alternative is to pool all the dice
play a critical role in the situation, the next effects (such as supporting another check or in the middle of the table and let
check suffers a penalty die, but if the Ability activating a Secret) may be recorded as an anybody give gifts to others from this
was actually necessary for the deed, then Effect immediately after the check is made. common pool, but only one die per
the whole deed fails. Effects are little notes players make for check per player. This might work even
Ability checks may also be supported by themselves on their character sheets; they better as long as the players remember
other characters: the players just describe remind the player of the deeds and to act as sympathetic audience and not
how the characters work together and chain preparations a character might have made. partisan tacticians when using the pool.
the Abilities normally. As before, the check So if an Ability check was made to see (If you play very short or long
order is shuffled based on the order of whether the character succeeded in brewing sessions, try 5 dice + 5 per hour of play
Ability use in the fiction. a love potion and the check came up or so instead. Or just refill everybody
Supporting Ability checks with other Amazing (4), the player would write “Brewed when all but one player have spent their
Abilities is perhaps the easiest way to earn a love potion 4/R” on the sheet. Or just gift dice.)

33
Jan Hykel (Order #32879713)
IV Ability Check

“Love potion 4/R” for that regard; the player might give half of it (two dice’s worth) to TRANSCENDENT (7) Ability check becomes a
chooses how to describe the Effect, as long another character easily enough. permanent, non-transitory setting-feature
as it makes sense for the situation and he Characters may also sometimes declare as part of the player’s Transcendence
remembers to mark down the associated an Effect out of something another character narration, as per page 54, “Transcendence”.
Pool and check result from the Ability used did: when a character makes a motivational Such Effects lose their nature as character-
to create the Effect. speech, for instance, it would make sense specific Effects and become normal,
Recording an Effect costs a Pool point that the audience can take the result of the permanent features of the setting.
from the Pool associated with the Ability the speech as an Effect representing the
character used, so any old Ability check is motivation. Only one character may make
probably not worth the trouble to record. an Effect of each individual Ability check, My check is resisted!
The reason for recording Effects at all is however, so several characters would have
that the player may CALL on the Effect later to share or distribute the Effect between If a character is going to do something
on to provide bonus dice to any check that them. The Pool cost is always paid by the important and another player is all agitated
pertains to the Effect; he just marks down character who gets the Effect. about it and wants to have his character
how many dice the Effect loses and takes There is no particular guarantee that a interfere, then congratulations, you have a
those as bonus dice. When the Effect loses character gets to use any Effect he makes, it conflict. Conflicts are explored intimately in
its whole value the player may cross it off all depends on whether a suitable situation chapter “Conflict Resolution”, starting on
altogether. comes up later. Furthermore, Effects are the next spread. To tell the truth, the
(Another way to use Effects is to put transitory: players remove all Effects conflict is really the primary reason for
them up as obstacles for other characters; associated with a particular Pool when they having these Ability checks in the first place;
more on this in “Solo Conflicts” on page 40.) refresh that Pool, unless they pay one Pool this overview of how Ability checks are made
point per Effect to preserve it. The idea is is here in a separate chapter just because
that the character who lets down his guard it’s more clear to lay it out this way.
Using Effects feels confident enough to discard any
temporary preparations he might have
Effects are great for when a character knows made; Effects are not actually a part of the
that he’s going to be facing adversity: he character concept like Abilities or Secrets
might stock up on tools suitable for the job, are.
hire mooks to help him out, set up traps for Effects are sometimes required or
that monster that’s going to call at midnight generated by SECRETS, as per page 58 in
or make whatever other preparations he has chapter “Secrets and Crunch”. As a general
in mind. An Effect might be used all at once rule, Effects and Ability checks can be used
(especially when it’s the kind that is not interchangeably wherever that would make
useful for a second shot) or spread out over sense; an Effect is essentially just an Ability
several checks. The character might also check result saved for later need, so
have his Effects stolen or give them to others whenever it makes sense in the fiction for a
voluntarily; a scientist whose notes character to be able to switch an Effect for
disappear during the night would lose the an Ability check or vice versa, go for it.
Effect tied to them, for example. Or the One more point should be made about
character who made that “love potion 4/R” TRANSCENDENT EFFECTS: an Effect created by a

34
Jan Hykel (Order #32879713)
8 “But if my character could invent a new, improved way to make fire, our tribe
could really prosper, right?” Rob planned.
“Sure. And that would definitely boost your position in the tribe as well”,
Nicole confirmed.
“Alright. So, he's Competent in crafting stone” Rob continued and put
three dice on the table to signal an impending Ability check.
“Flint and steel kind of solution in mind? It isn't that easy, since you don't
have any proper tinder. A penalty die for that”, Nicole said and added fourth die.
“You cannot stop the wheel of cultural evolution. I'll back Rob up with a
Gift Die” I said and removed the fourth die.
“Thanks. But I still need something more... How about searching for dry
leaves with Foraging?” Rob suggested.
“Sure. But if you fail you don't find any good ones and you have to work
with more fresh stuff, like grass”, she said.
Another set of dice hit the table: (+), (+) and (-). “Yes! My Foraging Ability
is Mediocre, but still it's SL one, making for one bonus die”, Rob exclaimed and
added a fourth die to the original trio. “Then I gather the leaves, fetch the sparky
stones and start working”, Rob said gesturing with his hands like lighting a
match.
His roll was bad. (0), (-), (0), (-).
“No! Three best of those makes -1 plus my Ability still makes a zero. Oh
uman progress comes in bummer”, Rob complained.

H short steps, except when


the dice hit the table.
“'It ain’t over ‘till it’s over. Go for the Reason pool”, I pointed out. Rob
reorganized the dice, leaving the best three on the table and rolled another one.
New series: (0), (0), (-) and (+).
“Hurrah! This is almost as sweet as inventing hugging during last session”,
Rob said. The dice gave +1 and his character's Ability gave +1, so together success
level was 2.
“Your male realizes that you have to feed the fire carefully with more dead
leaves. Behold: fire”, Nicole said solemnly.
“Hey, could I buy a Secret of Fire Making?” Rob asked.
Sami Koponen “Sure. How about you can make fire by succeeding in Stone Crafting check
and spending a Reason point?” Nicole suggested.
“Right on. I like that it's a bit expensive”, Rob said.
Jan Hykel (Order #32879713)
V Conflict Resolution

Conflict Resolution

When two characters in the fiction have a are in conflict. The purpose of the conflict
CONFLICT OF INTEREST, there is a whole array of Initiating conflict resolution procedure is to find out which
rules available for seeing how that plays out. character gets their way in the situation.
Conflicts are one of the high points of drama Conflicts happen when a player declares The conflict itself is resolved with
in the game, as characters with convictions such as he notices that a disagreement OPPOSED ABILITY CHECKS: the players each
clash in different ways to find out whose will between characters in the fiction might be make an Ability check normally and
and strength triumphs. Thus conflicts characterized in terms of conflict. This compare their results, with the better result
provide for sudden reversals in the progress requires for the characters to have intents triumphing. But first, the conflict needs to
of events and the all-important closure as that are clearly in cross-purposes in the have its stakes clarified.
well. immediate scene. They need to want for
The Solar System uses ABILITY CHECKS to contradictory things, in other words.
find out which character wins a given The exact events in the fiction that are Conflict stakes
conflict. The notion is that the character represented as conflict might involve
with stronger Ability is going to triumph, violence, arguments, challenges and The Story Guide has the specific
unless the weaker has luck or greater will to competition; the essence of conflict is two responsibility of declaring the STAKES of the
victory on his side. Ability checks are used characters in opposition. conflict after hearing the goals of the
for some other things as well, so they were When a conflict is declared, the players of characters. This is a slightly intricate issue,
explained in depth in the previous chapter. the participating characters well might wish to so pay attention.
describe the GOALS of their characters so Normally, when a conflict is initiated, it
nobody misunderstands why the characters is pretty obvious what the conflict is for: a

36
Jan Hykel (Order #32879713)
V Conflict Resolution

character wishes to bed another, say, and the guards, or how he charms the emir’s
the conflict is over whether he manages to Leverage, propriety daughter — these are all fine and exciting
convince the other character to play along. conflicts on their own, well able to branch in
The goals of the characters are rather and scope unexpected directions.
unambiguous in this sense: whatever the When determining the stakes of a
characters want to do, that’s usually what When a character can try to succeed in conflict, the Story Guide should keep an eye
the conflict is about. In these cases the Story something, he has LEVERAGE. A character on all of leverage, propriety and scope: is the
Guide just nods and gives the go-ahead for who has wings might try to fly because of character in position to try for this goal, or
players to proceed with resolving the those wings, for example. A character who should he first maneuver into position? Is
conflict. has sneaked into the bedchambers of emir’s the goal an appropriate event for the genre?
The most typical situation where the daughter might try to steal a valuable jewel. Do we, as a group, want to skim or slow
Story Guide needs to clarify the stakes is Leverage is being in the fictional situation down over these events? Making these
when a player’s declared goal is TOO SHALLOW. that allows a character to attempt a given decisions is not as difficult as it might
For example, a player might describe that goal in the first place. sound, and the rest of the group will
his character is going to shoot another When a character’s declared goal is certainly have their own notions. If in doubt,
character. All well and good, but that is not kinda sudden and unexpected in the go with the goal declared by the player — if
actually a goal, it’s just what the character context, it is a matter of PROPRIETY. This is the emir’s jewel is just a step in some
is doing to achieve his goal. Is the character not so much about moral judgement most of interesting story, take care of it in one
trying to stop the other from hurting him? Is the time, but rather about the norms of the conflict and move on.
he trying to subdue the other by wounding fun game — a very typical campaign norm is
him? Is he trying to kill the other character? that named, important characters are not
For conflict resolution the Story Guide needs killed just like that, off-hand. So in this kind Selecting Abilities
to find out and bring these intentions on the of campaign the Story Guide might question
table, as the players will need to know what the propriety of the goal and perhaps clarify As mentioned earlier, a conflict is just a
they are resolving when narrating the that while the character might seem to die, matter of compared Ability checks: the
conflict sequence. he might also come back later as the result character with the best check wins the day.
Another situation where the Story Guide of a miraculous rescue, a common motif of However, choosing the Abilities most
needs to modify the stakes from the intents adventure stories. pertinent in a conflict might be tricky: if a
described by the players is when a character When the group thinks that some matter character is tracking a bear to tame it, will
wants TOO MUCH. For example, a character of fiction should not be skimmed too he need ANIMAL HANDLING (I) to handle the
might want to rob the emir of a valuable quickly, it is a question of SCOPE. If the emir bear or WOODCRAFT (I) to find it?
jewel kept on the bosom of emir’s daughter. and his jewel are not important, the group The answer is that the choice of Ability
Can the player just declare a conflict over might think that it is a swell idea to have the condenses the overall situation into one
this and resolve the exciting situation in one daring thievery resolved in one conflict — TURNING-POINT where everything hinges in
roll? This is a matter of LEVERAGE, PROPRIETY just roll THIEVERY (I) against the emir’s balance. The notion that great feats of
and SCOPE. SUSPICION (R) and be done with it. If that pace Ability actually resolve conflicts is basic to
is too quick, however, the group might wish the Solar System; it’s not the weather
to insist on a smaller conflict scope — outside or price of tea in London that
finding out whether the character can even resolves conflicts, but rather the immediate,
get into emir’s seraglio, or how he outwits

37
Jan Hykel (Order #32879713)
V Conflict Resolution

dramatic clash of Ability during one to match its HIDING (I) against the Ultimately, the matter of choosing the
moment. woodsman’s WOODCRAFT (I), other things correct Ability checks is first and foremost
The TURNING - POINT is sometimes being equal. an aesthetic issue for the group to suss out.
important as a concept simply because In practical play the turning-point might The choice that makes the most sense in the
different characters would benefit from often be obvious in that the players have an fiction is the right one, be that just one
different Abilities. For example, if the bear actual scene at hand, with actual, Ability check or several chained checks. The
(not wanting to be tamed) is weak-willed but uncontested narration going on. If the Story best Abilities to use are often not the ones
good at hiding, it would benefit from getting Guide narrated the woodsman encountering the character is best at, and the Story Guide
the bear out in the woods, the bear would shouldn’t hesitate to encourage the players
actually forfeit the hiding option by making to use that untrained, MEDIOCRE (0) Ability if
that appearance. That’s quite possible when that’s the one that actually makes sense,
Always Using Your Best Ability the bear (or the Story Guide, or even the considering what the character is trying to
player) doesn’t know that the woodsman do in the first place.
Some players might question why they would decide to try to tame it.
couldn’t just use their character’s best Other times, when characters are aware
Ability all the time — after all, an Ability of each other and have room to maneuver, Resolving the conflict
like SWORDFIGHTING (V) goes a long way the resolution is different: if the bear knows
when it comes to getting out of pickles! to keep out of the way of the woodsman, it’s When stakes have been defined, Abilities
The first answer is that the rules very obvious that the woodsman needs to find selected and the situation described, the
well assume that the characters are the bear to even have an opportunity to try players may make their Ability checks. The
going to rely on their strengths! The taming it. group gets to narrate the events according to
whole point in having different Abilities Where the turning-point in setting up a who rolled highest: that character achieved
is that they characterize the kind of conflict lies is ultimately up to the players his goal (or as much of it as the stakes
things the characters usually choose to who take initiative in narrating matters and concerned, anyway) in whatever manner
do when given a choice. shaping the fictional situation. A large part seems appropriate.
The second answer is that what the of the Story Guide’s job is to make sure that Mostly narrating conflicts is simple, but
character does in the fictional situation scenes are framed and characters encounter a word on stomping other characters: while
depends on which Ability you choose: if each other in conditions that allow for a given conflict might force a character to act
you pick SWORDFIGHTING, then the exciting conflicts. Even then, however, the in a certain way, this is always interpreted
situation needs to be described to player who takes the initiative often gets to as a temporary loss of control, not wholesale
involve swordfighting, which might choose not only his own Ability, but the limitation upon further behaviour. For
make your character a jerk or a brute. Ability his opponent will use as well! example, “I flirt with him and lure him to my
The third answer is that the player Of course, Abilities may support each room tonight” is a fine goal in conflict, but it
might not always wish for his character other in support chains as described in implies nothing about how the other
to win — it’s entirely possible to “Supporting a Check” on page 33. character reacts in the morning; he might be
advocate for your character’s vile Sometimes the Story Guide might even happy, mortified, angry or however the other
passions while hoping as audience that explicitly require this, such as when a player chooses to depict the event.
he’ll fail. Besides, the character’s story is character first needs to find the bear before Tied conflicts are fun, too: if both sides
more interesting if he both wins and befriending it. get the same Ability check result, the group
loses believably. is encouraged to narrate the situation in a

38
Jan Hykel (Order #32879713)
8 One of my jobs as the Story Guide is provoking the player characters by setting them
up in difficult situations with secondary characters. This is what I did with Bill and
Ted Cochran, the intrepid miners and part-time scoundrels.
Bill was Lauri’s player character, while Ted was mine to control as a secondary
character. Furthermore, Ted had always been a bit of a problem child in the duo, prone
to the liqueur and trouble-making. Less so for hard work, unless rewards kept
coming. This being the case, the situation was natural:
“You’ve been working for the last week, but now Ted’s been all dark and quiet
again. You’ve found tracks near the mine, might be that indians have been here. Now
Ted left half an hour ago to put together dinner, and when you get out to figure out
what he’s up to, you find him outside the mine with a bottle, with no food in sight.”
This was of course pretty blatant, but it segued nicely into an argument between
the brothers. Ted confessed that he’d bought spirits from the indians, but he wasn’t
that repentant, just repeating that a man’s got his needs.
“Thing is, Ted’s not happy with the mine and its production. He wants out of
here, at least for a while. So unless you’re bending over and going with him to visit
the town, it’s time for a conflict.” I told Lauri.
“So he wants us to go out and spend all our savings? We’ll never get out of the
mines if that attitude doesn’t start improving. I’m resisting and putting him straight
again.“ Lauri said, thus accepting conflict over the issue between the brothers.
“OK, the brothers are arguing and we’ll use Ability checks to find out who leads this
riends and kin in weakness are company from now on. Ted’s using his Resist Ability here, naturally enough: this is all

F weakness and pain for those


who would care.
about his stubbornness, he wants to go out and resume banditry with you.” I expounded.
“Hmm... both Bill and Ted are rough sorts, so I guess I’ll be using Resist as well; it’s
just two bucks locking horns here, with little ability at fancy words. Although, I’ll support
with Bill’s Christianity; he can quote scripture if it comes to that.” Lauri described.
Having figured out the Abilities, we made our respective Ability checks. While
both brothers were stubborn, this time Bill was more so: my check came up
Marginal, while Lauri’s was Great. Consequently we described the brothers
exchanging harsh words, keeping quiet for the rest of the day, only resolving the issue
that night when the exasperated Bill sermonized Ted with a Bible in hand — to his
Eero Tuovinen surprise, Bill soon had his brother sobbing in his arms, asking forgiveness for being
so bad in thought and deed. Disaster averted, for now at least.

Jan Hykel (Order #32879713)


V Conflict Resolution

way that frustrates or fulfills both sides is made ineffectual somehow in achieving but others might also get part of what they
equally. Perhaps something comes up to his goal, or perhaps an otherwise flawless were after if the goals are not completely
interrupt the characters, or they come to maneuver was blocked by the even better opposed. In each case the stronger party
negotiate the situation (verbally or not), so play of the opposition. Liberally following the triumphs over all weaker parties when
that the conflict need not play to the finish. narration guidelines on page 29 in chapter figuring out who gets their way in the
Or, you can just roll again if nothing “Ability Check” is sure to make for an situation.
particularly inventive comes up. interesting scene!
Most of the time you don’t see lead
heroes in fiction making goofy mistakes that Solo conflicts
Ability checks in conflict allow their opponents to triumph — much
more likely it’s random bad luck or the It is relatively rare, but sometimes a
The result of an Ability check is calculated opponent being even more able that causes character needs to make Ability checks to
normally in conflict. Often both sides have a character to be frustrated. Follow this overcome unliving obstacles on his path.
SUCCESSFUL Ability checks but one side FAILS same principle with the Solar System: your The rules for Ability checks in chapter
in the conflict — this is really easy to opponent’s victory does not mean your own “Ability check” on page 28 largely deal with
narrate, the mutual success with the incompetence, there are plenty of other this already; just pick the appropriate
Abilities just means that one side’s success reasons for why things might turn the way Abilities and check them to see how the
they do. character does against the obstacle. Any
When Ability checks are used in conflict, result apart from FAILURE (0) means that the
the WINNER gets to use his Ability check character succeeds in the “conflict”.
result for recording an Effect, supporting However, there is a situation where a
The Joy of Tied Conflict another check, activating a Secret or other mere success might not be enough, and that
Tied conflicts are a great tool for pacing mechanics that might require a successful is when a character ends up going against
stories, frustrating characters who try to Ability check. The loser’s check is an EFFECT (page 33) established earlier.
resolve their problems. They’re considered to fail in this regard. When that happens, the character needs to
especially common with low-Ability get a check result higher than the Effect’s
characters whose stories are just value. It’s just like if the character was going
beginning. Consider ties carefully. Several characters against the character who created the Effect,
An interesting notion is that a tie the situation is just delayed somewhat.
warrants Story Guide interception in the in conflict Going against Effects might happen
form of an overbearing new condition when a character sets up Effects as traps or
that annuls the conflict: the floor gives When several characters are supporting other obstacles from the start, or an Effect
in and drops both duelists into an each other in conflict, it’s easy: just use the might just happen to come between a
underground river, for example. rules for supporting Ability checks. character and his goals inadvertedly. The
Another good idea is that perhaps However, when there are more than two Story Guide may well decide to make certain
both characters can get what they want, characters in conflict and they actually all extraordinary, lifeless features of the setting
at least partially. Perhaps the two spies have different goals, the situation is a bit into Effects (perhaps created some time ago
trying to drink each other into stupor different. Have all the separate parties make by secondary characters); this option should
both let slip the information the other their own Ability checks and then compare not be over-used, as Effects can be very
side was looking for. them all: the strongest party gets their way, powerful.

40
Jan Hykel (Order #32879713)
V Conflict Resolution

Effects that go against characters in (Some Secrets might allow players to control Opponent Cannot Oppose
conflict might erode, akin to how characters secondary characters, so the actual rule is
suffer Harm in conflict: the Story Guide may more exactly stated by requiring there to be The issues of leverage and propriety cut
determine that an Effect that loses a conflict more than one player participating in both ways in conflict, so sometimes it’s
against a character takes Harm by lowering conflict.) possible that a character objects to an
its value, if it’s not just outright destroyed by More information about running event, but cannot do anything to oppose
the triumphing character. secondary characters can be found in the it.
The group should keep in mind that chapter “Story Guide” on page 75. The While characters (and players) have
conflicts without active opposition are only chapter also discusses the reasoning behind many rights in the Solar System, they do
rarely appropriate or necessary; if the having different events occur by Story Guide not have a right to conflict just because
situation is such that the character may be decision. they dislike the turn of events. This does
assumed to succeed without significant not mean that the burden of proof is
consequence sooner or later, then running a very heavy, however; if being able to stop
conflict over it is unnecessary. This is the I lost the conflict! another character is at all conceivable,
same as saying that conflicts should have the character may try, even if the result
significant stakes, and when such may not Sometimes characters lose conflicts that the seems very unlikely.
be formulated, the Story Guide should take players would rather not, as the results An example I like to use is one of a
that as a sign that no conflict is needed in might be embarrassing or even fatal for the jungle man getting sued in court.
the first place. Thus climbing walls, poor character. Luckily, there is a specific Presuming that the jungle man has a
interpreting old documents, masquerading out in the rules: the player may decide to hostile attitude towards legalities,
as somebody else and other feats of skill are EXTEND the conflict to retry in detail. Such an doesn’t speak the local language and
only pertinent solo conflicts when failure EXTENDED CONFLICT is then played out in blow- won’t even appear in court, he cannot
carries some weighty consequences. by-blow detail. An extended conflict has really stop another character from
great potential for Harm and Pool attrition getting an injunction against him; the
for characters, and it also takes a bit of time attack simply happens in a venue he is
Secondary characters in compared to a normal conflict. Usually only not equipped to defend himself in at all.
the most important conflicts are extended. The lawyer would probably still need to
conflict make a successful Ability check,
though.
Secondary characters run by the Story While a character might not be able
Guide are perfectly able to participate in to do anything immediately against an
conflicts; most conflicts are usually between opponent who chooses the TURNING-POINT
player characters and secondary characters. of the conflict smartly, that doesn’t
Secondary characters acting against or mean that the character cannot EXTEND
for player character interests may engage in the conflict (see the main text). The
conflicts. However, secondary characters do classical example is a physical attack
not run conflicts between themselves — the that comes as a surprise: the attacker
Story Guide just decides what happens might get the initial check unresisted,
between secondary characters, at least but the target will surely extend the
insofar as he happens to play them all. conflict.

41
Jan Hykel (Order #32879713)
VI Extended Conflict

Extended Conflict

love for another is probably not something to


Why extend? resolve with a simple conflict check. These
kinds of campaign-specific norms may often
Most conflicts are transitory matters of There are two reasons for escalating: one is be overridden by escalating — what was
moderate scope and propriety. Those few that you’re unhappy with the result of a lost inappropriate as an off-hand event becomes
and worthy that could be considered major conflict and wish to have your character the centerpiece of an extended conflict.
turning points, however — those deserve our strive hard to turn the outcome. Another is (There are also, of course, things that
attention in detail. a matter of STAKES MANIPULATION: as discussed players might want to never entertain as a
Any player apart from the Story Guide in chapter “Conflict Resolution” on page 37, possibility in their campaign, especially if
may declare that he wishes to EXTEND a there are some conflict goals that might be there are kids participating or the events
conflict his character participated in and inappropriate for an outright conflict. might clash with the intended tone of the
turn it into an EXTENDED CONFLICT. A conflict Extending is a way of bringing those campaign. These possibilities need never be
is always extended only after the initial conflicts in play, regardless. accepted as stakes for conflict, simply
Ability checks, and it may be done For example, the matter of PROPRIETY is enough.)
regardless of whether the character won or very much a campaign issue. A heroic pulp In either case an extended conflict
lost. An extended conflict will then adventure game might have the notion that means that the involved characters go into
commence, allowing characters to settle you can’t really, for sure, kill off important full-body contact with the rules system,
their differences in a detailed blow-by-blow characters. Reichenbach Falls might not burning resources to overcome each other,
manner. actually be the end. Similarly the superhero often consuming their own well-being to
actually permanently abandoning his lady succeed. This is fun stuff if the conflict is

42
Jan Hykel (Order #32879713)
VI Extended Conflict

weighty enough, but if the stakes are not a matter of hiding from a tracking hunter — makes more sense for the situation: if one
involving it might be just dull — lots of essentially, the extended conflict sticks character is trying to convince the other with
dicing and detailed description of the events, around however long the characters stand CHARM (I) while being beaten with FIGHTING
but if nobody cares about the stakes it’s all opposed, regardless of whether their (V), say, then the action might well be
likely to get boring quickly. So think opposition changes form in the meantime. parallel as the two efforts do not really
carefully before extending, and be sure to impede each other. On the other hand, if
remember to give up when the time is right. both characters opted to use similar
Negotiation phase Abilities, the chances are that their actions
would prove opposed in the fiction.
Scope and stakes Extended conflict is resolved in rounds of Effect: Each player needs to decide for
Ability checks; essentially the characters themselves whether they want their
in extended conflict butt heads as long as they dare, until one character’s action to provide HARM
side gives up or is overrun. (explained back in “Playing the Game” on
When a conflict is extended, the result of the Each round begins with a NEGOTIATION page 25) or BONUS DICE for some other action.
original conflict is annulled in a way: PHASE: players each describe what their This is again largely a matter for the fiction:
whatever the stakes were, they’re still on the characters are doing this round to further if the activity of the character somehow tries
table after an escalation! This might mean their goals. They also declare the Ability the to directly achieve his goal, then Harm is the
that the players have to “rewind” the character uses during the round. The obvious effect, while bonus dice are more
narrated action a bit, but most of the time negotiation phase is so named because it’s satisfying for actions that concern setting up
it’s enough to note that the seeming victory not a matter of second-guessing the an edge for later in the conflict.
was just a lull in the action before the real opposition; the players discuss the situation While this might seem tricky at first,
conflict begins. So a character might stand and describe actions that make sense to all. pretty soon players will routinely declare
up exhausted from his wrestle with a bear, There are several factors the players need to “parallel FIGHTING for bonus dice as I seek
only to watch in horror as the bear rises as declare for their characters at this point: the high ground” or whatever makes sense
well, to coin an example. Ability used: Just like a normal Ability at the moment. Note that the players may
At the beginning of the extended conflict check, the player chooses the Ability. change their action in reaction to what
the Story Guide makes sure that the GOALS of However, extended conflicts are so others say they’ll be doing: the negotiation
the characters are clear. It is entirely immediate that characters do not have time phase only ends when everybody is happy
conceivable that a character might change for support checks from other Abilities. Thus with their declared action.
goals between the initial conflict and the the player only needs to choose one Ability. If the players keep switching their
following extended conflict; the situation has Opposition: The players of the actions around because they want different
suddenly grown more serious, after all! participating characters need to determine action types, the Story Guide helps them
The goals of the characters are even whether the actions of their characters are resolve the disagreement. Ultimately the
more important in extended conflict than directly opposed or not. Each pair of actions player who wants opposed actions will need
they are otherwise, as players are allowed to is either OPPOSED or PARALLEL in this manner: to make a DEFENSIVE ACTION or back down.
change them mid-way into the conflict. opposed actions cancel each other out, while Finally, remember that it might be easier
Action also shifts the narration around the parallel actions go around the opposition at first to just have the players tell the Story
scene, so it’s not a given that the conflict will and have their full effect against the other Guide what their characters are doing,
retain it’s original form. A wrestling contest party. This is purely a situational matter which the Story Guide can then convert into
might turn into a chase which might become and the players should pick whichever rules-speak for them. The extended conflict

43
Jan Hykel (Order #32879713)
VI Extended Conflict

is the most detailed part of the Solar System The character might cover in fear, jump to make an Ability check for bonus dice and
rules, so it might feel tiresome for some at nimbly aside, ignore pain and continue spend those dice on the next round if he
first; best to use it sparingly and only when whatever he was doing, for example. By its wants to use multiple Abilities.
escalation really is the word of the moment. nature the defensive action is always The other difference are SURPRISE DICE on
available to the character regardless of the first round: the winner of the conflict
conditions — the opponent might be able to that was escalated into the extended mode
The defensive action force a specific passive Ability, but there is gains bonus dice equal to the difference
no situation in which a character couldn’t between his and opposition’s checks on the
The DEFENSIVE ACTION is a special action make the defensive action, even if there is first round of the extended conflict. This
available during the negotiation phase. It is nothing else he can do in the fiction. depicts his initial upper hand before the
always made with a PASSIVE ABILITY (one of Furthermore, the defensive action has conflict gets really under way.
ENDURE (V), REACT (I) and RESIST (R)) and it’s one very cunning use: the player who The action type negotiated during the
always an opposed action for bonus dice. declares the defensive action may negotiation phase determines what each
Furthermore, it’s the only opposed action for immediately change his character’s goal in player’s Ability checks do in the conflict:
bonus dice — other Abilities may only the conflict. Thus a character might find out Opposed checks are deducted from
generate bonus dice with parallel actions! in the middle of an extended conflict that the each other so that only the higher check is
The defensive action is always, by Ability masked avenger assaulting him is actually left. Specifically, the higher result is lowered
definition, a passive action that doesn’t his wife; certainly a cause for pause and re- in degree by the lower result as far as
achieve anything proactive in the fiction. evaluation of priorities! The Story Guide (or extended conflict effect goes (but not for
any player, really) is well within his rights to purposes of narration or Transcendence, for
require a character to spend a round in a example), while the lower check disappears
defensive action when the character’s goals entirely. Parallel checks do not affect each
The Default Passive Abilities change. other at all, they both take full effect.
Harm checks cause Harm to their
Endure (V) targets of level equal to the check result,
The character’s capability for enduring
Resolving actions while bonus dice checks grant bonus dice
physical pain and fatigue, whether caused for the character equal to the result; these
by climate, injury or great exertion. Resolving the actions is simple after the dice have to either immediately support
players have sussed out the negotiation another character’s ongoing action, or kept
phase: everybody just makes an Ability and rolled in the character’s own check
React (I) check for their character with the chosen during the next round.
The character’s ability of thinking and Ability, with each check having full effect In other words, an opposed check for
acting quickly and clearly, as useful for according to action type. Harm causes the difference between the
seizing initiative as noticing hidden things. There are two notable differences opposed checks as a Harm level to the
between normal Ability checks (as depicted opponent (assuming you rolled higher in the
Resist (R) in chapter “Ability Checks” on page 28) and first place), while a parallel check for Harm
those made in extended conflict. One is causes a Harm level equal to the full check
The character’s strength of will and resolve support checks: a character may not use result. Likewise, checks for bonus dice cause
in the face of adversity, stress or social
pressure alike.
multiple Abilities to support a check in either the difference between opposed checks
extended conflict. Instead, the player needs or the full parallel check as bonus dice.

44
Jan Hykel (Order #32879713)
8 The hard-boiled campaign was a mix of old-style morality play and modern
Hollywood murder thriller; the crime wave my intrepid gumshoe was investigating
dealt with nothing less but brutal serial murder. The trick was in depicting it all in
a classical crime story frame, so we had all the guts and blood, but also mysterious
women with a dirty past and police forces who largely ignored the killings. And in
the middle of it all, the murderer himself like some sort of Ripper-Jack.
Without going into the details, the story experienced an abrupt turn when my PI
suddenly encountered the man who very well might be the killer. I surprised the Story
Guide with a hard-line stance: I’d take the guy down before he’d do the same to even
one more girl’s sister.
The initial conflict happened at a night club our predator was stalking. My goal
was to restrain him, but I failed utterly in the initial conflict check against his
“React”, which allowed him to spot me and dash out of the backdoor before I got
through the crowd. Two choices: let him go or extend the conflict. I decided to go for
the extend, no way was I letting the bastard kill anybody anymore. As our goals were
crystal clear, we went directly to the first negotiation phase:
“I’m going to run up to him and tackle the mofo before he can lose himself out on the
rainy Reeperbahn.” I declared. “I’m using my ‘Nastiness’ Ability, should be appropriate.”
“He’s not running, though; he’s going for your jawbone, out there in the alley.”
countered the Story Guide. “That’s ‘Scrapping’, by the way; he’s got it at Competent
level. Opposed checks?”
ssuming a nice and tidy “Right. I’ll disarm him and bash his head on something hard.”

A solution is folly with streets


and virtue so tarnished.
Doing the Ability checks, we found out that I was actually beating the guy by a
margin of two despite his initial surprise bonus dice. That became a Minor Harm,
so he was at disadvantage for the next round. As my success was Amazing, the Story
Guide also described how the hard rain covered most of the sounds of our fighting.
The cold bastard had some tricks up his sleeve yet, however:
“While you bash his head at the brick wall, the poor devil starts crying and
confessing. Surely you can’t use your Nastiness Ability at such an unresisting guy,
sick as he is?” the Story Guide described in the new negotiation phase.
“I guess not. I’ll go with Scrapping as well, then, and sit on him while I try to
Eero Tuovinen find my phone and call for a squad to pick him up.”
“Right. Except that he’s got a knife. And ‘Murdering’ at Master level. Which
you’ll get to experience now. Still going for that phone?”
Jan Hykel (Order #32879713)
VI Extended Conflict

resolution, as players need to choose new


Rolling a tie actions and new Abilities, so describing
events in dynamic manner is key for having
If opposed checks tie each other, neither an exciting extended conflict resolution.
takes effect. Instead, the characters tire The end of the round is also a typical
each other out in an extended struggle — moment for a player to decide to GIVE UP.
both players need to immediately spend an This is a very important concept, so
extra Pool point from the associated Pool of important that the Story Guide should
Player or Character Gives Up? their Ability or drop out of the conflict out of probably make it a habit to ask at the end of
sheer exhaustion (or other reason, whatever each round whether any participant (himself
As elsewhere in these rules, it’s makes sense in the fiction). included!) wants to give up on behalf of their
important to note how I use my terms A tie is a great opportunity for the Story character.
here: it’s the player who gives up when a Guide to change the situation — some time Should a player decide to give up, the
conflict turns against the character. This passes and other characters come into the conflict ends with the opponent’s victory.
is not accidental. scene, the conflict participants move into a The situation is narrated with the latest
Some players might be reluctant to different location or a temporary effect in the character goals in mind. If some
give up in an extended conflict because conflict environment runs out, for example. disagreement about the consequences of the
the character thinks that the situation is Ideally each tie heralds a drastic enough conflict remain, the extended conflict
important and would strive “to the shift in the fiction to cause the characters to continues until all players with a character
death” to defend his view. All well and reconsider either their goals or methods: the in the scene accept the overall outcome.
good, but this need not be the player’s new conditions might force a character to Another way for the extended conflict to
angle. It is quite possible that a use some other Ability than the one he’d end at this point is if one party has suffered
character fighting to escape from evil used so far, for instance. Harm at level 7, past MORTAL (6). Such a
cultists, for example, fights to Parallel checks can’t tie each other per character cannot continue and drops out of
exhaustion, while the player decides se, as they take effect independent of each the conflict automatically, too tired and
that he can’t actually win the conflict other. Even then, a group might decide to injured to go on regardless of the stakes.
and thus gives up — or perhaps he isn’t have FAILURE (0) result in parallel checks Furthermore, such a character’s fate is now
even that interested in belaboring the require a Pool point for the character to in the hands of the victor, who may
point when it’s much more exciting to spring back up into the fight. determine any conceivable consequences,
have the hero get captured! up to and including death for the loser. (Any
What’s more, the character “fighting other permanent fates are quite feasible as
to his utmost to escape” does not need to Ending a round well depending on the situation; being
mean that the player’s mechanical crippled for life or losing one’s soul, for
resources are exhausted. A character’s After the Ability checks are made to example.) This is a powerful incentive for
Harm track especially is a rather determine what happens, the group should giving up earlier.
abstract measure better used as a take a moment to narrate what happens in Finally, the conflict always ends if a
“drama tank” than a fictional measure. the fiction: each character either succeeds character cannot fulfill required conditions
Thus the character might be injured and or fails in what they are doing, and their to continue. Typically this is a matter of
exhausted without having a blemish on actions change the situation around. This paying Pool for acting when suffering a
his Harm track, or vice versa! has implications for the next round of

46
Jan Hykel (Order #32879713)
VI Extended Conflict

MORTAL level of Harm, or when tying the attacking his enemy in some way that does
opposition. Special actions not cause Harm.
If the conflict does not end yet, however, Another typical situation is when a
then the players start a new round, Sometimes characters do things that are not player wants to create an Effect in the
beginning with a new negotiation phase. immediately for Harm or for bonus dice, middle of an extended conflict — this is
This continues until the conflict ultimately insofar as the action’s effect is concerned. likewise allowable, as long as the character’s
ends, one way or another. Usually this comes up in relation to Secrets, action makes more sense as an Effect than
as detailed on page 58 in chapter “Secrets simple bonus dice for his next action.
and Crunch”: a Secret might allow a The simple rule of thumb in resolving
character to do things that do not fall into such special actions is to treat any action
either of those two categories, such as that requires an Ability check as the
character’s action for the round, unless the
action is explicitly phrased as not requiring
a round in extended conflict. (Thinking of
Secrets here, as they can include their own
rules for this kind of thing.) All sorts of other
Unacceptable Actions minor action, such as speaking, moving
The rules of leverage, propriety and scope forcing the opposition to give in; the around and so on may happen during a
hold for actions in extended conflict just like choreography is conceptually con- round or between rounds freely as long as
they do when stating conflict goals. A strained by effectiveness on one side they do not require an Ability check.
noteworthy special case is that a character and fairness on the other; anything a A special action is opposed normally,
cannot negotiate for an action that sidesteps player might declare as conflict action should the opponent have the means.
the goals of the conflict — so a character needs to somehow help his character Whether an action to cast a spell, say, would
trying to save his sister from the cult priest overcome the opposition, while at the be opposed or parallel would depend on
couldn’t just declare an action to kill the same time being considered fair by the what spellcasting looks like in the setting as
priest, as success in that action would opposing player. well as what the opponent was specifically
presumably resolve the conflict itself. The philosophical basis in running doing.
Instead, all actions need to be framed in an extended conflict is that the All actions with Ability checks have a
terms of effort and only narrated after opponent has the right to have his concrete mechanical effect in extended
seeing how much Harm the character does mechanical weight present and conflict. It might be Harm or bonus dice or
and whether the opponent might wish to accounted for until forced or convinced reducing an opposing success (as happens
give up. out of the conflict according to the with opposed actions), or it might be
Whether an action is unacceptable or formal mechanics. Characters might establishing an Effect, or any number of
not is, contrary to intuition, a case-by-case maneuver for advantage with other things. In general, every Ability check
issue. The opponent may always object if he entertaining and smart moves, but that will spend its result in something, there are
thinks that the action leaves his character results in conditional penalties for the no mechanically meaningless actions.
too strenuous grounds for continuing the opponent, not shortcircuiting the
conflict. The CHOREOGRAPHY OF CONFLICT is conflict rules. The only way to close
formed by all the possible activities that another character off from conflict is to
characters might perform in their efforts at fill his Harm track.

47
Jan Hykel (Order #32879713)
VI Extended Conflict

During the negotiation phase the players might try to Harm several. Whether a
Multiple characters need to figure out who their characters are character can protect others beside himself,
targeting with their actions and against or needs to choose who to protect, depends
in extended conflict whom the actions are opposed and against on the situation.
whom parallel. These factors are determined As both multiple-attacking and multiple-
When multiple characters participate in an based on the fiction: a physical attack is defending depend on the situation, neither
extended conflict, the procedure gets a teeny against whomever it is targeting, while are usually possible without explicit
bit more complex. The basic structure is the defending the good name of the heiress is advance preparations. Let the Story Guide
same, however. opposed against any attempts at slandering make the call when a situation might be
her, whether one or many. interpreted either way.
The tricky part of this is that a given
character may well end up either attacking
or defending against several other Defending against several attacks
Variant: Teams characters. Who attacks whom is adjucated When several characters act to Harm an
based on the described actions. While this is individual character, the defender’s action
You might find this method both simpler simple in theory, it might cause some slight might oppose several of the attacks, just like
and more fun in multiple character problems in practice for a new group. Thus, above. Each opposed attack would get
extended conflict. A group of characters some specific situations: deducted separately by the defender, which
may declare themselves a TEAM when might result in several Harm for the
their goals are all similar. Members of defender, one Harm to several attackers, or
the team gain robustness in defense, but Choosing targets some combination of both.
lose out on some flexibility. A character’s target for Harm is usually the Defending against several characters is,
A team always makes one Ability character whose action opposes his, but this of course, just the reverse of attacking
check for Harm each round instead of need not be the case when a character several characters. As a rule of thumb,
each character getting to act separately. protects another. Even then, though, the Defensive Actions should be able to oppose
One character is chosen to act for the protector might force the Harm to be all or most attacks simultaneously, unless
team each round. The others may make directed against himself, depending on the they come in wildly diverse forms.
Defensive checks or parallel checks for described situation.
bonus dice as situation warrants.
The team members may spend Pool Acting for bonus dice
for each other and SPLIT HARM: whenever Attacking several targets with Harm As mentioned earlier, a character making an
the team suffers Harm, it’s level may be When a character’s action affects several action for bonus dice may opt to roll the
distributed into smaller Harms (a 4 into other characters, the check result is bonus dice immediately into another
two 2s and so on) for multiple team compared against each separately. Thus, character’s check during the same round.
members. If the team can’t agree on dropping a big rock on several characters When a Defensive Action is opposed by
Harm distribution, the primary with an AMAZING (4) check would cause each several characters, the action generates
character takes the full Harm. a 4th level Harm, unless somehow opposed bonus dice according to the strongest
Leaving the team or joining it in the on individual basis. opponent’s result.
middle of conflict requires a Defensive A defender might well act to save several
Action to change intent. characters at once, just as the attacker

48
Jan Hykel (Order #32879713)
VI Extended Conflict

For example, an Effect representing a wall,


Against Effects “Wall 3/V”, would not act at all in extended Strategy in Extended
conflict unless a character tried to break,
Effects can play an important role in climb or go around the wall. Extended conflict is a good idea when the
extended conflict as well, even to the extent of When the Effect represents something character wasn’t using his best Ability in the
being the only opposition to a character who proactive, such as a mob of angry citizens, initial clash or he had bad luck. The luck of
extends a solo conflict according to the page think of “active” in terms of personal the dice will even out with several
40. Another possibility is that a character initiative. A mob as an Effect is about as consecutive checks. Opposed checks are a
brings one or more Effects with him to the capable of directing its strength as a rolling good idea for characters with more staying
conflict. boulder would be; the character leading the power, while the stronger party should angle
While Effects can be called upon for mob might set it to a general direction, but for parallel checks. Bonus dice for your own
bonus dice normally in Extended conflict, other characters who maneuver out of the checks are only efficient if you plan to win
their values can be used directly against an way might never need to face the angry with a few high-power blows, perhaps
opponent as well. Effects do not act, extras directly. supplemented by Secrets.
however, only resisting when a character is When an Effect does get to act, it’s owner Change goals as the situation warrants.
forced against the Effect by circumstances. determines normally whether the “action” is Negotiate with the opposition and try to find
opposed or parallel and whether it is for a goal against which they are willing to give
Harm or for bonus dice. The Effect does not up. Often winning is as much a matter of
make an Ability check, however, but uses it’s credible Ability as of managing to suggest a
Against Nothing? current value directly, instead. turn of events where both characters get
When a character fails in a solo conflict When a character supplements his own what they want.
(page 40) that is not against an Effect, action with an Effect, the character needs to Use narration actively to your benefit:
the extended conflict is nigh trivial: the make his own Ability check and use the the success or failure of individual actions
character simply needs to make one Effect as bonus dice. The line between the changes the situation, often influencing
successful check for Harm to win Effect acting independently and the different approaches.
“against nothing”. Rolling a FAILURE (0) is character using the Effect to supplement his If you get into conflict against multiple
considered a tie against “nothing”, own action is sometimes a bit hazy, but you opponents, it’s crucial to negotiate goals and
though, so the character might still lose can’t go wrong by following the group’s actions that allow answering several at once.
by running out of Pool points or having notion of what makes sense in the fiction. Escaping from the scene is often just such a
the conditions change as narrated by When a character acts to disable an goal, as running away helps you equally
the Story Guide; hostile characters Effect with Harm, the Harm is directly against all foes. If you must go against
might arrive, for example, and turn the deducted from the Effect’s value. Thus multiple opponents, set up smart Effects. A
extended conflict into a real challenge. Effects are rather frail and will succumb “Plate mail 5/V” will take care of most
Almost certain victory in extended near-immediately to parallel actions, if such physical defense for a short while, allowing
conflict with no opposition is an can be attempted: while a computer you to perhaps even the odds.
intentional feature of the Solar System; program represented by an Effect might Give up soon and give up often! Losing a
player characters are assumed to be prove a difficult opposition for a hacker, conflict in the Solar System has no
competent or lucky enough to get by taking a sledgehammer to the computer mechanical penalties, its only meaning is in
somehow, unless the opposition is itself as a parallel action is sure to reduce the fiction. The side that has more to lose
actually interesting. the Effect to nothing in short order. will often win by simple persistence.

49
Jan Hykel (Order #32879713)
VII Keys and Experience

Keys and Experience


Key of Romance (person)
The character is involved in a romance with
A Solar System campaign is centered himself and others. The logical end-result of
another person. Our interest is in seeing
what sort of relationship comes of it, or if around the theme of character growth, this progression is called the TRANSCENDENCE
the characters stay with it at all. change brought about by experience and in which a given character’s story ends after
1xp: Flirt with the romantic interest. adversity. Player characters begin at relative he’s proved his heroic nature once and for
2xp: Interact positively with the person.
loose ends and come to find their place in all.
Go on a date or save her from a
death-trap, for instance. the world when their choices close off other But before that can happen, a character
5xp: Develop the relationship to a new options and shape a more permanent needs to have some Keys to define and breed
level, whether the “next base” of identity for characters who begin as little his theme. To the left are a couple of
physical intimacy, betrothal or
more than a colourful image devoid of examples of what Keys look like.
something else.
Buyoff: Break off the romantic meaning. As you can see, Keys are simply short
relationship. The mechanical instrument players use rules of some fictional circumstances that
to guide this process of character growth is award experience points to the character.
Key of Love (person) called a KEY, of which each character The BUYOFF is a special circumstance as
possesses one or more. Keys in turn supply well: when it happens, the player has the
The character is passionately in love with characters with EXPERIENCE POINTS (XP), option of removing the Key and scoring 10
another person. He doesn’t necessarily
know what to do with the feeling, though. which are used by the character to grow in XP at once. The catch is that characters may
1xp: Express the love. power. The rising power-level of the never regain a Key once bought off: the
3xp: Make an important decision based character in relation to the setting around buyoff is always a permanent change to the
on the passion. him leads to independence and increasingly character.
Buyoff: Put aside and forget the love.
important opportunity to choose, both for

50
Jan Hykel (Order #32879713)
VII Keys and Experience

The KEY OF ROMANCE vs. KEY OF LOVE Something like the KEY OF BLOODLUST would
Key Abuse
comparison deal here demonstrates that hardly be appropriate for a setting based on
there are different types of Keys, KEY CARE BEARS, for example. It is not particularly rewarding to abuse
FRAMEWORKS. The two most common and As the above example of two different the Key experience system in actual play,
perhaps most useful frameworks are the romantic Keys suggests, it is often possible so for the most part we are not worried
DRAMATIC and MOTIVATION frames: to depict almost the same theme with about that. The Story Guide is well
different frameworks. Players may choose positioned to take it up if players seem to
the one that better matches their preference be confused about the point of play.
Dramatic Key framework or the prepared setting material may suggest A good maxim for gauging Key abuse
Keys of this type describe dramatic motifs.
one type over others. However, characters is whether each Key possessed and scored
1xp: The dramatic issue is involved in should not have overlapping Keys, so no KEY by a character actually corresponds with
a scene. OF LOVE and KEY OF ROMANCE towards the separate interesting events and
2xp: The character encounters same person. (Of course, two Keys of Love meaningful choices in the fiction. Just
significant challenges related to
the theme.
towards two different persons would work having many Keys and scoring them
5xp: The motif progresses. just fine!) quickly is all good as long as it follows
Buyoff: The theme is discarded from the For a number of example Keys, see page from interesting events in play!
game. 84. As the list demonstrates, however, be A group experienced with some other
ready to build your own as well: human roleplaying games might get worried or
Motivation Key framework issues are as numerous as could be hoped even distressed with the ease of “scoring
for, so any one list is rather unlikely to XP” in the Solar System — such worry is
Keys of this type describe psychology. satisfy everybody. baseless, the system is intended to work
1xp: The character expresses the the way it does! The players should plan
motivation.
3xp: The character follows the their actions to maximize experience
motivation despite risk, personal Gaining And Using flow and it’s perfectly normal to have a
cost or other considerations. player score experience several times in
Buyoff: The character opts to let go of the
trait represented by the Key.
Advances one scene. That’s how you play the
game.
The primary means of gaining experience It is also quite usual that different
The frameworks are used for building new points during play is for characters to do characters progress at different rates. A
Keys, which is something the play group is things or have things done to them — events player is not failing if his character is
rather likely to do along a campaign (just fill of play, in other words. Whenever such slow in gaining experience, just as it’s
in the details!). Keys are often personalized events happen to trigger a Key possessed by OK to gain a lot. Experience flow is a
to the characters who possess them, but a character, the player should make function of character development and
even then all players in the group need to mention of this to the other players and jot player awareness of character issues;
understand and appreciate the Key, down the number of experience points players who are still figuring out what
considering it interesting. It is also quite gained. (Shouting “Bingo!” would be cheeky, their characters are really about will
appropriate to prepare a list of likely Keys but not entirely inappropriate.) have slowly progressing characters, as
when starting a new campaign in a new What this means in practice is that will players who opt to tone the drama
setting, as different genres obviously players will constantly maneuver their down a bit. In the Solar System, the
concern themselves with different themes. characters into situations that are pertinent journey is the point, not the destination.

51
Jan Hykel (Order #32879713)
VII Keys and Experience

to their Keys: this will allow the player to are all costed according to the table below. character needs to fulfill or get around these
develop the character and the character to While each of those character benefits is default requirements to gain the Secret.
gain strength for important conflicts ahead paid for in Advances, there are some Finally, Keys may be added only if the
in his story. Such strength may then be particular considerations related to each: character has not had the same Key before
brought to bear when it really matters. New Abilities may only be added when and the player deems the new Key an
Gained experience points are ultimately the character has gone through some events appropriate part of his character’s harmony.
traded in for ADVANCES, the actual currency justifying the new aspect. Finding a teacher,
of character development. Whenever the undergoing physical transformation,
player accumulates enough experience working at a new job or concerned study are Advance Debt
points for an Advance, he can just make a good examples. This does not concern
note of it and start looking for interesting implicitly present MEDIOCRE Abilities, note: if In some situations a character comes upon a
ways to spend the Advance. an Ability is such that the character has situation where they should immediately gain
Advances cost 5 experiences points each. some background exposure to it (it’s not some benefit, even if they don’t have the
Players might like to keep track of both FREE entirely inconceivable to his lifestyle or Advances to pay for it. For example, in a
ADVANCES, which they have not used for being), it may be added whenever the player fantasy setting there might be a SECRET OF
anything, and used Advances, which shows gets around to writing it down. NOBILITY that represents special divine
how many Advances they have already used Existing Abilities may always be bought mandate bestowed upon the leaders of the
to develop their characters; the latter up, even in the middle of scenes, should the people. When a character is then inducted
number is not actually used for anything, player have sufficient free Advances available. into the noble ranks in feudal manner, the
but groups often enjoy some small It is quite acceptable to invest in an Ability group might deem it obvious that he would
upmanship related to the xp hunt. just before you need to use it, for example. gain the Secret in question right away.
Advances may be spent on Abilities, However, the same Ability should not be If the player cannot pay for a benefit
Pools, Secrets and new Keys as well. They increased several steps at once, should such immediately in a situation like that, he goes
extraordinary circumstances ever become an into ADVANCE DEBT regarding the new benefit
issue. until he manages to pay for it by gaining
Pool size may be gained at will with experience. A character in Advance debt
Benefit Advance Costs sufficient Advances, but the character may suffers one penalty die for each Advance’s
only improve a Pool once in each scene. Note worth of debted benefits activated in play; if
Benefit Cost that very high Pools are cumulatively more the benefit is not immediately utilized in
expensive. conflict (such as a Key or specific types of
New Ability at MEDIOCRE 0
Secrets (further explained on page 58, in Secrets), the Story Guide saves the penalty
MEDIOCRE Ability to COMPETENT 1 chapter “Secrets and Crunch”) are dice and assigns them to the character’s
COMPETENT Ability to EXPERT 2 exceptional in that they require the checks later, as soon as practical.
EXPERT Ability to MASTER 3 character to fulfill specific requirements in A character in Advance debt has to pay
MASTER Ability to GRAND MASTER 4 the campaign, such as finding a teacher, off the debt immediately when he gains new
before the character may acquire such. Advances, and may not acquire any new
Add to Pool size 1
Many Secrets concern rather specific benefits voluntarily meanwhile.
- for each full 10 points Pool size +1 individuals, such as Secrets only revealed to Of course, the group might also decide
Add a new Secret 1 members of some mystery cult; the that a character fails in learning some
Add a new Key 1 benefit — a character studying the PARADOXES

52
Jan Hykel (Order #32879713)
8 So, I was playing a roguish pirate in a vaguely “Pirates of the
Caribbean” game setting and I was doing well.
I had just finished my side quest. I had needed to “collect” some
money from a deadbeat for my gangboss and had picked up about 35
pieces of silver that I “found” lying around (in someone else's safe),
as well as notes that would aid us on the final encounter.
I needed to refresh my Reason pool and gambling seemed to fit
the bill.
Then it struck me, if I lost my money gambling, it would make
it easier to fulfill the conditions of my Key of Greed in the next
scene.
So, that's what happened. I said, “my character gambles until he
has about 5 silver left” the SG says, “you don't want to roll for it?”
“No, but I do want to meet someone interesting or find
something out about the slave trader in town. I am trying to make
it easier to double my money for my Key of Greed.”
This floored him for a second, he checked the wording of the
key and then said, “That's awesome, you are now a high roller at
the casino/hotel in town.”
This exchange was short but sweet, but the point is, there is no
“cheating.” Use your character creatively and try and see how the
here is no cheating; or if various mechanics work together to make interesting and active

T there is, I didn’t do it.


Honestly.
characters.

Dave M

Jan Hykel (Order #32879713)


VII
OF DEFENSE
Keys and Experience

might be simply wasting his time becomes meaningless for the character who
until he gains some real martial experience Losing Benefits surpasses his limitations and leaves the
(and experience points), for example. campaign for something more. It is a
A basic principle of Solar System is that combination of mechanical and narrative
characters do not usually lose Advances in a pressures telling the player that it is time to
haphazard manner: if a character comes to make some final decisions over who and
Variant: Slower XP a situation in the fiction that necessitates what this character is about.
losing some benefit, the player regains the The Transcendence happens when the
Slowing down the rate of experience gain equivalent number of Advances. For character achieves the result of
artificially is not a good idea; the system example, should a character own a valuable TRANSCENDENT (7) in an Ability check made
works best when the players score item that is represented by a Secret, he’d for any reason. This is only possible for
points at the rate they find comfortable. regain the Advance from the Secret if the GRAND MASTER (4) characters rolling a perfect
Regardless, the group may find that item was lost somehow. result, so a beginning character won’t be
they want their campaign to proceed The only exception to this general rule is achieving Transcendence. However, as a
slower than the default; this would allow that when characters set aside some aspect campaign progresses and characters
for more setting exploration and of their being in full cognizance, the Story develop strength, it is only a matter of time
development of character depth, which Guide does well to determine whether the before one is pushed to break all boundaries
many would prefer to having the character retrieves any Advances. Often a in this manner. A player might intentionally
campaign be finished quickly. Secret that might be discarded in this delay Transcendence by investing Advances
The simple and quite painless manner makes special note of it. The SECRET in lateral development, but likewise another
solution to this is to change the default OF NOBILITY, for instance, might specify that player could go directly for the ultimate
Advance cost: the default cost is tuned to characters who commit heinous deeds and power. Thus reaching Transcendence might
a practical minimum, which means that are judged for that by their liege lord may be take anywhere from one session to a score of
most groups will find characters gaining divested of the Secret without receiving them for a given character.
several Advances per session. This is recompense. Regardless, the player needs to When a character Transcends, that
easy to change into a more leisurely pace always know of the potential Advance loss means the end of the campaign insofar as
by making Advances more costly. before making the pertinent choices. that character is concerned: the player has
As a rule of thumb, consider upping A separate issue is that character cannot until the end of the current session to tie off
the cost of an Advance in five point usually voluntarily remove benefits (and any loose ends and exert the influence of the
increments. Always use the same regain Advances) just like that. Removing character before narrating his final fate: the
Advance cost for all characters in the benefits is only possible when it would make character might become a powerful
campaign and do not change any other sense in light of the events in the game: secondary character, disappear into legend
constants (e.g. Key Buyoff). giving away a treasure is a common or get taken into the heavens, all depending
The best way to find a good Advance example. the campaign setting and situation.
cost for a group is to start the campaign A player with a Transcending character
at 5 XP per Advance and go up at has the right and obligation to narrate his
intervals if the characters seem to be Transcendence character’s last moments in the campaign.
gaining too many Advances. Going above Generally speaking this means that any
20 XP is probably not a good idea even TRANSCENDENCE is the natural end-point of a outlying issues that concern primarily that
then, though. character’s story. The current context character should be determined by the

54
Jan Hykel (Order #32879713)
VII Keys and Experience

player without further interference from the an epic tone, should the player do good with how he deals with these themes, but the
rest of the group. It is also traditional for the the groundwork, earlier. whole group is free to proffer suggestions!
player to narrate one permanent change to There is a bitter side to the Having a character leave the campaign
the setting wherein the character’s influence Transcendence as well, however, and the via Transcendence doesn’t have to end the
turned the world; Transcendence never player should not forget that. Being too large campaign; the player might well create a
passes without a mark. Starting or ending for the world means that those issues that new character that approaches the setting
wars, overturning a scientific paradigm, can’t be set right just by stepping up and and the current focus of play from an
healing a culture or inspiring a religion are declaring a solution will now be left interesting, new direction.
not out of the ordinary in a campaign with unresolved. A big part of pre-Transcendence
play is having the forces of the setting
pressure the character into taking his stand Wrapping up the campaign
and Transcending before he is ready, before
he is in place, before he can travel to his The Solar System does not really address
Variant: Transcendent Play home for one more time. It’s up to the player how and why the individual campaign
Usually Transcendent characters do not actually ends. It is common for a player or
need conflicts or Ability checks; the
player just narrates how the characters
goes out of play. This narration might be
paced through the session and reach out
considerably from the conditions of the Variant: Reincarnation
Ability check that caused the Some players do not feel like having their In the latter case a group might,
Transcendence. character Transcend yet. The solution is depending on the particulars of the
However, in some rare situations simple: do not roll a TRANSCENDENT check campaign, agree that characters that
there might be need for conflict with result. Not raising an Ability to GRAND Transcend in a certain manner might return
Transcendent characters, such as when MASTER (or using Abilities at that level to play as beginning characters; for example,
another player character is tangled with only reluctantly) makes this pretty easy. a character that discarded his body to
the goals of the Transcendent. The Raising an Ability to Grand Master is like become an AI in a scifi game might return as
following rules may then be used: saying that your character’s story is a new character. Such returning characters
The player of a Transcendent almost done. are rebuilt as new characters and do not
character never rolls the dice, he is Often, though, the better question to retain any mechanical benefits. It depends
always assumed to gain a +3 result. ask is why a player doesn’t want his on the particular case how much of the
Conflicts cannot be extended with a character to Transcend. The reason character is still the “same” as before.
Transcendent character. Transcendent might be something that doesn’t really fit (An alternate way of transforming the
characters refresh all Pools between the ethos of the Solar System, like character is to simply halve all Abilities,
scenes. The only exception is that wanting to immerse in the character rounding down, and lowering all Pools to
Transcendent characters conflict with persona indefinitely in a campaign 1/2/3 points. This method preserves
each other normally. without an end. The reason might, Secrets, which might be important for the
The Story Guide probably should however, as well be that the player has character to “feel” right.)
never have secondary characters engage more ideas and new stories for the
a Transcendent character in conflict. character.

55
Jan Hykel (Order #32879713)
VII Keys and Experience

the whole group to be satisfied with the different viewpoint. This works if there are
game at some point, which is always a good still interesting angles in the setting and
time to stop. This might even be in the situation to be addressed, and if the
middle of a session sometimes, when the campaign is not already winding down. If
players only then realize that all the good there is not sufficient space in the campaign
stories have already been told and it’s time narrative for a new protagonist, however, the
to wrap up this particular game. new character might be doomed to a
Usually campaigns do not naturally end supporting role from the start.
as long as there are open dramatic issues A variant that works sometimes is for the
still unresolved in the game. Some groups characterless player to promote a secondary
might benefit from keeping explicit note of character already established in the
whether there are still knots untied just so campaign into his new character. An
they can roughly estimate when the game important antagonist might be very
approaches its end. Keeping the issue on the rewarding to play in the twilight sessions of
table good ways before the actual end an extended campaign, as making the
ensures that everybody is on board when character into a player character gives him
the closure finally comes. new depth and direction that might work for
Other groups prefer to plan for the long some excellent turns. Likewise, a long-term
term, or at least presume that the game will side-kick or ally of a character, perhaps the
go on for a long while yet with no agreed- player’s own, has already established
upon ending. This usually ends up with the motivations and a role in the story.
game “drying up” by implicit consensus Another method is to make the
when the players each individually lose characterless player into a Story co-Guide
interest and fail to arrange for a new session while the game approaches an end. There’s
for some time. This method lacks the explicit certainly enough work for several players in
and satisfying epilogue a deliberately ended framing scenes, playing secondary
campaign gets, but some players feel that characters and doing all those other things
this is preferable to “jinxing” a game by the Story Guide does. The Story co-Guiding
agreeing on an end in advance; after all, the role is also very flexible in that the multiple
game might continue to even greater Guides may split up their tasks very fluidly,
adventures if it weren’t amputated un- ranking from extensive audience partici-
naturally! pation to intensive directorship. The original
However, assuming that the group is Story Guide might even opt to take up a new
interested in orchestrating an ending, player character to make the switch
sometimes players have some slight complete.
difficulty with characters who Transcend at
different times. What should a player do
after his character Transcends?
One approach is to simply create a new
character and continue play from a new,

56
Jan Hykel (Order #32879713)
8 The campaign had shaped out into a “Space Now” type affair, with player characters
involved in ground control, shuttle missions and, ultimately, in the new Mars colonization
effort set up by the UN space agency executive founded by Mary’s lobbyist character.
Jon’s character, as well as mine, were both brave astronauts involved with the Mars
missions. We (the characters, I mean) had a bit of a personal career competition going: Eric
Tenner, my character, was a bit obsessed with expeditionism (getting his name in the
history books, like; it became an epidemic in the Mars mission on all levels during the
campaign), while Robert Byrd, Jon’s character, just wanted to be the best astronaut in the
team. At first Eric ruled the coop, being the first to set foot in Mars, but later Robert
increasingly matured into a leader type.
Anyway, the point is that Robert had improved his “Mars Research” Ability up to
Grand Master on the course of the expedition, which meant that his time was clearly
coming up. Jon was careful with using the Ability, but didn’t hesitate to go all out when
Robert, Eric and some other astronauts got stuck on Hellas Planitia after their crawler
broke down. The situation was pretty serious, as a large sandstorm was threatening the
crew and we couldn’t contact the ship, which was on the other side of the planet at the
time. Robert’s earlier mysterious dreams and other strange events got their explanation as
he finally made mental contact with the Martians sleeping far below the crust of the
planet. A bit of New Age flavour for the campaign finale, that.
The Transcendent “Mars Research” check meant that it’d be the last session for
Robert; Jon narrated how his character, deep in a trance, led the rest of our expedition to
ever is man as spiritual as a submartian entrance. We camped out for what must have been 40 hours or more while

N when he meets his limits,


except when surpassing them.
the sandstorm slashed at everything outside. Inside the cave was dark, so when Robert
decided to go, nobody noticed except Eric, my character. This was a nice touch, as Eric
really did have some difficulty making the call, but ultimately he decided to let Robert
go down the lava tube.
Robert was pretty much written off as missing in action, but afterwards everybody
who was on that plateau started having those dreams he’d had. The campaign itself lasted
for two sessions more, during which it took a general turn towards spiritual stuff. The last
sign of Robert was when, in the second to last session, the astronauts were setting up to
separate some com-sats from the ship trunk: Eric, as well as the others out there, saw a

Eero Tuovinen strange light phenomenon, vaguely human-shaped. It rose up from the planet and went to
Deimos, but we didn’t know what happened next.

Jan Hykel (Order #32879713)


VIII Secrets and Crunch

Secret of Telepathy
The character masters the Memetic
Coincidence and may communicate with
others mentally. Long range communi-
cation or trying to communicate with
strangers requires RESIST (R) checks.

Secrets and Crunch


Cost: 2 Reason per scene to activate.

Secret of Training (Ability)


The character has been formally schooled in
the use of the chosen Ability. You may buy
however many bonus dice you want with
Pool points when using the Ability.

Secret of Literacy
The character knows how to read and write
any languages he speaks. Any conflicts
related to literacy are resolved with A central character benefit in the Solar much more powerful. It wouldn’t of course
appropriate language Abilities. System are SECRETS, remarkable special fit at all if the setting didn’t include this
qualities possessed by characters. A given manner of psionic powers. Also note the
Secret of Nobility Secret usually provides the character with flavour explanation, “Memetic Coincidence”,
extra competence or options related to their which (along with the pertinent details of
The character gains a bonus die to any Ability use. Usually Secrets also require the how telepathy works) may be replaced with
interactions with other nobles. His blue
character to spend Pool points to power the appropriate flavour for the setting.
blood also allows him access to further
privileged crunch presumably detailed in them, further encouraging the Pool Secrets often modify the rules of the
other campaign materials. economy. game for the character who possesses the
Secrets are best explained via a series of Secret. It is also usual for the Secret to have
examples such as those displayed to the left some significance inside the setting — it’s
Secret of Pyrokinesis here. As can be seen, Secrets may allow not just a generic mechanical bonus for the
The character’s psionic abilities overflow characters to do things that people normally character, but rather something explainable
the Memetic Plane, causing crude physical couldn’t. They are very setting-dependent, and defined within the setting. In the case of
phenomena. The character may set even similar things might be done in a the SECRET OF TRAINING, for example, the
flammable materials in fire with RESIST (R)
checks, but only when the SECRET OF
different manner from setting to setting. For mechanical effect is paired with the idea of
TELEPATHY has already been activated. example, the SECRET OF TELEPATHY would fit formal training, thus giving the campaign
Cost: 1 Reason per scene to activate, 1 pretty well in spy-ops weird fiction or pulp using it one axis of separation for
Vigor per Ability check to burn things. stories, but not so well in superhero stories, emphasizing the difference between the
Requirements: Secret of Telepathy
where telepathy is, generally speaking, lucky amateur and formally competent.

58
Jan Hykel (Order #32879713)
VIII Secrets and Crunch

Which Abilities would be appropriate to be Secrets into use without winnowing leads to
formally trained in this manner would, Learning Secrets a somewhat colourless game.
again, be a setting matter. All Solar System campaigns are generally
Secrets do not always concern Pool The concept of character advancement is predicated upon the group developing their
expenditures, they might be purely about very important in the Solar System, and own Secrets in step with their developing
character capabilities. The SECRET OF nowhere as much as with Secrets. While understanding of the setting at hand. A
LITERACY would be appropriate for a primitive Secrets are not mandatory for a character to ready-made setting such as THE SHADOW OF
fantasy setting where literacy might be an transcend, they certainly often are when a YESTERDAY will include dozens of appropriate
interesting game issue, but not enough so to character wants to make something of Secrets and whole sub-systems accessed via
warrant an entire Ability devoted to it. The himself. As the experience rules have it, a the Secret system, but even then the group
last sentence of the Secret description may character can’t get the SECRET OF NOBILITY by is presumed to let their understanding of the
well be ignored for settings where linguistic just declaring it to be so and paying an setting determine what kind of Secrets they
issues are not actually a matter of conflict at Advance for it; rather, the character would let their characters have, not the other way
all; in many cinematic settings language have to somehow get to be part of the noble around.
issues are actively ignored in preference to class in play, details depending on the New Secrets are easy to create by
weightier matters. The reader has probably setting. For some settings this might even be modeling them upon the samples in this
noticed this in how Hollywood movie heroes impossible or nearly so: in the modern era, book and the many hundreds of examples
never seem to encounter people who don’t for instance, especially the highest echelons available in the Internet. Generally
know English when they go to Cairo. of traditional European nobility are speaking, the following are some of the
Secrets may have special requirements judicially closed to new entrants. baseline effects a Secret might typically
for when a character may have them or In general, each Secret should only be have:
when they can be used. Secret descriptions introduced into play with a firm
favor implicit rules implementation and understanding of the context it has in the  Gaining a permanent bonus die to a
simplicity of description, which means that setting: where does it come from? Who know specific use of an Ability is the “power
the advanced implementations of a Secret it? How is it transmitted? The answers to baseline” of Secrets as illustrated by the
are not necessarily spelled out in its text. these questions are instant fuel for certain rather generic SECRET OF SPECIALIZATION.
For example, in the case of the SECRET OF sorts of campaign as characters strive to Other Secrets that empower Abilities in
PYROKINESIS, it could be used by the conquer the Secrets they need. winning conflicts should be similar in
character against hard-to-burn materials power.
with circumstance penalties, although that  Buying bonus dice with Pool points at a
has not been explicitly stated. Likewise, the Developing new Secrets 1:1 rate is the basic exchange rate
Story Guide would be very likely to set Harm allowed by Secrets such as the SECRET OF
as part of a conflict where a pyrokinetic Turn to page 86 to see a small list of generic TRAINING. Other Secrets that cost Pool
threatened to set another character in fire. Secrets easily adapted to specific settings. points or give bonus dice are easy to
In general, any new uses of Abilities defined They can also be used as a baseline for what balance against it.
by Secrets work by the same rules normal might be appropriate in terms of character
Ability checks do. empowerment for the typical adventure
fiction settings. While usable as mechanical
inspiration, though, putting this array of

59
Jan Hykel (Order #32879713)
VIII Secrets and Crunch

 Gaining a minor special skill is typical of fictional properties with the Secret whole array of rules introduced in the
Secrets, illustrated by the SECRET OF mechanics. For example, the existence of the preceding chapters to understand what is
LITERACY. While the skill itself is bestowed SECRET OF TRAINING in a given campaign does going on here.
by the Secret, using it in conflict will still not mean that it should be available for all
require the use of some appropriate Abilities; if such training is only available
Ability. As a rule of thumb, if the main from government agencies and only for
effect of your new Secret is some special SHOOTING GUNS (I) and MARTIAL ARTS (V), that
ability in the fiction (as opposed to creates a fruitful asymmetry with all the
mechanical effects), adapt the SECRET OF other Abilities in the game and allows a
TALENT (page 86) as per it’s own pricing strong character for the government
guidelines. resources.
 PENALTY DICE are not bought at 1:1 with
Pool points in most settings; the dicing
odds and bonus dice being generally Advanced Crunch
more common in the Solar System mean Balancing New Crunch
that penalty dice are more efficient in This booklet, being intended as a generic
most situations. As long as Secrets overview of the Solar System, doesn’t really Balancing Secrets in the Solar System is
providing penalty dice are not readily address the full scope of crunch possibilities not very difficult to do in rough terms;
available, consider adding a 1 point of the system. Such possibilities need to be fine-tuning, on the other hand, is
surcharge on effects that create penalty discovered in relation to actual setting unnecessary, because the Secret
dice. concerns, as creating long lists of Abilities, landscape actively evolves during a
 A main purpose of Secrets is to allow Secrets and such without knowing anything campaign and never stays exactly the
characters to spend Pool points to power- of the setting and campaign framework same from one campaign to another.
up their actions; favor Pool costs as would be entirely futile. I cannot know what A Secret might be considered
limiting features for Secrets. kind of “vampires” or “G-Men” a particular “unbalanced” if all players want to have
 Do not discount Pool costs because a campaign would require, as I do not know that Secret solely for the mechanical
Secret has many or difficult requirements what kind of thematic motifs or other benefits it proffers. A “non-sensible”
to obtain. Price all Secrets in terms of concerns they would be supposed to drive. Secret, on the other hand, is one that
Pool and other costs based on how big a That being said, creating crunch is fun doesn’t make sense to some of the
deal using the Secret should be during and useful, especially if you want to start a group. If a player has trouble with a
play. new campaign without getting a ready-made Secret, work to correct it before
 Be careful of creating Secrets that only setting such as THE SHADOW OF YESTERDAY. introducing it to play.
work in extended conflict or other specific Therefore, here follow several examples of If the group deems a Secret too
situations. They might work really well, how individual fictional concerns might be powerful after some play, it’s pretty
but only if the group is committed to translated into rules crunch for different simple to remove it and regain the
using those systems actively. campaigns. Advance. If the group wants to keep the
The following advanced implementations Secret, though, consider increasing its
An important principle in thinking about of the rules-system range over all sorts of Pool cost by one point and playing a bit
Secrets is giving specific mechanics an rules concepts detailed earlier; the reader more. A balanced cost/benefit situation
exciting flavour by aligning the setting’s should at this point be familiar with the should emerge sooner or later.

60
Jan Hykel (Order #32879713)
8 OK, so the group had individually gone on side quests and had all
collected different info about the big bad voodoo mama Madame
Pearl. She ran the swankiest brothel at the top of the hill. And each
of us had figured out a way to get in. For instance, my high roller
status with the gamblers meant I could easily find someone to vouch
for me.
We had figured out how to sneak in, how to navigate the maze
of deathly vails and free the spirits she kept as working girls. We
even were able to eventually find out how to navigate to her private
quarters. We made it to the quarters just fine. It was almost too
easy.
When we were ready to leave, that's when She appeared...
There hadn't been many extended conflicts and I think Doyce
was fired up to give it a proper go in this encounter. But he hadn't
counted on me!
I had been saving my pool points for just such an occasion. I
spent 3 Instinct points and used Secret of Contacts to reveal Pearl as
an ex-lover.
“Masha, is that you, I haven't seen you in ages! Still up to the
same old tricks, eh?”
“You! You snuck off in the middle of the night, you old
love it when a plan comes tomcat!”

I together. Goes without saying


that it rarely does.
I “distracted” her while the group took her artifact and escaped
intact. And the next morning I snuck off too...

Dave M

Jan Hykel (Order #32879713)


VIII Secrets and Crunch

+2 rating only applies in specific


Equipment ratings circumstances, akin in scope to the SECRET
OF SPECIALTY. Examples:
The simple way to handle character  Snowshoes for a +2 when moving in
equipment in the Solar System is with snow.
Effects — a character with a letter of marque  A haute couture dress for a +2 when
Secret of Equipment might “spend” it in convincing a governor of interacting with high society.
The character possesses a rated piece of
his credentials, for example, having to  A rifle loaded with hollow-point bullets for
equipment, represented by a freely reneve it by corresponding with the capital a +2 when shooting soft targets.
preserved Effect. (If the character creates later.
the equipment himself, he has to create the There are alternatives, however, which +3 rating applies in very specific
Effect as well with a suitable Ability check.)
The Effect level determines how many
might become interesting for campaigns circumstances that rarely come up of their
ratings the equipment has; the player where players want more distinction own accord. Examples:
creating the equipment may choose one of between temporary preparations like Effects  A filter mask for a +3 when breathing
these while the Story Guide allocates the and more permanent types of equipment. Or mustard gas.
rest. The equipment may be damaged or
destroyed by attacking the Effect normally.
players might simply decide that the Terran  A Masonic certificate for a +3 when
Space Service uses Effect values to interacting with other Freemasons.
represent their equipment, while the space  A magical amulet for a +3 when travelling
Secret of Gadgeteering aliens use EQUIPMENT RATINGS; whatever along a Ley line.
works for an individual campaign.
The character is skilled at creating useful
jury-rigged equipment on the spot using his The EQUIPMENT RATING is a value in the
technical Abilities and available materials. range +1 – +3, combined with a short phrase
The player makes an Ability check and describing where it might be applicable. For
writes that down as an Effect which
example, a simple sword might have an Variant: Declared Equipment
represents the equipment. The Effect level
determines the maximum number of equipment rating “+1 to injure men or
ratings the created equipment may possess. beasts”. This sword would then be If the group decides to use equipment
Cost: 1 Reason per equipment rating level applicable when the character using it tried ratings, they might also want to have
(1 for a +1 rating, 2 for +2, etc.)
to injure men or beasts with it. them appear by DECLARATION: according
Furthermore, the equipment’s scope to this rule, the Story Guide may assign
Secret of Equipment Use (Ability) depends on the rating as follows: a temporary +1 rating to any equipment
at will when he feels that the equipment
The character is skilled at making use of +1 rating applies to certain sorts of activity, is conferring a significant advantage to a
available tools. When the character uses
equipment DECLARED by the Story Guide as with the scope roughly similar to an Ability. character. Higher ratings need to still be
rated, the player may add higher rating Examples: created in other ways.
values related to the declared rating, for  A musical instrument for a +1 when The benefit of this rule is that
this character only. The ratings need to be making pleasurable music. equipment ratings are brought into the
usable with the chosen Ability and have to
be specializations of the declared rating.  A Brahmin caste mark for a +1 when game much more frequently and in a
Created ratings last for the scene. interacting with people. more “realistic” manner. It means
Cost: 1 related Pool for a +2 rating, 3 for a  A shield for a +1 when protecting one-self slightly more responsibility for the Story
+3. from attacks. Guide, however.

62
Jan Hykel (Order #32879713)
VIII Secrets and Crunch

A single piece of equipment may have Primitive settings use Abilities such as drug is consumed immediately, as a normal
several ratings, of which one is used in a HERB LORE (R) to create drugs. Simple drug Ability check.)
particular situation. An equipment may is an Effect created by the practice of the The player may describe what kind of
have at most three +1 ratings, two +2 ratings Ability. The Effect has an appropriate name drugs his character is trying to collect when
and one +3 rating. such as “Black Poiture” or “Hashish” and is making the Ability check; the Story Guide
When the equipment rating counts for an normally usable for bonus dice in healing, may then apply conditional penalty dice for
Ability check and the check is successful, the poisoning or whatever it is the drug is rare-seeming ingredients, lacking equip-
player may add the rating to the check supposed to do. Players making one-off ment or other conditions.
result. This may not increase the result past drugs could just use generic names like The method of application for simple
ULTIMATE (6), however, and one check may “Hallucinogenics” in describing their Effects. drugs depends entirely on the Ability and
only be affected by one equipment rating. (As always, you don’t strictly need to methods used to create them. Herb drugs
Additionally, a piece of equipment may make the check result into an Effect if the are usually chewed or smoked, for example.
be used passively against another
character’s Ability check when the rating
applies to the situation and the equipment is Herb Lore (R) Secret of Metastasis
defensive in nature. Passive equipment use Familiarity with the varied plant life of the The character may add more Apotechary
deducts the equipment’s value from the primitive society, their effects on humans effects to his distilled drugs past the first
opponent’s check result, down to a and growth patterns. This Ability could be two at the cost of stability.
minimum result of MARGINAL (1). The same used to collect rare herbs or keep a garden. Cost: 1 REASON and 1 penalty die to any
Climate and ecology would make obtaining Alchemy checks with the distillation for
piece of equipment may never be used both some sorts of herbs more difficult than each extra effect.
actively and passively simultaneously, but others.
it’s quite feasible to have two separate
equipments that both apply to the same Secret of the Serpent Blade
conflict check, for example. Secret of the Apotechary
The character may boil down a drug
The character is schooled in creating drugs infusion into a sticky paste with a success-
and thus able to make his drugs infinitely ful ALCHEMY (R) check, applicable to edged
Drugs more specific in application by utilizing the
apotechary drug effects. The character is
weapons and preserving near indefinitely,
until the edge pierces skin. The infusion
also schooled in distilling drugs and may Effect is spent as bonus dice and replaced
Drugs, including medicines and poisons, learn the ALCHEMY (R) Ability. with the poisoned weapon Effect for free.
have pride of place in a great variety of Cost: 1 Vigor
literary genres from pulp fantasy to modern
speculative fiction. Being as common as Alchemy (R)
they are, I thought that they’d make a good Secret of Drug Digestion
The character knows how to distill drugs
example of advanced crunch, easily into more pure forms. The resulting Constant use of high-grade drugs allows
adaptable to most settings in some way. infusion is liquid and needs to get into the the character’s physiology to shrug off
Drugs are also very versatile, able to heal, bloodstream by ingestion or injection to adverse effects of Apotechary drugs: the
take effect. Only highly skilled apotecharies player may pay Vigor to lower Harm caused
hurt or simply confuse or entertain, learn this stuff in less advanced settings. by drug use on a 1:2 basis. The character
depending on what the people of the setting might still suffer from other ill effects that
can do pharmacologically. do not cause Harm, though.
Cost: 1 Vigor per 2 lowered levels of Harm.

63
Jan Hykel (Order #32879713)
VIII Secrets and Crunch

APOTECHARY drugs are the next step from last until the end of the scene unless herb drug and distillation Abilities in favor of
simple Ability use, obtained from the SECRET otherwise determined by the Story Guide. PHARMACOLOGY (R).)
OF THE APOTECHARY. A drug created with this When creating a new drug, the player There are many other things a given
Secret works normally as an Effect, but also records its name and effect for further setting might do with drugs, but those need
has special effects from the Apotechary list reference. It is notable that while an to wait for the specific settings to flesh them
below. Apotechary drug is being used, the player out.
Each drug created by an Apotechary may does not have to spend the Effect value in
have one effect chosen by the player and any way; he can just use the Apotechary
must have one deleterious effect (chosen by effects. Similarly, the Apotechary effects do Werewolves
the Story Guide) for the imbiber. All effects not need to be spent when spending the
Effect value normally, if the character Monsters are ever-popular, so let’s see how
somehow uses the Effect to his advantage one might build a set of werewolf rules in the
without anybody imbibing the drug; trying Solar System. This also allows us to
to raise money by selling the drug could be highlight the potential role of Keys in
one such situation. distinguishing the moon-mad wolf-man
Apotechary List When a character takes an Apotechary from other characters.
 One bonus or penalty die to all drug, he makes an ENDURE (V) check against These werewolves are not particularly
checks associated with a specific the Effect value. If the check succeeds, the pop-cultural, but rather the sort you find in
Pool. drug only causes its positive Apotechary old European accounts. They’re blood-mad
 Increase the potential Harm caused effects (the target’s player chooses which people reveling in the lycanthropy
by the drug by one level. effects work, in other words), while failure contracted by deliberate witchery or from
 Unconsciousness or daze. means that it causes all of its effects and the another werewolf. The line between a witch,
 Fogging or sharpening a sense, character suffers Harm equal to the Effect werewolf and a lunatic is completely vague
causing three bonus or penalty dice to value as well. here, and intentionally so.
any checks that depend on the A DISTILLED drug is created with an All prospective werewolves have the KEY
affected sense. Over-exposure or being ALCHEMY (R) check from herbs collected with OF LYCANTHROPY, which rewards the character
unused to the drug may turn bonus HERB LORE; the Herb Lore check result or for signs of lycanthropy in the scenes he
dice into penalty dice moment-to- Effect is spent as bonus dice for the alchemy participates in. The trick is that nobody at
moment. check. The undistilled base drug is recorded the table needs to know or determine
 Addiction, depicted as a penalty dice as well when creating a distilled Effect. whether the signs of werewolf activity in the
pool equal to the Effect value spent The benefit of distilling drugs is that the story are caused by this character; all wolfy
by the Story Guide whenever the Apotechary may choose both effects of the stuff can potentially happen off-stage for a
character suffers withdrawal. drug freely and even make them the same long while, and when the werewolf appears
 Spend the Effect as penalty dice for effect. The base undistilled drug affects the on-stage, the Story Guide may well run it
the imbiber instead of bonus dice for effects of imbibing the drug, however: when regardless of who it might be as long as the
the character who calls upon the the patient succeeds in the Endure (V) check character refuses to reveal himself.
Effect. against a distilled drug, he still suffers the
 Other effects are easy to include, but full effects of the base drug.
don’t go overboard in any one (A more modern, industrialized take on
campaign. drugs would probably get rid of separate

64
Jan Hykel (Order #32879713)
8 Our campaign was going to be a cyberpunkish thing in the literary vein, with all sorts of
future shocks and negative thinking. As I was Story Guiding, preparing some rules
crunch was part of my job description. Specifically, I was interested in Julia’s character,
who’d escaped from Fortress America and tried to set up a new life in Lebanon, where she
lived with the rest of the player characters in a big, happy commune.
Now, one of the big background deals in this particular campaign was American
fundamentalist revival, which I was more than ready to criticize in a bit heavy-handed
manner. To concretize the phenomenon a bit, I had this rogue government agency nominally
under the Surgeon General’s purview, tasked with research and investigation of “rainbow
people”. In practice the agency interned and victimized homosexuals and other politically
offensive people in the name of science. Cooky, but that’s how political scifi often is.
To give my agency some mechanical teeth, I designed a small set of crunch around
them. The centerpiece idea was “Secret of Receptor Surgery” that’d allow the trained
surgeon to rejig a character’s sexual impulses, forcing the character to buy various Keys,
albeit at reduced efficiency. The main amusement in the plan was that the powerful
American RS operatives could go around hijacking and programming characters from the
counter-culture, giving the players some pretty good reasons to loathe them. I didn’t want
a simplistic murder factory here (as one might expect from secret operatives who hijack
people), but rather a conscious medicalized bureaucracy that strived to solve the world’s
problems by fiddling with the human pleasure centers.
As the rogue agency was all about advanced brain manipulation, I also provided their
ppression in free society field operatives with mental conditioning via the “Secret of Impulse Surgery” used by the

O comes not naked, but


shrouded in justifications.
operative surgeons on the field agents. This made them a bit zombie-like and scarily
inhuman as long as the Effect lasted, but otherwise they were just men in black; the
campaign wasn’t very high tech and flashy by any means.
Finally, I stole a page from The Shadow of Yesterday and allowed the master of the rogue
surgeon cabal to have the “Secret of Rerouting“, which would allow him to impose the
drastic addiction conditions goblins in Near suffer. That, and some nasty compulsions, too.
My actual plot here wasn’t even directed at Julia’s character, note, as she wasn’t one
of the rainbow people, really. However, her host commune in Lebanon certainly was,
which would give her mother in the RS operative arm some interesting leverage when she

Eero Tuovinen came to get her daughter back...

Jan Hykel (Order #32879713)


VIII Secrets and Crunch

setting. As always, other settings would have A martial arts style need not be
Martial Arts other considerations; a game focused on complete, and not all equipment ratings
Chinese kung-fu might differentiate between need to involve fighting in the strict sense.
Our last example of how advanced crunch internal and external styles, for example. Regardless, an Ability check utilizing an
can be used to create more intricate playing MARTIAL STYLES use equipment ratings equipment rating from a Martial Style is
fields are martial arts, which have become from earlier in the chapter to make the always made with MARTIAL ARTS (V); thus a
very popular in many genres during our fighter even more powerful: each martial character might use his martial skills to heal
generation. Similar rules are easy adapt to school is defined by a style matrix of martial or at least support a healing check, for
other popular topics, such as wizardly ratings. The matrix involves three +1 example, when the art includes medicinal
magic. ratings, two +2 ratings and one +3 rating knowledge.
A modern setting with fire-arms and devoted to issues that are especially A martial TECHNIQUE is a Secret related to
such will probably make do with just one pertinent to the particular martial arts style. a martial style. Generally speaking, they all
MARTIAL ARTS (V) Ability, considering that For a classical example, Shaolin Kung-fu, influence an extended conflict only, being
traditional armed and unarmed fighting is below. intended to be used in those important,
not the be-all, end-all of violence in such a lengthy martial arts duels. Ideally, a martial
artist uses the relatively expensive and
powerful martial ratings of his style to win
Key of Lycanthropy Secret of Lycanthropy simple conflicts, going for techniques when
the conflict extends.
The character might be a werewolf; he does The character thinks he is a werewolf and
not need to realize it himself. Depending on that he can change shape when alone in the
the setting, lycanthropy could be contracted woods. The werewolf may impose the KEY OF
in a totally frivolous manner, such as by not LYCANTHROPY with a bite in wolf-form and the
going to church on sabbath. KEY OF BLOODLUST by seduction in human
1xp: Werewolves are discussed. form, as per the SECRET OF IMPOSITION. The
2xp: Signs of werewolf activity, such as werewolf in wolf form has the Ability Example: Shaolin Kung-fu
peculiar slain animals, are found. BESTIALITY (V) and may not use other
5xp: The character is in danger of being Abilities (excepting Passive Abilities) in his There are hundreds of specific styles
caught and convicted of being a wolf-form. BESTIALITY starts at MEDIOCRE (0) that claim descent from the legendary
werewolf. and gains one free Advance for every year
Shaolin monastery. These styles are
Buyoff: Prove that you are not a werewolf. the character spends as a werewolf. The
character may buy unlimited bonus dice for generally external, Buddhist arts with
Bestiality with Vigor. little else in common. I’m no expert on
Key of Bloodlust Requirements: KEY OF BLOODLUST, KEY OF the topic, but for giggles, here’s a sketch
LYCANTHROPY
of how “Shaolin Kung-fu” might appear
The character is a lusty, animalistic and
cruel individual. in a cinematic game:
1xp: Act in a bestial and crude manner. Bestiality (V)
3xp: Go straight for the jugular, +1 for health and injury recovery.
figuratively or not. The werewolf’s Ability at tracking, rending, +1 for punching and kicking people.
Buyoff: Be shamed and ashamed. slaying, hiding, scrambling, jumping,
swimming and anything else a werewolf +1 for acrobatics and gymnastics.
might do. Specifically, Bestiality is used to +2 for using the staff or spear.
convince others that you really are a +2 for positioning in combat.
werewolf. +3 for fights against Shaolin stylists.

66
Jan Hykel (Order #32879713)
VIIIA martial STANCE is a special kind of
Secrets and Crunch

technique that sets up an Effect for ongoing


benefit in an extended conflict. The stance
can’t be maintained for long time periods
(between scenes, say) and the same fighter
cannot use several stances at once.
Water Stance (Shaolin)
Otherwise they are like other Effects and
may be spent for bonus dice, reduced by A character takes the Water Stance with a
others, etc. MARTIAL ARTS (V) check. Turned into an
Effect, the stance adds its value as bonus
The system presented here is easy to dice to all Defensive Actions the character
extend with new styles and techniques as Sweep Technique (Shaolin) takes as long as he concentrates on the
necessary. A character might easily be an fight. The Water Stance is also highly
eclectic practitioner as well, forming his own Shaolin kung-fu has particularly powerful efficient against direct martial strikes and
sweeping techniques intended for will usually defend against those, unless
style out of several influences. unbalancing and felling a careless the character chooses to oppose the attack
opponent. The sweep can be done for bonus himself.
dice or Harm depending on the surface. The Cost: 2 INSTINCT and the cost of creating the
fallen fighter needs to get up with a non- Effect.
Harming action before continuing fighting Requirement: SECRET OF MARTIAL STYLE
(unless he can fight from the ground). (SHAOLIN)
Cost: 2 Vigor
Requirement: SECRET OF MARTIAL STYLE
(SHAOLIN) Secret of Conditioning (style)
The character has trained extensively in a
Healing Points Technique (Shaolin) particular martial arts style and thus gets a
Martial Arts (V) 1 Pool point discount for activating any
The character makes one Martial Arts (V) Secrets from that style. However, the
An Ability representing formal training, check to heal Harm caused by physical character has to train regularly to keep up
conditioning and experience in traditional injury. Each injury may only be treated the conditioning.
melee and unarmed fighting. Useful for all once in this manner. Requirement: SECRET OF MARTIAL STYLE for
sorts of punching, kicking, throwing, Cost: 2 REASON the same style.
locking, battlefield movement and such. Requirement: SECRET OF MARTIAL STYLE
More esoteric skills such as different (SHAOLIN)
martial weapons might be used to some Secret of the Master (style)
efficiency as well, depending on the context.
Shaolin Stance (Shaolin) The character has mastered the basic
principles of a particular fighting style. He
Secret of Martial Style (style) A character takes the Shaolin Stance with a may use any technique from that style for a
MARTIAL ARTS (V) check. Turned into an whole scene without having explicitly
The character has learned a martial arts Effect, the stance may be spent to pay the learned it previously. (Pay an Advance to
style and has access to the style’s martial Pool costs for any Shaolin Secrets on a keep the technique permanently.) He may
ratings when using MARTIAL ARTS (V). point-for-point basis. also modify the style’s martial rating matrix
Cost: 1 Pool point per rating level (2 for a +2 Cost: 1 VIGOR and the cost of creating the to create a new style.
rating, etc.) per Ability check. Use Vigor for Effect. Cost: 1 REASON per recovered technique.
fighting, Reason for healing and so on. Requirement: SECRET OF MARTIAL STYLE Requirement: SECRET OF MARTIAL STYLE for
(SHAOLIN) the same style.

67
Jan Hykel (Order #32879713)
IX Story Guide

Story Guide

Being the Story Guide in the Solar System is  The Story Guide presides over play and  The Story Guide establishes conflict
an important job that might be deemed a bit eggs it along, kinda like a chairman who stakes and guides the narration of
more challenging that being a player. That’s reminds the other players to move on to conflicts accordingly. Alongside the scene
mostly because the game stumbles sooner if the next step. This works on both large framing powers this allows the Story
the Story Guide isn’t up to the job than scale (framing scenes) as well as small Guide to pace and coordinate the process
when the players are not, though; if you’ve (“Whose turn is it, again?”). (but not the content) of play.
decided to be the Story Guide, be sure to  The Story Guide frames scenes, which is  The Story Guide is the traditional high
remind the players of how the overall one half chairmanning (that “Whose turn authority in any rules disagreements,
success of the game is up to them as well. is it, again?”) and one half dramatic because he might be a tad more detached
Trying to make a roughly exhaustive list coordination. He needs to see to it that all and neutral. It’s not unusual for the other
of the different tasks of the Story Guide is a player characters get meaningful players to turn to the Story Guide for an
bit difficult, but let’s try it regardless: opportunities and meet interesting answer in a rules tangle.
situations.
 The Story Guide might do some  The Story Guide by default plays all While that list of responsibilities is a bit to
preparation between game sessions. This secondary characters. Usually this the heavy side compared to what the other
helps him manage the rest of his means making judgements over their players have to do, surprisingly many
responsibilities a bit better. motivations and priorities, complemented roleplayers seem to like the opportunity to
with a dash of play-acting. flex their creative muscles and engage with
the game on this level. As all things, being
the Story Guide becomes easier with

68
Jan Hykel (Order #32879713)
IX Story Guide

experience, and it is also very satisfying to Stuff you’re interested in and Abilities do their characters have?
be able to facilitate an intricate dance of Remember to prepare material that you find These tell you a lot about the sort of material
words and dice for a crew of imaginative and interesting yourself. If the campaign is set in you’ll want to prepare, as the other players
entertaining individuals. an old-school scifi setting and you’re have presumably chosen them according to
interested in Asimov robot themes, be sure what they’re interested in. Thus, for each
to plan on robots: develop advanced crunch Key, you might ask yourself how that Key
Preparing for play related to robots, create some robot might be relevant to the choices the
secondary characters or robot programmers character needs to make about the material
It is very useful for the Story Guide to know or whatever, put in tense situations you prepare. And for each Secret, how that
the rules, as well as the reasons for how they involving robots. Have fun with the game. Secret allows the character an edge in
are. This is, however, a one-time task. Most specific situations.
of preparations for play concern the more For example, if a character in your game
interesting issue of preparing ADVENTURES. Follow the focal points has the KEY OF BIG GAME HUNTER, you
There exists a historical precedence of Or, more generally, follow the setting: you as wouldn’t go far amiss to prepare some big
roleplaying game adventure preparation that a group started the game based on a setting game situations. Even if the game setting
should perhaps be addressed in the and some focal perspective upon it, like fully justified having the character get stuck
negative: Solar System adventures are not described in “Starting a Game” on page 4. Be in the middle of Manhattan and going to a
prepared by thinking up a plot flowchart or sure to involve the setting and the current dress party instead, you’d be a bit of a fool
an obstacle course, which are the two focal set-up in your preparations to be to counteract player expectations like that.
common ideas about how roleplaying game relevant; if the rest of the group is all about Similarly, if my character had the SECRET OF
adventures are prepared. In general, being laser swords and stuff, give it to them.
the Story Guide is not about controlling Also remember that the focus of a
anything at all; think in terms of throwing campaign will shift over time. Adapt to that.
stuff at the rest of the players and seeing This is stuff you might well discuss with the
what sticks, rather than trying to control rest of the group. “So, you guys cool with Protagonism
everything yourself. putting aside that whole laser sword paladin I write a lot about protagonism, so
When you’re the Story Guide and you thing and doing space pirates, instead?” is perhaps it’s wise to define that a bit in
prepare for a session of play, think in terms the sort of general campaign planning that case the reader doesn’t do literary
of fictional ELEMENTS that you’d be interested might be shared with the rest of the group; theory.
in seeing make an appearance in the after all, the other players have, through PROTAGONISM is the property of being
adventures and stories of that session. their characters, quite a bit of control over in focal moral position in a story. The
What’s more, think in terms of what the rest what actually is relevant in the game. You’ll protagonist is the lead character, simply
of the group might wish to see as well. You save work by asking the others whether enough; the story-teller follows his
might even ask them in general terms, but you’re interpreting the shifting focus of the exploits and exposes his feelings to the
don’t go into specifics — you’ll all enjoy the campaign correctly. audience to produce drama.
game more when there’s a certain amount of In Solar System, the player
uncertainty and neutrality in what you characters are always the protagonists.
present. Surprise your friends! Involve character crunch We care what they think and they have
Look at the character sheets the other the power to make decisions and change
players made: what sorts of Keys, Secrets the world.

69
Jan Hykel (Order #32879713)
IX Story Guide

PUNCHING LIKE IT HURTS, I’d certainly expect just the locations from the books: a scene Also remember to give names to any
the Story Guide to leave some venue for set in Minas Tirith, perhaps, followed by places you invent before play. I have this
violent solutions in his preparations. another in the Entwoods and so on. rotten habit of doing prep in my head, which
Even if the campaign setting does not often means that I know that I’m
really describe lots of specific places, you introducing a hidden jungle city, but then I
Elements of preparation might get by well enough by improvising. don’t have any name for it and end up
Film noir is an example of a genre that putting together non-sense syllables in the
Above I discuss the guiding framework for doesn’t put much emphasis on specific middle of play. The smart Story Guide
preparing an adventure; I should probably places: events happen in pretty generic names what he prepares.
continue on that a bit by describing the hotels, pubs, apartments and so on.
kinds of things that are useful to prepare in Barring those conditions, however,
the first place. preparing places is often just the thing a People
campaign needs. You might know Secondary characters are absolutely crucial
beforehand that the campaign is supposed to good game prep; as we’ll see later in the
Places to be all about gothic horror, but also chapter, it’s very difficult to function as the
You’ll be needing some imaginary places deciding that the first scenes will be framed Story Guide without them.
during play to frame scenes in. It depends at a sleepy fishing town and that you’ll be When preparing secondary characters,
on the setting whether you’ll need to prepare wanting to use a Jewish synagogue in plan folks who can provide ANTAGONISM and
such or not. For example, a campaign set in Prague at some point goes a long way PROTAGONISM for the player characters.
Middle-Earth or some other well known towards concrete preparations. Antagonist characters are those who resist
fantasy world might arguably get by with the probable goals of the player characters.

Examples of Places Examples of People Examples of Situations


 The cold plateau of Leng, where different  Annie Crook is a poor shop worker  First contact with aliens is an
realities converge. A terrible corpse- with a terrible secret. She needs help excellent situation to have in reserve,
eating cult lives there. A player from a trustworthy person or her life as any character will surely have
character might end up here in search is soon forfeit. some sort of interesting reaction to it.
of occult stuff of some sort.  The Space Duke hides behind a mask  The character is a circus entertainer
 The forest of Brodwood next to the town in his effort to establish an whose best friend is “Bill, the last
of Middlehaven. The idealized sort of independent star nation. He’s buffalo”. What happens when the
English forest, useful for meeting with ruthless at it. ringmaster wants to put Bill to sleep
outlaws and other fringe people not  Gargamel the wizard is greedy for due to a long sickness?
welcome in Middlehaven. gold and opportunistic as well; he  A colossal creature approaches the
 The space cruiser that captured the will surely act to further his village, blocking the sun and wilting
player character in the last session has perceived interests with cunning the grain. Most anybody will have an
an extended service deck with a maze of magics. interest in the situation, if not the
pipes and cords. power to do something about it.

70
Jan Hykel (Order #32879713)
8 New Age spiritualism is a fascinating campaign premise, but it’s no use getting too
ambitious. There are plenty of stories in the Beat Generation and hipsters, but first I, as
the Story Guide, want buy-in: the players need to get a feel for the setting and the situation.
As one of the characters is a travelling type (driving around on his chopper, too),
obvious situation elements to prepare are different hassles with the local authorities all over
America: the ex-serviceman Jones needs to either compromise on his vagrant lifestyle or get
back up on his bike and move on. Depending on what the player is interested in, this might
involve having to separate from a nice job or a girl he’s fancying, for example. It’ll be
interesting to see if the independence and the character concept itself can withstand the
sacrifices that freedom requires during the ‘50s.
Jones will need some secondary characters as well to egg him on, but in practice I’ll
opt to work with the inspiration of the moment on that one: I know that I’ll give him an
opportunity to meet girls (demure nice ones and wild girls as well, obviously) and
masculine authority figures such as sheriffs, fathers, shopkeepers and employers on his
grand roadtrip. These may easily be pretty superficial figures, at least until Jones really
decides to latch on to a situation.
The other characters in the game will have their own stories as well. I read somewhere
that one reason history doesn’t recognize many prominent beat poet women is that they
tended to get diagnosed for insanity and lobotomized or killed off with shock treatments
in the institutions their families closed them in. Scary? I’d say that this sort of content
works well as a far-off possibility for Miss Thompson, the girl who didn’t want to be a
earn to shout first so you southern belle.

L can whisper later. Touch


comes with practice.
In practice I’ll want to think up situation elements and dramatic coordination that ties
different characters together to provide some structure for the overall campaign. This sort
of game will have a rather leisurely pace, so there’ll probably be several shifts of time and
place even during one session. It’ll be quite possible to just say that after leaving town Jones
drifts around for a couple of years, only to come back and see how things have changed.
That sort of thing helps localize events if it proves that other characters are more sedentary.
Ultimately my notion is that I can’t really prepare for those spiritual moments that
are bread and butter in Beat narratives. The characters need to find their own dharma. Of
course we’ll discuss the issue with the players and I’ll provide influences, but that’s as far

Eero Tuovinen as my role goes. (Already have a funny Chinese Buddhist oldster lined up for a chance
encounter, should I need a sudden refresh scene.)

Jan Hykel (Order #32879713)


IX Story Guide

Supporting characters are those who find out that his mother is a vampire; this point. If the character has some reason not
motivate and question player characters. Of wouldn’t necessarily be so interesting if not to just resolve the situation in the obvious
course, the same character might well end for the character’s vampire hunting vocation manner (escaping, fighting, surrendering,
up as both antagonist or support at different clashing with his mother’s condition. failing in any of the above), then we’re
times. The situation you create needs to be cooking: if the character could escape from
Furthermore, when thinking of open as well, which means that you don’t the ninjas by leaving his trusty horse to
secondary characters, look into giving them dictate player character reaction to the them, for example, then the situation starts
real motivations and ties to the setting. scene. Just having ninjas come in and to have some teeth. The smart reader will
While you might prepare a character with an attack the character isn’t a situation like we see how this links up with the advice in
eye towards having him resist a character’s mean it, really, in that the Story Guide is “Choice as Content” on page 22.
kingship ambitions, his actual role will only pretty much expecting a ninja fight at that
evolve in play when the player actually
decides whether his character really wants
to be the king. If you don’t have good
motivations and ties for your secondary Variant: Key Elements
characters, you won’t be able to decide upon
their actions naturally. Most Story Guides prepare material for experience to characters who interact with
play. The group may decide to reward this this prepared material.
preparation in the form of KEY ELEMENTS. The idea behind Key Elements is two-
Situations When this rule is used, the Story Guide fold: it supplements the experience flow
Finally, situations are very useful to will keep a list of the elements he has from Keys and rewards creating prepared
prepare, almost as much so as secondary prepared for play; these are the Key material as well as experiencing it. The
characters. A quick-thinking and expe- Elements. Just like Keys, Key Elements Key Elements list might also be helpful to
rienced Story Guide might do quite well with reward experience points to the character Story Guides like me who mostly work in
improvisation, but most will want to create who trigger them: our heads, as it forces keeping at least a
some situations before play.  Places reward 1 xp to the characters little bit of record if we want to reward
A “situation” we’re interested in here is an who come upon them. These might be elemental experience at all.
event you can frame into the game according whole new lands or rooms in a palace Usually the Story Guide will keep his
to the advice in chapter “Playing the Game” — whatever the Story Guide prepared. list of prepared Key Elements mostly
on page 20. Furthermore, we want such a  Persons reward 2 xp to the characters hidden from the other players, although
situation to be both interesting and open. who meet them first. In general, count he might reveal some if he likes. Used
An interesting situation is created by only named individuals, not extras. elements are crossed over as the
hooking it into the issues and themes of the  Situations reward 3 xp to the characters experience them, while
setting or a specific character. For example, characters who experience them. See elements that go unused are carried over
women in distress are an old standby for the main text for more detailed to new sessions. The Story Guide might
Story Guiding, being as that’s the sort of explanation of how to build these. find the Key Element list useful as a
stuff stories tend to include nigh-on When preparing places, people and guideline for making his preparations; if
universally, due to how we humans are and situations, put them all on the list of Key the list from last session is nearly empty,
what interests us. A more specific take Elements. During play reward the it might be a good idea to add some ideas
might be to have a vampire hunter character before the next session.

72
Jan Hykel (Order #32879713)
IX Story Guide

know how to jump from one to the next about in the setting, interact with it and
Adventure map during play while still making sense) with change as a result. The Story Guide can
both the player characters and your core facilitate this process by framing scenes that
One more thing about preparing for the material. This is usually enough for a are relevant to the characters; he is not so
game: the above advice might all seem a bit session or two; just make a new adventure much choosing the contents of the game
abstract and even difficult if you’ve not done map when the old one runs out. session as focusing on the bits that actually
this sort of thing before. Thus it might be If you find an adventure map useful, interest the play group.
useful to consider a specific popular method experiment with other methods as well. The As a rule of thumb, when framing
for preparing a Solar System adventure, preparations that prove most useful depend scenes, consider three principles:
called an ADVENTURE MAP. It works like this: on the campaign and the group of players,  Equality is giving protagonizing attention
 Write down all player characters on really, as there are differences in how to all characters equally. If all player
different corners of a sheet of paper. characters connect to the setting and how characters have their own stories, you
These are your protagonists the prepared the other players react to your provocations. might just frame scenes for each in turn
materials are supposed to interact with. You might find, for example, that you don’t clockwise around the table, for example. If
 In the middle of the sheet, jot down some need to particularly connect your prepared some characters share a story, perhaps
interesting places and concepts from the material with individual characters, as the you’ll only frame once for the two of them.
campaign setting. This is the MATERIAL other players are more than proactive
CORE of your adventure; just pick enough in protagonizing themselves.
something you yourself find interesting.
This is probably a strong core image of
some cool stuff you’d like to see in the Framing Scenes
game, such as an old Russian nuclear
missile rusting out on the taiga, or The primary responsibility of the Story
Seeding Crunch
whatever floats your boat. Guide during play is to frame scenes as A good general trick for adding to your
 Around each character, write down 3-5 described in chapter “Playing the Game” on adventure map: develop nice new
most interesting Abilities, Secrets and page 20. This is where the aforementioned crunch for your co-players and
Keys of the character. Have at least one prepared material comes in: places to set introduce it via the adventure. Look at
Key from each character, those are the scenes in, secondary characters who each character in turn and develop
most important bits. Thus you have interact with player characters and so on. something interesting for that character:
focused your attention to some specific Strictly speaking whatever preparations you a new spell, perhaps, or a piece of
aspects of each character. do as the Story Guide are just to get you cyberware, or a weird royal pregorative.
 Fill the rest of the sheet with people and over the hurdle of framing scenes as Then give these Secrets and other
situations that connect the material core necessary — what sort of preparation you stuff to your secondary characters and
of your adventure with the crunch of each need to do depends on your skills in use them against or for the characters.
character. Draw connections between the improvisation and the nature of the Give the players an opportunity to learn
elements. Try to have around three campaign. the new, sexy stuff.
connections to each character. The overall purpose of framing scenes in If you do this right, the players might
After finishing the adventure map you have the Solar System is to address character find their characters developing in
a list of places, people and situations issues related to each player character. This directions they did not expect when
connected logically (in the sense that you is mostly done via plot: the characters move starting with them.

73
Jan Hykel (Order #32879713)
IX
 Continuity
Story Guide

means allowing the players to cut straight to the issues they are to come to the fore quicker and with more
consequences of scenes to impact the interested in addressing. coordination.
following events. If the player character Doing dramatic coordination does not
offended his lover in the last scene, mean controlling story content, however; the
perhaps the next one will have him Story Guide does not need to decide whether
accosted by angry men-folk of the family, a given character is a hero or a villain, or
for example. This should make intuitive whether the player character is supposed to
sense. fall in love and save the princess or not. All
 Interest means that the scene is this matter of story is the purview of the
pertinent and intriguing. This is what you other players, the reason for their being
prepared for in pre-creating elements there and playing in the first place.
before play; all those elements were Instead, consider the following
designed to be somehow interesting for techniques and priorities of dramatic
your group. coordination and note how they do not
Generally speaking, when framing scenes, materially force the emerging plot of the
checking each of the above principles should game so much as allow whatever the plot is
allow a Story Guide to have a sense for
“what to do next”, which is pretty much his
most important task in allowing the game to
go on. Usually the best bet is to priorize the
three principles in the given order: frame a Backstory Authority
scene for the character who needs the An important principle related to that they facilitate choices and conflict
attention, and follow any ongoing story he preparing materials and framing scenes situations.
might have brewing. If nothing interesting is is the concept of BACKSTORY AUTHORITY. On the other hand, a player usually has
going on, throw in some prepared material. This means that whatever the Story backstory authority over his own
When framing scenes, note that scene Guide establishes into play, he’s the character’s background, just because he’s
framing powers are consentual in the sense authority over those elements. And what the main guy when it comes to shaping the
that the framed scene needs to somehow a player establishes, he’s the authority character’s protagonism. So it’s at least
represent character intent: you can’t just over that. polite to ask a player before revealing that
frame a scene into which a character would Backstory authority comes up in his character used to be a meth addict in
not have walked himself. practical application when somebody in Bangkok during the ‘80s. The player will
Furthermore, the advanced Story Guide the group needs to decide whether the likely accede if the suggestion stays true to
will consider issues of DRAMATIC COORDINATION Arcturan aliens can breathe under- the character and is somehow meaningful
when framing scenes, simply because the water, whether there’s a hospital in for the campaign.
scene framing pregorative allows him to be a town or whether the king happens to be The same principle works in reverse as
powerful force for interesting, punchy story. a red-head. Barring any setting sources, well: a player might well suggest that there
By skipping past irrelevant and the guy to establish this stuff is the could be a hospital in town, and most of the
uninteresting bits and putting in amazing Story Guide; it’s just his job to provide time there is no reason not to go with it. As
coincidences and other narrative meaningful scenes, part of which is to always, the Story Guide makes his decisions
conventions the Story Guide allows his co- determine the conditions to be such on the basis of dramatic coordination.

74
Jan Hykel (Order #32879713)
IX Story Guide

Specific techniques of  Crossing is a special sort of dramatic


dramatic coordination coincidence where the Story Guide Secondary Characters
intentionally prepares backstory material
 Tight framing is when the Story Guide and frames scenes that tie the stories of Playing secondary characters is a most
skips forward into the actually interesting individual characters together. This is important Story Guide task. As I described
interaction in the story. So when the key in running an interesting story with above, there are two primary functions you’ll
curious PI character goes out to find out independent player characters! When one want secondary characters to fulfill.
who killed Molly, the Story Guide does character is an asteroid miner and the  Support characters are named secondary
not frame a scene at a bar where nobody other is a sleek Martian businesswoman, characters with personalities and goals.
knows anything; rather, he skips ahead their stories will not cross unless the Their goals require the aid of player
to when the PI has already worked his Story Guide makes them do so by characters, so they’ll come into scenes to
beat for the night and finally comes to introducing contacts in the form of make demands to the characters, thus
some place where he might dig up the dirt secondary character interests and insisting on choices.
he was looking for. postulating effects the characters have on
 Dramatic coincidence is when the Story each other’s lives.
Guide stretches believability of timing  Threats are another special sort of
and luck to bring dramatic issues to the dramatic coincidence (really, there are
fore. Thus, when a character is going out whole bunch of these; I’m just trying to
to slay the sheriff as revenge for get you into the mindset) where the
murdering his brother, but the brother is dragon just happens to steal the player Untouchable Characters
really alive and the character just thinks character’s girlfriend from the village An oft-stated feature of the Solar System
he’s dead, the Story Guide has full instead of some nameless maiden. Skitch is that nobody is untouchable and,
authority in determining whether the movie genres usually overdo this stuff, so consequently, nobody is meaningless.
next scene is the one with the brothers’ the wise Story Guide does some The way Ability checks work, even the
reunion or the one with the fight against foreshadowing and keeps to the general most mediocre of characters may
the sheriff. How likely it is for the style of the campaign in these matters. overcome the most powerful entities of
brothers to meet on the road or whether It’s easy to justify all kinds of dramatic the setting when the conditions are
the brother would “really” revive in time coincidences with little thought. right.
to stop the revenge or stuff like that only  Resting is deliberately withholding If a given genre needs absolutely
matters when and if a character makes a consequences contrary to player overpowering “characters” like fantasy
conflict out of it, which is again the expectation in an effort to allow for gods, it’s better to handle them via the
pregorative of the player, not the Story reflection and player direction. So instead rules on conflict stakes leverage, scope
Guide. of following a scene of frantic pursuit and propriety: handle such characters
through the streets of Cairo with some not as source of adversity to be
more of that, have the player character conflicted with, but as environmental
stumble into a shady opium den with no conditions similar to gravity or light;
immediate danger; the end-result is that such gods might cause conditional
the player gets an opportunity to evaluate penalties to Ability checks, but could not
the events so far and set a new course for be conflicted against in a meaningful
his character. manner.

75
Jan Hykel (Order #32879713)
IX Story Guide

 Antagonist characters resist whatever When my secondary character needs an


the player character is trying to achieve. Ability rating for something, I assign it based
Variant: Shared Story Guiding
They also have names, personalities and on the keyword:
As the above discussion of Story goals, which is what makes them  If the situation calls for skills related to
Guiding duties demonstrates, the task antagonists in the first place: they want the character’s role, his Ability is equal to
is composed of several parts that might something contrary to the player the keyword value.
well be distributed differently in a character’s interests.  If the situation is only partially or
particular group of players. Pretty much all secondary characters that tenuously related, the Ability is one rank
Some groups will consider it fruitful are not significant in those ways fall into a lower.
to have players share in playing third category:  If the situation does not relate to the role
secondary characters, especially if they  Extras are usually unnamed characters keyword at all, the Ability is two ranks
do not like the pure audience role with little in the way of story-significant lower.
described on page 22. The benefit is goals. They fill the ranks and provide To avoid having to assign Pool relationships,
added interaction, the drawback that some minor support or antagonism. and to avoid excess tracking, my secondary
players might lack the overall Obviously enough the Story Guide won’t characters only have one Pool. I give each
perspective into what the secondary know before play which characters end up secondary character a low or high general
character is supposed to be doing to being support, antagonist or extras. That Pool based on how deep his motivation is;
protagonize the player characters in the only develops in play, even if it’s easy around 8 points is “high” and around 3 “low”
scene. enough to point these roles out afterwards. here. So an extra I haven’t thought of at all
Rules and conflict arbitration are before the scene would have Pool around 2-
duties that nigh-on disappear in 4, while the passionate, multi-faceted
experienced groups simply because Mechanics of secondary characters heroine would work with up to ten points.
everybody knows where play is heading, In principle all characters work according to As for Secrets, that’s where most of my
leaving little need for Story Guide the same rules, whatever their role. In mechanical attention goes with secondary
regulation. practice most Story Guides will find that it’s characters: new, weird Secrets are easy and
Perhaps the most distinctive kind of a tad too dull to provide full statistics with fun to introduce via secondary characters
“shared Story Guiding” is the sort where Pool tracking and all for their secondary who have the background for possessing
players distribute scene framing and characters, especially as they are working them. I also give myself the pregorative of
backstory authority, as well as with an essentially unlimited budget and adding Secrets on the fly as makes sense for
attendant adventure preparation duties. thus need to just set some “believable” the character, all in the interest of saving me
This often works in turns, so that each numbers for the characters. from having to plan the secondary character
player acts as the Story Guide in turn on The Story Guide has the pregorative of statistics in advance.
a session-by-session basis. taking short-cuts in creating the statistics A special note on extras: an individual
Finally, any group might wish to for secondary characters. What I do myself extra set against a player character might
establish Secrets that explicitly share is, I give each secondary character a “role get statistics like above (usually quickly
Story Guiding tasks in different ways. keyword” which describes the character’s followed by a name and motivation; you
The SECRET OF CONTACTS (page 86) is just competence; a normal policeman might be can’t conflict in this game without
such an example, seizing a small bit of “Police: COMPETENT (1)” and so on. This is motivation), but when I have many, I
backstory authority from the Story simple enough to do on the run as we play. invariably promote one into a captain on the
Guide. spot and only use the rest of the extra mob

76
Jan Hykel (Order #32879713)
8 Mark’s character was the child emperor of a morally ambiguous fantasy empire, which
made preparing for play rather simple for the Story Guide: normal routines of childhood
are pretty easy to contrast with the requirements of rulership, and being the ruler of a
huge empire set against the the rest of the player characters would be pretty dramatic even
for a more conventional emperor.
Emperor Rama had been the ultimate ruler of the empire since his birth due to the
byzantine routines of the empire, so I couldn’t start the campaign with his coronation.
Instead, we spent some time discussing how the emperor lived and how much (or, actually,
little) of his will manifested outside the palace. We also described a couple of important
courtiers who could influence the direction of the empire in different ways. That being
done, I needed to give Rama a push to get the adventure going:
A huge empire like Rama’s wouldn’t really be fazed by the border skirmishes we’d
already depicted for other characters interacting with it in the border-marches; even a full
war would probably have little impact in the capital. What would rock Rama’s world
would be personal: a marriage proposal.
So I had these two legates come in from the Synodine Deliberative, a religious order
with significant influence in the eastern half of the empire. Alongside gifts and claims of
fealty they brought an offer of marriage for the emperor. (This was supposed to be a
modern high fantasy setting, so lots more equality for women than one might expect of
an empire; taking a wife would be a big deal for the monogamous emperor.)
I’d prepared a name and personal agenda for one of the legates, Ansi of Macabees: not
ower is not influence, unless only was he there to sell the princess Koldya (a player character, incidentally) to Rama as a

P coupled with ability and will;


how far reaches vision?
potential fiancé, but he also wanted to arrange himself a place in court, preferably as some
sort of chamber minister. The other, younger legate was there just for color, or so I thought.
Mark, however, had the emperor “judge the intentions of the legates” by requiring them
to participate in his childish games. Here the younger legate proved superior to his elder ally, so
far so that the child emperor (who judged the goodness of men according to their humbleness,
as his mother taught him) decided to only listen to the younger man from then on.
As the young man had but little characterization at this point, I needed to give the
bemused Synodic Initiate a name and some sort of motivations. As it proved, he became a
good support character who gave the emperor many insights and opinions when he travelled

Eero Tuovinen to the east later on, to bring peace to the rebelling tribes himself.

Jan Hykel (Order #32879713)


IX Story Guide

as an environmental condition. The Solar situation down into several sub-conflicts (a I wouldn’t let that stand just like that; I want
System presumes that only named matter of scope). It is very useful to have a to hear what the character is saying to
characters with individual motives neutral party formulating the stakes in this convince the princess!
participate in conflicts: represent masses of situation. Another, related issue in conflict is the
people as Abilities, Effects or Secrets, Players might propose some pretty weird narration of conflict results. This has been
instead. conflicts at times, so a good rule of thumb touched upon several times earlier (pages 38
Regardless of the method used in for the inexperienced Story Guide is to think and 44, say), but a specific Story Guiding
tracking the mechanical state of secondary ahead a bit and try to imagine how the issue is encouraging and guiding player
characters, the Story Guide should always player character acts in the fiction to narration: the players should be interested
set the statistics for the characters in terms actually achieve his proposed goal. If you in narrating the details of how their
of the setting. So an influential character can’t imagine how it would happen, ask the characters win or lose conflicts, but at the
should have high Abilities, a deeply player to clarify and elaborate. A player same time the Story Guide should be
motivated character deep Pools and so on. might want a conflict where his character invested in keeping things fair and sensible.
This is in contrast to some other games “convinces the princess to go with him”, but Especially backstory authority tends to
wherein you’re supposed to balance potential
antagonists in relation to how strong player
characters are; the rules of Solar System
ensure that antagonists can’t really
overpower characters any more than they Story Guide Stakes
should. A notable sub-issue in guiding conflicts the death are very drawn-out affairs in this
is that the Story Guide is not at all rules-system, as all participants are
immune to setting “bad” stakes himself! committed to going through all of their
Running Conflicts Rather, he should just hope that the resources before giving up. Starting one
rest of the group has the presence of without a good, dramatic reason is the
A major responsibility of Story Guiding is the mind to interrupt him when he starts height of folly.
task of determining stakes in conflict, as with the nonsense. The way to avoid mismatching stakes
described on page 37 in “Conflict Stakes”. The most typical problem in Story and situation is to not make conflicts out of
While an experienced group will get the stakes Guide stakes setting comes when the minor affairs, and to think a bit about what
right most of the time even with the Story Story Guide has not really thought out your secondary characters want. The first
Guide just nodding along, it’s not at all rare the role and motivations of his own point helps in genres where player
that the Story Guide needs to insert some characters. Solar System works in an characters are supposed to slay dozens of
neutral consideration in terms of LEVERAGE, extremely awkward manner when their foes: just declare a simple Ability
PROPRIETY and SCOPE. It’s common that a characters do not really act like check to slay the success level in extras and
player, advocating passionately for his humans. be done with it. The second point helps
character, strives for a conflict where his The typical example of this whenever you feel like having fanatic ninjas
character can’t really do anything to achieve phenomenon happens when the Story attack and fight to the death: are those
those goals (a matter of leverage), the goals are Guide sets up a fight to the death ninjas really so fanatic? Why do they
even not appropriate for the style of the between a player character and a attack? What would happen to a ninja who,
campaign (a matter of propriety) and even if secondary character without preamble say, escaped? Why did you put those ninjas
they were, it’d be more fun to break the or heavy dramatic motivations. Fights to in there in the first place?

78
Jan Hykel (Order #32879713)
IX Story Guide

come up here as anybody might describe fiction. For example, a realist interpretation
how the duke’s guards acts in the situation, of Ability ranks would be that a master Running a campaign
while only the Story Guide has the power to swordsman needs to have MASTER (3) rank in
decide whether there are guards nearby in his SWORDSMAN (V) Ability. The formalist take Looking at the Story Guiding process as a
the first place. would be that Ability rank constrains fiction long-term task, generally speaking the
As the group commits to the fiction and only insofar as the Ability gets used and Guide will find his job becoming easier in
gets comfortable with the campaign, the thus the character might demonstrate the long run: as the campaign gains in depth
Story Guide will probably find that he needs mastery of the sword — but whether he and texture, there is less need to prepare
to do less guiding in conflict. Stakes-setting actually is considered a master swordsman new elements out of thin air. Consequences
and narrational authority are only within the fiction (by himself, others or a of past play carry the campaign as it nears
important in keeping the players on the generic narrator) is ultimately unrelated to conclusion.
same page over why they are rolling the dice; the existence of the Ability. He might even When planning a whole campaign,
when the group communicates well, the not have the Ability at all, losing all usually the Story Guide has some notion of
importance of this function all but swordfights, but still be described as a what he himself finds interesting in the
disappears. master swordsman who just happens to lose setting — he has a backstory in mind. Put
consistently in practice due to adverse that backstory in use! Don’t save it up or
conditions of all sorts. pace it, but rather disclose it all as soon as
Rules Arbitration The point of this discussion is that while you can. The player characters should get
realism is certainly instinctual, it is also not enmeshed in your interesting idea from the
A final Story Guide task is arbitrating rules. what the rules say. The rules suggest that a first session on. Ideally, have them create
This isn’t a Story Guide task in any rules- high Ability rating might imply an characters who have lead roles in that idea
assigned way, but in practice it seems to experienced character and high level Harm of yours.
work well that the Story Guide makes the might imply some sort of damage to a After you get that one good idea out of
calls on niggling details, perhaps followed by character; however, this default relationship your system, then it’s time to look at what
affirming nods from everybody else. As long is ignored with impunity by players else might be done in the setting. You might
as nobody questions the authority the game describing action, as actually Ability only surprise yourself, and the players certainly
won’t get stuck in questioning details, which confers a propensity to win conflicts and will.
benefit does not depend on who actually has Harm just means that the character Remember that you are not telling a
the authority. weakens and might get removed from play. story. You are a guide, the other players are
The most important bit about usurping In actual play it is wise to follow the telling the stories with the choices their
rules arbitration authority, whether you’re default interpretations of what the die rolls characters make. Your primary task is to set
the Story Guide or not, is to be fair, and changing numbers “mean” in the up situations that allow them to make
impartial and sensible in arbitrating the fiction. However, it is also very fruitful to choices that create story.
rules. If you don’t have a reason for making remember the case-by-case capability to
a ruling, don’t do it. step outside the convention and follow the
One interesting stylistic issue as regards rules by the letter, instead. Often this
rules arbitration is FORMALIST vs. REALIST allows, perhaps surprisingly, a more
rules interpretation. This has to do with sensible outcome.
case-by-case interpretation of the
relationship between the mechanics and the

79
Jan Hykel (Order #32879713)
8
Although
Afterword
this booklet is already
Sources, Influences and Acknowledgments

The foremost source for this work is, of play with people such as Sami Koponen, Sipi
considerably more detailed than any other course, the most recent edition of Clinton R. Myllynen, Harald Wagener, Josh Culbertson
single source on the Solar System, I’m not Nixon’s THE SHADOW OF YESTERDAY. Any and others too numerous to list here. I
really convinced that this is somehow the diversions are matters of clarification or probably wouldn’t have bothered in the first
last word on the topic; to the contrary, I find simply differing tastes. place without these people.
it likely that not only old-time players of the A secondary source is MENNEISYYDEN I would also be amiss in not mentioning
game, but also new readers will find VARJOT, the Finnish edition of the above I the extensive work of Ron Edwards and the
themselves inspired with many questions, edited to shape in 2006 myself. Strange as it rest of the Forge regulars in rpg theory and
comments and disagreements over minor might be, I’ve returned to that text many game design; most of what I didn’t
and major details. times in composing this one. appropriate from Clinton comes from the
The Solar System is pretty unique in that Many of my topics and choices in this assorted writings of Ron, Paul Czege, Matt
it is an open system freely available in booklet well from diverse discussions and Snyder and the rest of that crew.
different languages and formats, applied
and adapted by interested hobbyists as
inspiration strikes us. It would thus be
foolish to set myself up as some kind of The Shadow of Yesterday and Beyond
exclusionary game guru, when there are lots
of other talented and imaginative people The Solar System was originally conceived Meanwhile, though, I encourage the
playing the game as well. by Clinton R. Nixon as the rules-set for his reader to use the system as he would. The
That being said, I’ll be happy to listen to fantasy adventure game THE SHADOW OF Solar System is available under several
comments and discuss the Solar System with YESTERDAY. The game’s all about sword & Creative Commons licensing terms, so in
interested parties. I try to keep myself abreast sorcery adventure stories set to modern addition to all sorts of private use you may
of indie roleplaying forums like THE FORGE sensibilities with slavery and ruined feel free to distribute your related creations
(www.indie-rpgs.com) and STORY GAMES civilizations contrasted to hippy, elk-riding to the wider world with impunity.
(www.story-games.com), which are both fine barbarians. The Solar System notions of The Solar System logo shown below is
places for discussing Solar System gaming how roleplaying goes are in full harmony something we whipped up for use in any
with others. I’m also personally available by with the world of Near, the setting of the future publications, websites and such that
e-mail at eero.tuovinen@arkenstonepublishing.net, in game. might need to communicate compatibility
case you have any questions about the game. Personally I like The Shadow of Yesterday with the Solar System. Apart from using it
a lot. So much, in fact, that I’m going to myself, I welcome others to use it for those
continue with my revision binge and do a new purposes as well. I’ll put it up in the net
edition of the setting as well at some point in somewhere
the near future. This’ll allow us to incorporate when I have
lots of new ideas and details people have the time.
created for the world of Near during the last
couple of years, which should prove pretty
interesting.

80
Jan Hykel (Order #32879713)
Solar System.qxp 21.7.2008 18:53 Sivu81

Experience _________ Advances __________ Player: _______________


5 5 Campaign: ___________
Character: ____________

Vig or Insti nct Reas on

_Endure____________________ _React______________________ _Resist_____________________


_____________________________ _____________________________ _____________________________
_____________________________ _____________________________ _____________________________
_____________________________ _____________________________ _____________________________
_____________________________ _____________________________ _____________________________
_____________________________ _____________________________ _____________________________
_____________________________ _____________________________ _____________________________

Secrets and Keys


Harm Track
________________________________________________
3 2 1 Minor
________________________________________________ Penalty die to next check

________________________________________________ 5 4 Major
Penalty die to all checks w/ Pool
________________________________________________
6 Mortal
________________________________________________ Penalty die to all checks, pay Pool to act

________________________________________________

________________________________________________
Effects and Notes
________________________________________________
________________________________________________
________________________________________________
________________________________________________ ________________________________________________
________________________________________________
________________________________________________ ________________________________________________
________________________________________________
________________________________________________ ________________________________________________
________________________________________________
________________________________________________ ________________________________________________
________________________________________________
________________________________________________
________________________________________________
________________________________________________

Jan Hykel (Order #32879713)


Solar System.qxp 21.7.2008 18:53 Sivu82

Example Abilities
These examples of typical Abilities range widely over all kinds of imaginable settings. Remember to crop and
extend the list appropriately for a Solar System campaign to reflect the actual setting!

Academics (R) Combat Experience (I) Flying (I)


If the given campaign does not feature more An Ability depicting the brutality and extent Whether flying is a Vigor, Instinct or Reason
exact academic skills, then this would be of a character’s career in war. Useful in Ability actually depends on who is flying
the catch-all designation for a character making the correct battle-field decisions and how. A flying animal would use Vigor,
with an academic background. Most pulp and not freezing up in danger. Could also while a human pilot would probably use
adventures and such will however benefit cover shootery and everything else about Instinct. A scifi space navigator could well
from some differentiation, in which case soldiering if the topic was marginal for the use Reason. Just flying a plane wouldn’t
this Ability could serve as a secondary campaign. Relevant mostly when there are necessarily be an Ability at all in many
gauge of general education. some non-combatants in the game as well. genres, though, being de rigueur.

Amorous Arts (I) Conspire (I) Freeload (I)


Courtesans and courtiers well versed in Some Abilities are very setting-specific. A Similar to a begging skill-set but fancier:
pleasing others in intimate circumstances specific Ability for running conspiracies the freeloader knows how to leech off a
are a staple of many genres. Often these successfully probably would not develop living from well-off friends, paying with wit,
skills become a linchpin of the whole plot as outside a culture in constant political entertainment or perhaps minor house-
characters fall in or out of love in their upheaval of a particularly roundabout kind. work. A feasible Ability for a social
complex machinations. Especially More likely, a powerful and ancient character, sure to lead to interesting
appropriate in historical fiction, wherein conspiracy might well actually possess in situations if the setting has a place for
female characters have few strengths as is. its folds just such a knowledge-base. layabouts.

Animal Handling (I) Courtesy (I) Gadgetry (R)


For more developed settings vague “animal Social skills can be categorized in all kinds A cinematic spy or pulp adventure setting
handling” is probably too uncharacteristic, of ways into Abilities. The best results are would certainly have something for
but high fantasy (which romantizes nature) achieved by emulating the setting: if the inventing and/or operating special
or pulp fiction (with Tarzan-type “wild” setting culture has a concept for courtesy equipment. The Ability would probably be
characters) could well make use of some as something learned, then it makes sense supplemented by a range of Secrets (as per
sort of animal empathy. More civilized as an Ability. European nobility in the page 58). On the other hand, a more
settings subsume animal handling into modern age used to be taught exactly like realistic or futuristic game would work with
specific occupational skills. this to facilitate social interaction. specific scientific and tool-use Abilities.

Bargain (I) Duelling (V) Goetia (R)


While it might not suit a knightly setting, Many cultures of the past and fantasy have Ability in Goetia is knowledge of the
scoundrel characters often need to know Duelling traditions for judicial, social or practices of summoning spirits, demons
what things are worth and what others religious reasons. A character well-versed in and angels according to the Lesser Key of
think they are. Whether a character can the art would have an edge in any one-on- Solomon. It is a good example of how
afford something might be resolved with one confrontation with familiar weapons; fantastic magical arts work better with
this very Ability; most Solar System the Ability would be less useful in a chaotic specific names, purposes and ties in the
campaigns track character finances in melee or unhonorable surprise situations, setting; calling the Ability “Summoning”
vague, cinematic terms. though. would be vague in comparison.

Blaster Weapons (V) Equilibristics (V) Hard Work (V)


Vaguely scientific energy weapons are a A general name for all sorts of circus acts Cinematic heroes do not usually shine for
staple of space opera, so an Ability from acrobatics to juggling, covering a their stamina and perseverance in honest
dedicated to fighting with them could be range of entertainment gymnastics. A less work, but roleplayers luckily have more
appropriate, presuming that the weapons abstract name such as “Circus Acts” or leeway in defining what their stories are
require some ability in the first place. Such “Acrobatics” would go better in a pre- about. A character could prosper as a
a martial art might be used to repair and modern context, but this sort of Ability simple farmer, win a threshing contest or
care for the weapons, as well as fighting might go well for a modern enthusiast of impress a prospective father-in-law with
with them or making trick shots. circus arts. this Ability, for example.

Jan Hykel (Order #32879713)


Solar System.qxp 21.7.2008 18:53 Sivu83

The description of each Ability is first and foremost intended to make sure the players are on the same page
over what the Ability represents in the fiction of the game. Unlike many other games, Solar System Abilities are
primarily described in fictional terms, as they do not possess any Ability-specific mechanical effects — players
have to understand what an Ability does in the fiction to gauge any mechanical consequences.

Hypnosis (R) Re-animate (V) Streetwise (R)


The Ability to control others with An example of a purely fantastic Ability that Knowing the right etiquette, people and
mesmerism is a staple of pulp-style stories undead monsters in fantasy environments habits of the local criminal underworld and
in all genres. Classically such an Ability is or retrovirally vitalized scifi aliens might the streets scene surrounding it. Could also
used to both harm and heal in inventive possess. The setting would have to count for actual criminal work skills when
ways, as hypnosis opens the mind in determine how the Ability works, exactly, the campaign has no major focus in that
mysterious or even mystical manner. The and when; the players can’t use the real direction. Similar Abilities are easy to create
Ability might have less fantastic uses in a world as a gauge here, so all they really for other subcultures; how widely useful
modern thriller sort of thing, as well. have is the agreed-upon setting and fiction. each is depends on campaign focus.

Internet Skills (R) Religion (specify) (R) Super-strength (V)


A modern and near-future Ability used in A religious authority in any setting will Exceptional and clearly exclusive Abilities
the global networks. Useful in information probably have some use for an Ability are possible as well, such as those a super-
and contacts search, creating web content concerning his theology, knowledge of the hero might possess. A whole race of
and understanding web programming and rites and “strength of faith” (unless the creatures might have a similar Ability in a
protocols, as well as getting around tracing latter is covered by some other Ability). In fantasy context. The exceptional nature of
and censorship. Computer-literate people general, combining a skill-set with cultural the Ability can be further emphasized by
would all possess this Ability, but only few abilities and communal contacts like this requiring a specific Secret for characters to
professionals have higher ranks. makes for a strong Ability. obtain Super-strength.

Kung-fu (V) Riding (V) Surgery (R)


A suitable catch-all martial Ability for Horseback-riding is a cinematic Ability Surgery would likely be too narrow an
characters in a Chinese historical or suitable for heroes in many historical and occupational Ability in a modern game
fantasy game; pure wuxia might also have fantasy settings. The Ability could be used (something like “Medicine” would probably
Soldiering (V) and Treachery (I) as other to care for equines, escape dangerous serve wider interests), but as it was a
violent Abilities to contrast the noble situations on horseback, catch escapees or specific, less specialized occupation in the
martial scholar with other ass-kicking gain an edge in battle. By analogy, an Middle Ages separate from the academic
forces. A character’s specific style would be Ability for keeping and driving a car would physician, it’d make a fine Ability in an
depicted with Secrets, again. be quite appropriate as well. historical campaign.

Language (specify) (R) Servitude (I) Vampire Lore (R)


Language-skills are an example of an Ability An example of an occupational Ability This Ability would only be usable in a
that is not appropriate for a cinematic useful in some settings: understanding and setting where a focal point of interest was
campaign. However, an imaginative game fulfilling routine commands, not drawing vampirism. Entirely appropriate for a
centered upon anthropological issues or a the ire of the master and acting reinterpretation of Bram Stoker’s Dracula,
first meeting between cultures would be appropriately to the station would all be for example, where Vampire Lore could
entirely feasible. Alternatively, an Ability for covered by this, as well as any domestic winnow fact from myth and allow
“knowing many languages in general” skill sets implied by the position and characters to make informed decisions
would work for adventurous games, too. household. about the mysterious threat.

Music (I) Sports (V) Woodcraft (V)


Music and other artistic Abilities are fun to In general, a sporting Ability resembles art There may be many types of wilderness
play with in a certain kind of dramatic Abilities in when and where it might work survival in some settings, depending on
setting that allows art larger than life to be well. A modern game, or one set in ancient whether the differences between forests,
whipped out on command to impress and Greece, might find an Ability dedicated to glaciers, deserts and other environments
influence. The Ability is probably athletic accomplishment appropriate. A warrant such focus. Regardless, the Ability
appropriate in more realistic settings only if campaign focusing on the matter might facilitates moving, sheltering and finding
the campaign will actually have some even have players specify which sport their food in wilderness environments. Hunting
substantial interest in artists and art. character excels in. might be covered as well in some settings.

Jan Hykel (Order #32879713)


Solar System.qxp 21.7.2008 18:53 Sivu84

Example Keys

Adventure Criminal Faith (specify)


The character has adventure in his blood, it The character is a hardened criminal. The character is strong of faith in a
even follows him around. 1xp: Interact with criminals. particular religion or cause.
1xp: Go to new places, meet new 2xp: Perform a crime. 1xp: Defend the religion to others.
people and live a life of 5xp: Escape justice. 2xp: Convert another to your faith.
excitement. Buyoff: Make restitution for your crimes. 5xp: Defend the faith despite personal
2xp: Participate in an unlikely, yet danger.
dramatic coincidence. Buyoff: Deny your faith.
5xp: Finish an adventure. Cripple
Buyoff: Settle down for good.
The character is crippled or has some other Family
drastic disadvantage of the sort.
Aide (to whom) 1xp: The disadvantage causes The character’s family is an important and
difficulty. ever-present condition.
The character is in service of another. Why? 2xp: Substantial problems, such as 1xp: Have a family scene.
How far? What of his own judgement? penalty dice or narrowed oppor- 2xp: Argue within the family.
1xp: Obey the master’s order. tunities. 5xp: Sacrifice for your family.
2xp: Suffer in service. 5xp: Fail in an important situation due Buyoff: Leave your family.
5xp: Save the master from a tight spot. to the disadvantage.
Buyoff: Leave service. Buyoff: Accept the condition.
Fan Service
Alignment (choose) Dark Secret The character ends up in some pretty
compromising situations. Luckily she’s not
The character has a D&D-style alignment, The character has a mysterious past with hard on the eyes.
such as “lawful” or “evil”. You know how terrible secrets. 1xp: You get some hot description.
those work. 1xp: Your past comes up somehow. 2xp: A wardrobe accident.
1xp: The alignment comes up. 2xp: Clues to your past are revealed. 5xp: Another character gets a solid
2xp: You and your party act to follow 5xp: Your past endangers your present. peek.
the alignment. Buyoff: Confide your story to another. Buyoff: Have an explicit sex scene.
5xp: Sacrifice party integrity and/or
resources to follow your
alignment. Despair Fighting
Buyoff: Change alignment.
The character has lost his hope and gone The character is all about the bloodlust.
nigh insane about it. 1xp: Attack somebody.
Badge 1xp: Try to convince others to stop 3xp: Win a fight.
their futile struggle. Buyoff: Refuse a fight.
The character is a police officer, with the 3xp: Give up on an important struggle.
associated responsibilities. Buyoff: Find the courage to hope again.
1xp: Uphold the law. Great Power
2xp: Bend the law.
5xp: Get shot in the line of duty. Duelist The character has failed his conscience and
Buyoff: Change careers. now looks for redemption.
The character duels frequently, perhaps 1xp: Use your power for good.
because his paid to. 3xp: Suffer for redemption.
Conan 1xp: Challenge somebody into a duel. Buyoff: Abandon your role in community.
2xp: Get challenged yourself.
The character is Conan. 5xp: Kill in a duel.
1xp: Fulfill your urges to the max. Buyoff: Lose a duel. Idol
2xp: Grasp the adventure that beckons.
5xp: Triumph over your enemies. The character wants to be popular.
Buyoff: Become soft and civilized. Edge 1xp: Make sure everybody knows how
cool you are.
The character has a self-destructive 3xp: End up as laughing-stock.
Conscience lifestyle. Buyoff: Choose friends over fame.
1xp: Act in an irresponsible manner.
The character knows right from wrong and 2xp: Others worry of your lifestyle.
might sometimes even act on it. 5xp: Get hurt due to your choice of
1xp: Help the weak and needy. lifestyle.
3xp: Save the innocent life. Buyoff: Commit to a responsibility.
Buyoff: Ignore the cries of the innocent.

Jan Hykel (Order #32879713)


Solar System.qxp 21.7.2008 18:53 Sivu85

These example Keys are just a shallow flash into the possibilities. Know your campaign and pick Keys suitable
to the issues — or establish some interesting tendencies in the setting, such as having almost all Arcturans
possess the KEY OF NECROPHAGY or whatever.

Insanity Monster Hunter Pugilist


The character is quite utterly insane. A monster-hunter is dedicated to protecting The character is a practitioner of the sweet
1xp: Act insane. humanity from the secret threat. science.
3xp: Hurt yourself or others due to 1xp: Discuss the monsters with others. 1xp: Train for a match.
your insanity. 2xp: Find evidence of monsters. 2xp: Lose a match.
Buyoff: Recover your sanity. 5xp: Face a monster. 5xp: Win a match.
Buyoff: Become a monster. Buyoff: End your career.

Greed
Mythos Quest (specify)
Wealth is its own purpose for the character.
Will anything be enough? The character is embroiled in the study of The character has committed to a
1xp: Act miserly in transaction. the Cthulhu mythos. significant and valorous quest.
3xp: Bend or break honor or law for 1xp: Read forbidden books. 1xp: Strive to proceed with the quest.
wealth and gain. 2xp: See forbidden sights. 2xp: Succeed in proceeding.
Buyoff: Abandon your wealth. 5xp: Encounter monsters. 5xp: Reach a turning point in the
Buyoff: Become insane. quest.
Buyoff: Abandon or fulfill the quest.
LGBT
Pacifism
The character belongs in a sexual minority. Rock Star
1xp: The orientation comes up. The character is committed to non-violence
2xp: Practice the sexuality. out of fear or principle. The character is an insanely famous rock
5xp: You are persecuted or shunned 1xp: Advocate a peaceful solution to a star, with gold records and all.
for your sexual habits. violent problem. 1xp: Get recognized on the street.
Buyoff: Renounce your minority. 2xp: Solve a violent situation without 2xp: Rock out on stage.
resorting to violence. 5xp: Break laws and morals.
5xp: Suffer from refusing to use Buyoff: Get into a clinic.
Mad science violence.
Buyoff: Resort to deliberate violence.
The character tinkers with forces man was Sorcery
not meant to know.
1xp: Have a scene at your workshop. Party (specify) The character masters the eldritch powers
2xp: Use your science to solve a of sorcery.
problem. The character is a member of a group with 1xp: Explore arcane lore.
5xp: Your creation runs wild. overriding common concerns. 2xp: Gather arcane implements.
Buyoff: Lose your laboratory. 1xp: Discuss the course of the party 5xp: Summon a demon.
with the others. Buyoff: Banish a demon.
2xp: Cooperate with the party to
Metahumanity achieve your goals.
5xp: Side with the party against your Space Exploration
The character is a superhuman, with best interests.
wondrous powers. Buyoff: Leave the party. The character belongs in the Terran Space
1xp: Use your powers. Exploration Corps.
2xp: Overcome a challenge thanks to 1xp: Come to a new star system
your powers. Prophet 2xp: Land on a new planet.
5xp: Your powers change or you learn 5xp: Find an alien civilization.
more of them. The character has the gift to see the future, Buyoff: Leave service.
Buyoff: Lose your powers. or at least he believes so.
1xp: Make a ritual prediction.
2xp: Get into trouble because of the Vow (specify)
Minority (specify) predictions.
5xp: Your prediction comes true. The character has made a vow or suffered a
The character is a member of an ethnic Buyoff: Lose faith in your own prophesy. geas concerning certain behavior or duty.
minority or a small nationality. 1xp: An opportunity to break the vow
1xp: Express your ethnic culture. comes up.
2xp: Your people show up in the 3xp: Refuse to break the vow despite
campaign. rewards or threats.
5xp: Win an important struggle thanks Buyoff: Break the vow.
to your cultural strengths.
Buyoff: Turn against your people.

Jan Hykel (Order #32879713)


Solar System.qxp 21.7.2008 18:53 Sivu86

Example Secrets

Aide (person) Bodhisattva Equipment (particular)


Choose an amiable secondary character The character (not necessarily a literal The character has some unusual
who has no Abilities higher than the bodhisattva) refuses to let go, preferring to equipment, such as a horse (for a
character’s. (Create full statistics for the continue in the campaign: when the medievalish setting) or anything else that
character if not already done.) The character makes a TRANSCENDENT (7) level most people wouldn’t possess, really. The
secondary character is now assumed to success in an Ability check, the player may character may declare and possess one free
stick with the player character and help opt to roll additional penalty dice into the Effect representing the equipment. (In other
him out of loyalty to common motives, check before accepting the result, thus words, the first Effect related to the
payment or other suitable motive. The aide potentially lowering it from TRANSCENDENT. equipment does not cost Pool points, while
follows instructions for the most part; the Cost: 1st level Harm per penalty die. the player may also pick one such Effect
Story Guide may contest individual Requirement: at least one GRAND MASTER during each refresh to preserve for free.)
commands with a RESIST (R) check. The (4) Ability. Cost: 2 INSTINCT
secondary character has KEY OF AIDE for
free, but may not use any other Keys; the
player character may not gain experience Contacts Harrying (Ability)
due to interaction with his aide.
The character knows plenty of people all The character is skilled in minimizing his
around. The player may introduce a new losses in conflict. When the character loses
Avoidance (Ability) secondary character with a short phrase or a normal conflict with the chosen Ability,
claim a character Story Guide just the player may opt to deduct his check
The character knows how to pre-empt introduced as his contact. result from the winner’s check, effectively
conflict: a successful action to avoid in Cost: 3 Pool, type (and mix) depending on lowering the degree of victory drastically for
extended conflict ends the conflict without the nature of the relationship: Vigor for ol’ all purposes. Alternatively, he may make an
resolution. This does not prevent the buddies, Instinct for lovers, Reason for Effect from his own check result.
opponent from re-engaging normally, but colleagues and so on. Cost: 2 associated Pool
the fictional situation might change to
make that unfeasible right away.
Cost: 2 Pool associated with the Ability. Difficulty (particular) Imposition (motivation key)
The character has some difficulty in The character has learned to convince
Background (particular) comparison to others, such as being others of his viewpoint. A successful social
crippled or outcast. He has managed to Ability check (probably resisted) forces the
The character’s background is exceptional compensate, however: the character may target or targets to immediately obtain the
for the setting; he might be a noble in a buy unlimited bonus dice with Pool points chosen Key, going into Advance debt if
medieval society, for example. Any rules- whenever his difficulty causes him necessary.
effect depends on the particular conditional penalties. (This does not help in Cost: 2 INSTINCT
background. A noble might gain access to situations that disallow a check altogether.) Requirements: possess the Key.
further noble-only Secrets, while a vagrant Additionally, the character may regain the
might be able to cherry-pick Abilities from Advances for any benefits he cannot use
several cultural places and a hermit might anymore due to his difficulty, as he accepts Incubation (Secret)
be able to refresh his Pools with animal his loss.
companions, for example. In addition, all The character has a treasure map,
backgrounds gain a bonus die for recording contract or other opportunity for
interactions involving the background. Estimation gaining some Secret. When the character
has made three successful Ability checks
The character is adept at analyzing towards the process, this Secret is
Blessing (Ability) conditions. A successful check with the exchanged for the chosen Secret.
REACT (I) Ability allows the player a number
Pick a motivational Ability such as PRAY (V) of questions equal to the level of success
or RHETORIC (I). When exhorting a group of concerning the game statistics of other Mighty Blow (Ability)
other characters towards a given task with characters; names of current Effects, Pool
the chosen Ability, the player may define an sizes, Ability ratings, etc. are all fair game The character has learned to finish what he
Effect based on the Ability check, for estimation. Obviously, this Secret is only starts: the player may increase the level of
representing his commitment to the task at feasible if the group limits this sort of Harm for any Harm-causing Ability check
hand; all listeners who accept the task may information in some manner in the first with the chosen Ability on a 1:1 basis with
buy the Effect normally, effectively place. Pool points from the associated Pool. The
duplicating it. Cost: 1 INSTINCT Harm may not be increased past BROKEN,
Cost: 2 Pool associated with the Ability, however.
plus the cost of the Effect Cost: 1 Pool associated with the Ability per
increased level of Harm.

Jan Hykel (Order #32879713)


Solar System.qxp 21.7.2008 18:53 Sivu87

The Secrets here are all depicted in extremely generic terms and picked for mechanical variety; in actual play
every Secret would not need to have different mechanics and they would all be much more specific in describing
both their effects and how a character might come about learning the Secret. Examples of more specific
implementations are on page 60, in “Advanced Crunch”.

Quality Construction (Ability) Surprise (Pool) Summoning (type)


The character’s genius creates especially The character is adept at disorienting his The character has some sort of summoning
potent Effects with one Ability. A character opponents in the physical, social or powers, like he can summon demons or
using an item, condition or other intellectual arena (choose one Pool). In animals from the woods, creating/
preparation made with Quality Construc- conflict, when the character surprises the introducing a secondary character. The
tion gains one more bonus die per check opponent, they have to respond with the character makes an appropriate Ability
when spending it for bonus dice. appropriate Passive Ability instead of their check to summon. The new secondary
Cost: 3 Reason and cost of Effect. intended action. This works in both normal character will have appropriate Abilities and
and extended conflict. Advances equal to three times the initial
Cost: 1 Pool as chosen. Ability check result, to be distributed to
Retraining (Ability, Pool) Abilities, Pools and Secrets. The Story Guide
distributes half of the Advances, the rest are
The character has an esoteric background Survivalism (Pool) chosen by the character. Summoned
or special training. Pick an Ability and a characters do not have Keys. The
Pool. This Ability is now associated with The character tends to be always prepared, summoned creature does not particularly
this Pool as well. Depending on the Ability at least in one area of life. When refreshing obey the summoner.
this might allow the character to use it in the chosen Pool, the player may make a Cost: Check result in Pool associated with
new situations and for new purposes as check with the corresponding Passive the used Ability.
well. Ability to off-set the Pool costs of retaining
any Effects associated with the Pool by the
success level. Teacher
Shattering (Ability)
The character is skilled at teaching. When
The character is especially skilled in Synergy (Ability, Ability) another character learns from this one, the
destroying Effects that might be affected student regains one experience point per
with the chosen Ability. Any level of success The character has learned to combine two Advance spent under the tutelage.
destroys a whole Effect, and the player may Abilities seamlessly in situations that use Cost: 1 Pool associated with the method of
split excess success levels against several both. The player may support either Ability teaching per Advance taught.
Effects as the situation allows. with the other without using an action in
Cost: 2 Pool related to the Ability per extended conflict. In normal conflict check
affected Effect. both Abilities simultaneously and have the Training (Ability)
worse result support the better, regardless
of the details of the situation. The character has been formally schooled in
Specialization (Ability, specialty) the use of the chosen Ability. You are not
limited to just one bonus die from Pool
Pick an Ability and define a specialty within Talent (particular) points when making an Ability check.
the Ability. The character has a knack for
doing especially well within the specialty, The character has an interesting special
gaining a free bonus die for any Ability talent that allows him to do things others Wrestling (Pool)
check for such checks. couldn’t even try. The talent might not
always work as a matter of course, or might The character knows how to force an issue
be useful in conflict, in which case it defines in his chosen arena. When his Ability check
Skirmish (Ability) the Ability used with it. The talent does not with an Ability associated with the chosen
have further mechanical impact, however. Pool ties an opponent (in normal or
When the character is in conflict against Cost: 1 associated Pool point for minor extended conflict), the player may opt to
several opponents while using the chosen tricks that are rarely useful, 2 for useful enter into a Pool bid with the opponent
Ability, the opposing checks are compared and flexible talents and 3 for major effects (each using the associated Pool of his
against him separately instead of support that always change the nature of the scene Ability): the players pay Pool points one at a
chains. In extended conflict, the player may when used. Add +1 for prestigious stuff that time until the opponent cannot or will not
pay Pool to target several appropriate makes other players jealous and -1 for pay. The winner of the bid is considered to
opponents with the Ability, even when the talents that require an Ability check to have won the check by a margin of one.
situation wouldn’t normally warrant such. execute most of the time.
Cost: 2 associated Pool for normal conflicts,
1 per extra opponent in extended.

Jan Hykel (Order #32879713)


Solar System.qxp 21.7.2008 18:53 Sivu88

Table of Contents

What is Solar System like? . . . . . . . . . . . . . . . .2 Ability checks in conflict . . . . . .... . . . . . . .40


Also, what is roleplaying? . . . . . . . . . . . . . . . . .2 Several characters in conflict . . .... . . . . . . .40
Solo conflicts . . . . . . . . . . . . . . .... . . . . . . .40
Starting a Game . . . . . . . . . . . . . . . . . . . . .4 Secondary characters in conflict ... . . . . . . .41
Choosing a Setting . . . . . . . . . . . . . . . . . . . . . .4
Focal Points . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Extended Conflict . . . . . . . . . . . . . . . . . . .42
Overview of the Game . . . . . . . . . . . . . . . . . . .6 Why extend? . . . . . . . . . . . . . . . . . . . . . . . . .42
Introducing Crunch . . . . . . . . . . . . . . . . . . . . .8 Scope and stakes in extended conflict . . . . . .43
Initial Crunch . . . . . . . . . . . . . . . . . . . . . . . . .9 Negotiation phase . . . . . . . . . . . . . . . . . . . . . .43
The defensive action . . . . . . . . . . . . . . . . . . . .44
Character Creation . . . . . . . . . . . . . . . . . . .10 Resolving actions . . . . . . . . . . . . . . . . . . . . . .44
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Rolling a tie . . . . . . . . . . . . . . . . . . . . . . . . . .46
Heroic Event . . . . . . . . . . . . . . . . . . . . . . . . .11 Ending a round . . . . . . . . . . . . . . . . . . . . . . .46
Character Background . . . . . . . . . . . . . . . . . .12 Special actions . . . . . . . . . . . . . . . . . . . . . . . .47
Cultural Identity . . . . . . . . . . . . . . . . . . . . . .14 Multiple characters in extended conflict . . . . .48
Passive Abilities . . . . . . . . . . . . . . . . . . . . . . .15 Against Effects . . . . . . . . . . . . . . . . . . . . . . . .49
Dividing Pools . . . . . . . . . . . . . . . . . . . . . . . .15 Strategy in Extended Conflict . . . . . . . . . . . . .49
Choosing Secrets and Keys . . . . . . . . . . . . . .16
Finalizing the character . . . . . . . . . . . . . . . . .16 Keys and Experience . . . . . . . . . . . . . . . .50
Initial situation . . . . . . . . . . . . . . . . . . . . . . .18 Gaining And Using Advances . . . . . . . . . . . . .52
Player character party . . . . . . . . . . . . . . . . . .18 Advance Debt . . . . . . . . . . . . . . . . . . . . . . . . .52
Losing Benefits . . . . . . . . . . . . . . . . . . . . . . . .54
Playing the Game . . . . . . . . . . . . . . . . . . .20 Transcendence . . . . . . . . . . . . . . . . . . . . . . . .54
Starting up the session . . . . . . . . . . . . . . . . .20 Wrapping up the campaign . . . . . . . . . . . . . .56
Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Tasks in Free Play . . . . . . . . . . . . . . . . . . . . .21 Secrets and Crunch . . . . . . . . . . . . . . . . .58
Choice as content . . . . . . . . . . . . . . . . . . . . .22 Learning Secrets . . . . . . . . . . . . . . . . . . . . . .59
Conflicts . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 Developing new Secrets . . . . . . . . . . . . . . . . .59
Consequences . . . . . . . . . . . . . . . . . . . . . . . .22 Advanced Crunch . . . . . . . . . . . . . . . . . . . . . .60
Pool Refreshment . . . . . . . . . . . . . . . . . . . . . .24 Equipment ratings . . . . . . . . . . . . . . . . . . . . .62
Harm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 Drugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
Bird’s Eye view . . . . . . . . . . . . . . . . . . . . . . . .26 Werewolves . . . . . . . . . . . . . . . . . . . . . . . . . .64
Martial Arts . . . . . . . . . . . . . . . . . . . . . . . . . .66
Ability Check . . . . . . . . . . . . . . . . . . . . . .28
Timing and stakes . . . . . . . . . . . . . . . . . . . . .29 Story Guide . . . . . . . . . . . . . . . . . . . . . . . .68
Narrating success . . . . . . . . . . . . . . . . . . . . .29 Preparing for play . . . . . . . . . . . . . . . . . . . . .69
No suitable Ability? . . . . . . . . . . . . . . . . . . . .30 Elements of preparation . . . . . . . . . . . . . . . . .70
Bonus and penalty dice . . . . . . . . . . . . . . . . .32 Adventure map . . . . . . . . . . . . . . . . . . . . . . .73
Circumstance penalties . . . . . . . . . . . . . . . . .32 Framing Scenes . . . . . . . . . . . . . . . . . . . . . . .73
Supporting a check . . . . . . . . . . . . . . . . . . . .33 Secondary Characters . . . . . . . . . . . . . . . . . .75
Recording Effects . . . . . . . . . . . . . . . . . . . . . .33 Running Conflicts . . . . . . . . . . . . . . . . . . . . .78
Using Effects . . . . . . . . . . . . . . . . . . . . . . . . .34 Rules Arbitration . . . . . . . . . . . . . . . . . . . . . .79
Running a campaign . . . . . . . . . . . . . . . . . . .79
Conflict Resolution . . . . . . . . . . . . . . . . . .36
Initiating conflict . . . . . . . . . . . . . . . . . . . . . .36 Afterword . . . . . . . . . . . . . . . . . . . . . . . . .80
Conflict stakes . . . . . . . . . . . . . . . . . . . . . . . .37 Character Sheet . . . . . . . . . . . . . . . . . . . . . . .81
Leverage, propriety and scope . . . . . . . . . . . .37 Example Abilities . . . . . . . . . . . . . . . . . . . . . .82
Selecting Abilities . . . . . . . . . . . . . . . . . . . . . .37 Example Keys . . . . . . . . . . . . . . . . . . . . . . . .84
Resolving the conflict . . . . . . . . . . . . . . . . . . .38 Example Secrets . . . . . . . . . . . . . . . . . . . . . .86

Jan Hykel (Order #32879713)

You might also like