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Contents
Welcome to the Anti-Verse!............................................................................................................................ 4
Artificial Exotic: Mutant, Monster and Myth, oh my! .................................................................................... 4
The Exotic Life................................................................................................................................................ 5
Character Creation......................................................................................................................................... 10
Suits ............................................................................................................................................................... 11
Other Traits ................................................................................................................................................... 14
Back Story ..................................................................................................................................................... 17
Factions ......................................................................................................................................................... 21
Powers ........................................................................................................................................................... 25
Draw .............................................................................................................................................................. 31
Combat .......................................................................................................................................................... 32
Circumstances........................................................................................................................................... 33
Tearing it Up............................................................................................................................................. 33
Collateral Death ........................................................................................................................................ 34
Gear ............................................................................................................................................................... 35
Gadget ...................................................................................................................................................... 37
Sample Gadgets ........................................................................................................................................ 41
Extras............................................................................................................................................................. 42
Aeon ......................................................................................................................................................... 42
Ancient Exotic .......................................................................................................................................... 42
Homeless Superior.................................................................................................................................... 43
i00i ............................................................................................................................................................ 43
Mere Mortals ............................................................................................................................................ 44
Steppin’ Razor .......................................................................................................................................... 45
Ziggy and the Plague from Mars ................................................................................................................... 46

Written by Nicholas William Moll

Contributions by Mathew Herbert, Telly Herbert, Stacey Moll, Aaron Vissers, Daniel Weightman.

Cover by Legless Ballerina Photography (https://www.facebook.com/leglessballerinaphotography).

Interior cover by Liam Samuel Munch

© Owlman Press 2014

© Nicholas William Moll 2014

Interior Artwork within this book is stock art produced by LJP Designs (pages 4, 6, 12, 14, 16, 26, 29, 32,
34, 38, 46) and Team Frog Studios (pages 8, 40).

Some artwork in this book is ©2005 Team Frog Studios, used by permission.

Some artwork in this book is ©Louis Porter, Jr. Design used by permission.

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H+ Now!
All the latest Exotic news • Volume 1, Issue 1 • September 2014
Welcome to the Anti-Verse!

A rtificial Exotics is a Superhero a role-playing set in the Anti-Verse. Players within the game take on
the role of Artificial Exotics; Super-humans with amazing abilities – not necessarily heroes or
villains nor those tied to a particular universe, but Superpowers and Super-beings in general. In
many ways, Artificial Exotics is a demythologization of the Superhero genre, stripping away the
lore and legacy of any one fictional universe and getting to the heart of the Superhero genre - costumed
supermen. Between the players and the Game Master, you are free to craft any kind of mythology you wish
or none at all... the Universe is yours.

Artificial Exotic: Mutant, Monster and Myth, oh my!

T here is a pop-theory taught in class-rooms


across the globe; that Supers are the next
step in human evolution, a transhuman
stepping-stone to a
defying science. An atomic bomb will kill an entire
city, but turn one man into a monster, the bite of a
seemingly normal spider, a car accident, even birth
itself… the list goes on.
posthuman state, and the Attempts to replicate
half-way house between individual Origin events
human and whatever are undertaken constantly
comes next. This theory through a variety of legal
is rejected by most of the and illegal means but
scientific community as meet with highly limited
at best a joke, at worst a result. Just being born to
reassuring fable. Heat Artificial Exotic parents
vision, tissue density to is no guarantee of
match that of a concrete Powers. That said, it
slab, weather control, might certainly help as
unaided space flight, and some Artificial Exotics
countless other amazing capabilities have no produce offspring with Powers from birth and
similarity or like genetic property other than being stable genetic lineages are uncommon but not
astonishing and that each, quite bluntly, flies in the unheard of.
face of physics. Most learned opinion agrees
Superpowers cannot be natural or biological and by Origin Chasers
implication must be manufactured and artificial.
Super-humans are thus framed as “Artificial Due the contradictory and confusing nature of
Exotics” within the human ecosystem – amazing Origins coupled with the jealousy of mere mortals
yet manufactured modifications. Springing from there is an alarming trend (distained amongst
the pop-science media of the nineteenth century, medical professionals) of Origin Chasers – people
today the phrase Artificial Exotic is the popular who routinely expose themselves to dangerous
term to describe anybody with Superpowers. materials and situations in the hopes of jump-
starting Artificial Exotic abilities. Most end up
Origin dead, disfigured or disabled by the attempted, but
the one-in-one-hundred that succeed, however,
Aside from the sub-cultural elements of Exotic give a false degree of hope to those still trying.
existence, the one thing that links all Artificial
Exotics together is the phenomenon known as Other Exotics
Origin – the moment in which the mere mortal
ceases to be Human and manifests Super-human Though most popular uses of the phrase “Artificial
Powers. Generally speaking, Origin is a unique Exotic” refers to Super-powered humans, examples
phenomenon to each Artificial Exotic, often baring of Origin phenomenon affecting other things –
little similarity to each other and commonly animals, places and objects – exist. Just like their

Know an Exotic? Worried about the transhumanity of friends and family?


Send an anonymous intervention request to Hewson-Tanner @ 1800-553-432

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human counterparts, other forms of Artificial Generalization?


Exotic find their Origins in unlikely places and
possess abilities, qualities or Powers that defy It is worthwhile considering while anything
science – ranging from atomic-bomb-spawned said within this book about Exotic culture
giant ants to islands from one-million years in the may be found in any city across the globe,
past and sentient computer-cubes. While human every city is different. Each has its own look,
examples are by far the most numerous, theorists feel, attitude and history. Its own culture.
and scientists point to the wider phenomenon as Humans routinely talk in general terms –
evidence that there is little natural and much throwing around non-specific stereotypes
designed about Artificial Exotics. about life in China or amongst Goths, for
instance - for cultures and subcultures in
cities across the globe. The same can be said
Duration about Super-humans who possesses both a
general, global, culture and a more specific
Even the weakest Artificial Exotic is stronger and local one. The former thus warps and
far more durable than a mere mortal. The extents of changes based the customs and vibe of the
exceptional longevity and endurance for a mere latter, refining and localizing the general
mortal might be weighted in terms of a recovering nature of the Exotic life, outlook of the
cancer patient, survivor of a dire plane crash, or Factions and mythology of the city’s Family.
mountaineer climbing Mount Everest. An Artificial
Exotic, however, is functionally immortal – they
will never suffer any conventional illness or
sickness and their bodies can endure pain and
suffering beyond that of any mere mortal. In short,
unless something kills an Artificial Exotic –
typically another Exotic – they will not die but live
a life eternal. True, Artificial Exotics do age, but
not like normal humans do. Rather they age slowly
and distinctly. Not so much growing old – just
growing. Even the Exotics that look cosmetically
old are in some sort of peak physical condition
with an appearance described in terms of
“aesthetic” and “distinguished” rather than “aged”
or “decrepit.”

The Exotic Life


Mere Mortals are weak, frail, petty and jealous. changes. Their body functions in ways a doctor
And it’s largely not their fault. Their perspective can no longer explain. They have abilities,
on the world and their lives is grossly limited capacities and desire no lover or partner can
and bitterly narrow. They don’t deal with alien comprehends unless they too are an Artificial
infiltrations, hidden civilizations, and the vicious Exotic. Daily existence expands to become
political interplay of Factions. Their science is beautiful, grotesque, tantalizing and terrifying.
boring, dull and mostly impractical. They can’t
run as fast as a speeding bullet, hear the wings of Jealousy
a butterfly flapping, walk the clouds, swim the
ocean depths, command magnetic forces or any Artificial Exotics make mere mortals feel
of the countless other opportunities potentially insecure. Blessed with a cocktail of immortality
open to an Artificial Exotic. and amazing abilities, Artificial Exotics are
veritable gods on Earth – and many of the more
When a mere mortal undergoes Origin and powerful ones can justifiably claim to be thus.
becomes an Artificial Exotic, their world Just looking at an Artificial Exotic openly

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displaying their Powers, in other words – just of neutral ground, allowing Artificial Exotics of
being who they biologically are - makes mere any Faction to gather within its walls without
mortals feel exactly what they are; weak, frail, tearing the walls down. Other Masquerade Clubs
temporary – bags of meat that slowly, as time are Faction-exclusive.
goes on, coming apart at the seams. There is an
innate envy and jealousy that mere mortals feel.
They look for reasons to hate and fear an Exotic,
and quite often find them. Just as mere mortals
are weak and frail, so are the cities they build for
themselves. The casual actions of, along with
careless and oh-so-frequent battles between
Artificial Exotics, can not only cause massive
property damage; they cost human life, usually
without notice, knowledge or thought. On
attaining Origin, an Artificial Exotic is both a
god and a leper, an orphaned and exiled
champion of society.
The petty paper pushing of mere mortals –
government regulations and the like – attempt to
limit, corral and otherwise shackle Artificial
Exotics and their abilities and yet, because of the
strange and unknowable nature of Origin, and
the wide variety of Powers this is a near
impossible task. More often than not it requires
one Artificial Exotic to stop another and most
governments resort to fighting fire with fire,
Exotic with Exotic.

Costumes

Because of the jealousy mere mortals feel at the


sight of an Artificial Exotic, something of a
culture of deception was enacted – allowing the
Artificial Exotic to lead two lives, one as they
are and another where they pretend to be weak
and meek. And to be honest, the lives of an
Artificial Exotic are violent and dangerous –
enemies routinely target family and friends,
routine jobs are disrupted, the most casual miss-
steps result in dozens of deaths and so on. For
both these reasons, Artificial Exotics hide Ghetto of Solitude
themselves behind masks, costumes and
alternative identities to both protect themselves Some cities feature specific zones or areas where
and those around them. its Family lives. These reservations for the
empowered also help keep the jealousy of the
Masquerade Club mere mortals at a minimum through the policy of
“out of sight out of mind.” A Ghetto of Solitude
Concealing their identities behind masks, some additionally gives Artificial Exotics a chance to
industrious Artificial Exotic or another often be, well, super in private. Still, in most cases a
forms a Masquerade Club. That is, a place Ghetto of Solitude is a place ignored and
exclusively for Artificial Exotics to socially forgotten by most of the city – buried with its
gather in costume. Most have strict rules against own culture and laws that are baffling to
violence within the Club, occupying the stance outsiders.

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these Factions are the closest and most terrifying


Factions thing to super-villains the real world has to offer.
Though many Artificial Exotics claim to be a
Artificial Exotics, their abilities and Origins, are member of one of the inner circle few would
a riddle. And it is prudent to note that Artificial openly admit to being one of the clandestine
Exoticism doesn’t simply apply to individual Factions. These Factions are:
humans but also can manifest in animals, objects ∋ The Homeless Superior: A loose,
(such as Gadgets), places and events. With global identity forged by the mutual
mysteries to uncover and profits to be made, experience of being both homeless and
there have been – throughout the centuries –
Exotic. The Homeless Superior has
many interested, pan-global groups who seek to
control, exploit and master Superpowers for their developed a cultural distain of masks,
own ends and purposes. Such groups - with their instead displaying their powers openly
vast knowledge, wealth and glorious goals - and terrifyingly.
divide the Exotic community, splitting cities and ∋ i00i: Mysterious hunters of Artificial
turning Families against each other. Exotics.
∋ Steppin’ Razor: Mere mortals who
While the specific arrangement, quantity, nature
and alignment of Factions have varied over time have invested big bucks in black market
within the twenty-first century, three circles or cybernetics, mimicking the effect of
divisions exist. There are firstly and most Powers.
commonly known the inner circle of Faction.
These are the ones known to the world at large, Last there is the other circle, the unknown and
household names that can be searched for on the highly regional Factions. These may be secret
Internet with some knowledge uncovered. These organizations and clubs like the outer circle
are the organizations the governments regional Factions. Or they may simply be a Faction small
and national turn to address their Artificial in number and specific in focus, such as one
Exotic issues, should they not have some located in a specific city but nowhere else.
nefarious works of their own. These Factions
include: Family
∋ Hewson-Tanner: Weapons
manufacturing company with a twist, A population of Artificial Exotics within any one
Hewson-Tanner produces living city is generally referred to as a Family. This is
not necessarily the same as a traditional Family
weapons: Artificial Exotics designed for
joined through genetic ties but term of reference
combat. for the local Artificial Exotics community.
∋ Justice/Org: A global vigilante Linked by culture, circumstance, geography and
initiative organized through discrete history most Families have their own distinct
social media sites, Justice/Org fights account of their existence and, more often than
under a banner of “accountability via not, a mythology that is unique to their city.
Most Families also tend to be quite small, with
supremacy” for a universal sense of
only 1-3% of a city’s population actually being
truth and justice. Artificial Exotics.
∋ Voyagers Fourth: Explorers and
archaeologists of the Exotic, the Since the onset of industrialization, various
Voyagers Fourth seek the mysterious of traditional positions have emerged within Exotic
the Earth, universe and multiverse. society. Many Families attribute these to hearty
and jaunty histories – citing their foundation
Next there are the clandestine Factions, the outer with King Arthur and his Knights, a long lost
circle. These are the ones who hide from the civilization or traditions of a forgotten god. In
community, be it mere mortal or Artificial most cases, the positions within a Family are
Exotic. To the government, these Factions are simply common roles that emerged in a tight-
criminals and outlaws. To the Artificial Exotics, knit and highly specific sub-culture, given

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common names through


scholarly labeling and the rise
of world-wide
communications media.

Deputy

Most police forces keep a


Deputized Artificial Exotic or
two on the payroll to deal
with empowered criminals,
and sometimes even difficult
or dangerous mere mortals.
It’s generally a freelance
contract, obtained from the
city budget rather than a
particular partnership or deal,
so Artificial Exotics of any
Faction can potentially
whether they want or even wear the crown. The
occupy this role – though those affiliated with
Paragon is thus seen by citizens as the face of all
Hewson-Tanner generally are more common in
Artificial Exotics within their city.
the role. In some cities, the Deputy and Paragon
are one in the same.
Representative
Father/Mother
A Representative is the face of their Faction
within their city. As the head-honcho, the
The local Family head, the Father/Mother is the
Representative is responsible for all the goings-
true leader of every Exotic within their Family.
on and operations of the Faction, and any
Some cities will have multiple Families with
Artificial Exotic who actively associates
multiple Fathers and/or Mother’s and this can
themselves with the Faction is beholden to the
make for fierce rivalries. In some cases, the
Representative. That said, some Factions – such
Father/Mother is little more than a figure head,
as Justice/Org – have a very loose sense of
like the Paragon, and it is common for the
identity and the Representative may simply be a
Father/Mother also to be the Paragon.
figure head of an individualistic group.
Granny/Grandpa
Untouchable
The Granny/Grandpa is expected to keep a watch
Possessed by an alien, in debt to a Demon-
for new Origin events and the creation of
dimension, product of a living weapon super-
Artificial Exotics. It is the job of the
soldier experiment? The Untouchable is the
Granny/Grandpa to induct and introduce the
person Artificial Exotics, any Artificial Exotic,
“infant” Artificial Exotic into their new life. Due
goes to with Super-problems. Ideally (and this is
to Faction loyalties, many cities have multiple
an ideal!) their name comes from the ideal that
Granny and/or Grandpa’s that act as recruiters.
they’re meant to stay neutral to any Factions,
focusing instead on the community. Sometimes
Paragon
this just isn’t the case, with bias Untouchables
using their position of trust to further Faction-
Even amongst Artificial Exotics there are the
ends. Often the Untouchable runs the
extraordinary. And like any group, the media
Masquerade Club.
often tries to latch onto one individual as a
poster-child. Thus within any given city there
Watchdog
can be found a Paragon who is framed as THE
Super-being of that city and regardless of

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It is the Watchdog’s job to keep other Artificial terms, the Deputy is meant to stop Super-
Exotics straight. Unlike the Deputy, the criminals after they rob a bank, commit a murder
Watchdog is an unofficial, community based or whatever. The Watchdog, however, is meant
position amongst Exotic society. In the simplest to stop it from happening to begin with.

Group Dynamics

Families fight. Anyone with siblings will tell you that. Throw Faction politics into the mix and you’ve
got a volatile cocktail for infighting between player characters within your role-playing group. The
Game Master can also suffer from the lack of a default quest-giver or other means of delivering the
hook in a game session. Some groups might do well with cross loyalties, lies, backstabbing and
cynical disinterest along with a more tentative line of action. Others might not. In any case, there are
a few tactics that a group might introduce to help manage dynamics:
∋ The group as a whole might select a Faction. This would give the entire
group a common outlook or perspective. Alternatively…
∋ Each player might select their Faction secretively and keep is so. That way
the group has no reason to, openly and directly conflict with each other until
the narrative moment is right.
∋ The city might be set up as a “kingdom” with the Father operating as a sort
of “monarch.” Factions might fight and backstab, but are linked to a
common project that is then transferred to the players.
∋ The Game Master might give the group a shared Back Story. Each player
would then be obligated to place at least one point in it. This would link all
characters together to a single event, moment, place, or individual that could
be used as the basis of a fellowship.
∋ Employing Family members of Position (Father or Mother, Untouchable,
Deputy, etc) as default quest givers can be a good tool for the Game Master.
Like most individuals of importance in social and cultural groups, Position
holders have tasks and responsibilities to attend of varying degrees of
difficulty, priority and demand – some of which can be delegated to less
important Family members such as player characters. While the rewards of
this service or the penalty for failure may not be direct in the sense of Faction
related Status a few notes about who the player characters have helped,
hindered, scorned or failed can turn a careless word or unsuccessful
undertaking into a big problem later on down the track. For instance, saying
“I’m busy” to an Untouchable means that individual is out of touch when the
character needs them later on. A neat twist on this one could be to make the
player characters Family members of position with quests coming to them
instead of assigned.

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Character Creation
Characters in Artificial Exotics are Supers, men General Powers Table
and women with amazing abilities dwelling in
both within and on the sub-cultural fringes of Card Power
mainstream society and serving Factions whose Two Awareness
agendas may or may not be in the best interests Three Attack
of their nation and civilization. Each character is Four Boom Skill
controlled by a single player, with the group of Five Boom Suit
players as a whole mediated by the Game Six Communication
Master. The game mechanics employ standard Seven Defense
decks of playing cards, complete with both Eight Evironmentalism
Jokers. Each player and the Game Master require Nine Flight
their own deck. Ten Speed
Joker Luck
Each character possesses five core Suits that
define most of their abilities – Clubs, Diamonds, Players are given twelve points to purchase
Hearts, Spades and Joker. Suits represent the Powers, spent in any way they wish.
general activities of the character’s mind, body
and social graces. All Suits begin character
creation at a rating of one, but are increased as
creation progresses. Characters additionally
possess several additional traits; Back Story,
Defense, Identity, Loathing, Powers, Resources,
Status and Vitality. These denote how the 3. Specific Suit ratings then determine the
character acts, reacts and copes in certain character’s Defense, Identity, Loathing,
circumstances such as bodily damage, Faction Status and Vitality as detailed in the
interaction or when their Exotic status is suspect
“Other Traits” section. Players may
but also the level and nature of the characters
Powers. Each Suit and Other Trait listed above is trade in Identity for Chips as specified
described in detail within their own section under the traits sub-section.
below. For now, the steps to create a character
are: 4. Characters gain nine points to spend on
1. All Suits, including Joker, begin at a Back Stories, which the player may
rating of one. spend in any manner they wish so long
as any single Back Story does not
2. The player possesses five points with exceed a maximum rating of six.
which they may assign to their Suits.
Each point assigned to a Suit increases 5. Players select for their character one
the corresponding character level. If Faction and gain one point of Status in
three points are assigned to Spades, for said Faction (along with any benefits
instance, then the character’s Spades that come with it).
rating is increased by three. If two
points are assigned Clubs, the 6. The player then determines their
character’s Clubs is increased by two character’s Powers table by combining
and so forth. Increasing Joker costs the General Powers Table with that of
double, so if two points are assigned to their Faction’s Exclusive Powers (note:
Joker, this Suit is only increased by one. Neutrals have an entirely exclusive list).
If four points are assigned to Joker, this The player should Draw one card for
Suit is increased by two and so on. every point of Joker, consulting the
General Powers table (see sidebar) and

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their Faction’s exclusive Powers table.


Chips Cost Summary
If the same card is Drawn twice, the
character gains a free level in the ∋ Suit = Cost of new level x2.
Power.
∋ New Random Power = 5.
7. The player has twelve points with ∋ New Power of Players choice
which to purchase Powers. Any unspent from General or Faction list
points following this process are
converted into Chips.
= 10.
∋ New Power of Players choice
8. The player may purchase Gear and opposing Faction list or
construct for their character any
outside the General list = 15.
Gadgets they wish as detailed under the
likewise titled section. ∋ Raising a Power from level
zero to one = Cost per level.
Chips
∋ New Level beyond one in
Every game, each player is awarded one Chip existing Power = Level
(though the Game Master may award additional ranking x cost per level.
Chips). Between games, any number of
accumulated Chips may be cashed in by the ∋ Back Story = Cost of new
player to improve their character. level.
The cost of increasing a Suit is equal to twice the
new value of the Suit once increased. Power. After its initial purchase, levels in a
Power may be gained by cashing in Chips at a
New Powers (any Power not generated at rate equal to the Power’s cost per level
character creation) of the player’s choice may be multiplied by the new level of the power. Levels
purchased for the flat rate of ten Chips and are beyond one for Powers the character already
initially gained at level zero. These may be possesses (such as those generated during
chosen from the General Powers Table or the character creation) may be purchased at the listed
character’s Faction-based exclusive Powers “Cost per Level” multiplied by the level of the
table. Players may also purchase new random new Power.
Powers for the cost of five Chips, Drawing a
card and consulting the General and their Back Stories may be purchased and improved at
Faction-specific Exclusive Powers Tables (as a cost equal to the new level. However, this may
they did in character creation). Should a only be done at the Game Master’s discretion as
character wish to purpose a Power outside the it details and elaborates on the character’s time
General list or their Faction-specific list the cost before their Origin as an Artificial Exotic or
is fifteen chips. career prior to the beginning of the campaign and
thus may interfere with narrative.
The cost to raise any Power from level zero to
level one is equal to the cost per level of the

Suits
Artificial Exotics, though far above mere lie is defined by their Suits and each governs
mortals, are hardly close to perfect. Born of physical, mental, interpersonal or social actions.
mortal flesh and blood, the addition of To gain a general sense of where a characters
superpowers definitely improves a raw human’s strengths and weaknesses lay, Suits have a
basic abilities but it hardly extinguishes their number of levels that begin at one and stretch to
faults. Broadly, where the character’s capabilities six. One represents a lightweight or novice

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command of a Suit; whilst six is that of the level problems.


a non-super master or expert. Suits are divided
into four broad categories: Clubs, Diamonds, Clubs Draws can be used to, amongst other
Hearts and Spades. All characters have at a score things:
of least one in these Suits as they are skills all ∋ Shoot accuracy with every kind of
human-like beings have. firearm, thrown weapon, projectile
attack and weapon that strikes at a
Clubs
distance from pistols and rifles to bows,
Mental capacity, perception, knowledge and spears and grenades.
anything else covered under the broader range of ∋ See, hear, taste and generally notice
“thinking.” Clubs doesn’t simply measure if the unusual things.
character is genius or an air-head. It also ∋ Open locks and hotwiring cars without
measures how much education the character has the proper keys, hack computer
enjoyed and how fast their synapses fired. Clubs
systems, or disarm traps.
can be used to Shoot accurately with firearms
and thrown weapons, see or hear things, open ∋ Specialty knowledge and skills such as
locks and hack computer systems, build and building and maintain equipment or
maintain machinery. Levels in Clubs reflect: machinery, along with medical
knowledge and care.
1= Didn’t finish high school? Hell, they probably
didn’t even show up. At this level, a brain’s just
Diamonds
that mushy grey stuff between the ears…

6= Academics, IT experts, expert scientists, and


highly skilled engineers all fall around this area Work, home, friends, wife, kids and other social
in Clubs, reflecting a life and profession that has connections the character had before they
developed the brains ability to think and solve became an Artificial Exotic. Generally speaking,
Diamonds is used to employ social connections

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and world knowledge; calling on individuals the others with silver words, persuade or deceive and
character knows of or displaying familiarity with orate efficiently. Levels in Hearts reflect:
their city and the world at large. As such,
Diamonds can be employed wherever a character 1= You know those awkward people who hang
is looking for a person, place object or specific on the walls at the back of a party not talking to
type thereof, representing the ability of a anyone? A character with this rank in Hearts is
character to call on useful information and one of them. Socially introverted, the character
friendly allies in order to meet their ends. Levels just can’t seem to make a connection.
in Diamonds reflect:
6= Politicians, preachers, public speakers along
1= No human is an island, but some sure are with most social butterflies and competent public
hermits. The phrase “with all your friends” when speakers share this rank in Hearts. This rating in
sitting alone at the table isn’t an insult at this Hearts reflects a character with regular social
level of Diamonds, it’s a description of your life. contact and well developed social skills.

6= Family, community, social clubs, function Hearts Draws can be used to, amongst other
groups, organizations and other such collections things:
of humans all loom large in life for the character. ∋ Charm people with silver words, a
They are known if not by face then by roguish smirk, a wink or other
reputation. gesture and generally make the
character more likeable.
Diamonds Draws can be used to, amongst other
things: ∋ Persuade or deceive others.
∋ Employ social connections across the ∋ Communicate in a practical and
city and world at large. efficient manner.
∋ Locate geographic features, objects and
individuals.
Spades
∋ Manage the media, gossip, scandals and
other such examples of the public Might of arms, nimbleness of the fingers, feats of
opinion. strength, arts of passion and other expressions of
∋ Understand and follow manners and the body; the Suit of Spades governs all physical
protocols within social clubs, activity and Levels in it reflects both physical
strength, dexterity along with master of one’s
subcultures, tribes and other insular
own body. Spades are thus required for savage
groups. might and light-fingered touch. Spades can be
∋ Locate black markets, gangs, criminal used to lift and carry objects, move silently and
organizations and other nefarious hide, pilot vehicles with ease or engage in hand-
groups. to-hand combat. Levels in Spades reflect:

1= Soft, flabby and most likely possessing a


Hearts body never designed to see the light of day. A
character with this rank in Spades is most likely
Charm, bluff, poker face, big damn speeches and physically unimpressive and incapable of action.
anything else that involves lots of talking, a bit
of manipulation or anything else under the broad 6= Soldier, athlete, construction worker, fireman
banner of “people skills.” Hearts is a character’s or other physically demanding professions have
inner nature, an indication of their charisma, this level of Spades. This rating in Spades
appearance or that special Yabba-Dabba-Doo. reflects years of regular and intensive effort to
This Suit reflects how the character interacts develop and maintain the physical self.
with other people; how approachable and
personable they are and can be used to charm Spades Draws can be used to, amongst other
things:

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∋ Lift and carry objects. Joker is a reflection of how lucky the character
∋ Move quietly and remain unnoticed. is. Unlike other Suits, the value of the characters
Joker is drawn on every Draw, even luck Draws.
∋ Operate vehicles effectively.
No penalties are ever applied to the characters
∋ Reach out and thump someone with fist, Joker. Additional points in Joker can only be
knife, sword, claw or other weapon gained at character creation by drawing a Joker
designed for a close range. and cannot otherwise be increased with Chips
like a normal Suit.

Joker

Other Traits
Aside from core Suits, characters have other very few of them have active advertised their
traits which infer various abilities to flesh out the identities to the world. While the character may
character and what they can do. do nothing to conceal their super-self, it still
takes time for the general public to associate the
Defense character’s civilian and super egos as one in the
same.
Defense is the characters reaction time,
determining how good they are at responding to A character’s starting Identity is equal to their
changes in their environment, including the Diamonds plus Hearts.
characters ability to avoid getting hurt. It’s their
ability to make a little helmet with their fists Some individuals – villains, girlfriends, the
when boxing, dive to the ground at the sound of media, and so on – may attempt to uncover a
a shot and so forth. For each point the character characters identity. This can be undertaken as a
has in their Defense trait, any attacks directed at Clubs Draw on the part of the individual,
the character require an additional success. requiring a number of successes equal to the
current Identity of the character. Should this
A character’s Defense are equal to their Clubs Draw succeed, the character’s identity is not in
plus their Spades, halved (rounding down) to a any way reduced. It simply means the individual
minimum of one. undertaking the Draw has successfully unmasked
the character for them. Likewise, certain acts
Identity may actively reduce the character’s Identity
making their true nature easier to discover.
Identity acts a measure of the character’s secret Reduce Identity by one:
identity. Though Exotics quite often act openly,
∋ Whenever the character
scores more than two
successes for a Draw while
in their civilian identity.
∋ Whenever the character’s
civilian identity and Exotic
identity are supposed to be
in the same location.
∋ If the character’s civilian
identity is noticeably absent
or missing while acting as
an Exotic (such as from

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work, home, a party, dinner, school etc). character is not yet a top
priority.
Reduce Identity by two: 7-12 Within the middle stage of
∋ If the character does something overtly Loathing, the character is a
“Super” while in their civilian identity priority for both the Deputy
(i.e. fly, bench press a train, shoot and the Watchdog. Police a
permanently on watch for the
lightning from their hands, etc).
character and there may be a
∋ Whenever the character suffers Wounds Detective or even a task force
in excess of one and survives. assembled to bring the
character in (or simply put
The Game Master may additionally deem other them down). A warning about
circumstances as necessitating a reduction of the character is likely put out
Identity at their discretion. on the local news as a nightly
update.
During character creation, the player may trade 13+ The character is a wanted
in points of Identity for Resources at a rate of criminal, their name regularly
one Resource per one point of Identity. appears on the news and the
police force as a whole is
Loathing actively hunting them. General
attempts to ask for help or aid
Artificial Exotics might wield fantastic Powers, from mere mortals, even close
but they make the mere mortals of the world feel friends and loved ones, fails
self-conscious, weak, anxious and ultimately dismally – though the
inadequate. And while a few are heroes in the character should gain a
eyes of the public, they are one casual act of generous bonus on Hearts
accidental destruction from being a villain. Thus Draws to intimidate (six
Exotics tend to sit in a precarious position, with cards). Chances are both the
every display of Powers or “never ending battle” Watchdog and Deputy will be
potentially adding fuel to the fire. involved in the hunt for the
character.
For each collateral death the character causes
they gain a point of Loathing. As the character’s Loathing begins at zero and drops at a rate of one
Loathing climbs, they begin to receive bad press per Game Session (to a minimum of zero).
in newspapers and on television. As a general
rule of thumb, consult the following table as a Resources
guide to how the characters should be received
within their city: Resources represent the character’s savings and
income, the money they have on hand and in the
Loathing Treatment
1-6 At this stage, the character Saving Up
has made the local news
and gossip. The police are Sometimes a character will wish to purchase something
seeking them, but not that costs more than their Resources allow. The
actively. Rather if the character can attempt to employ Back Stories to do so
character is spotted or for a one-off purchase. A more definite, but slow, way to
runs across law achieve this goal is to simply save for it. In doing so, the
enforcement, they will be character simply waits a number of game sessions equal
pursued and possibly to their Resources divided by the cost of the Gear item
arrested. The Watchdog (including Gadgets).
and Deputy may be called
in to help, but the

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bank. While one represents someone living in employing cards equal to their Diamonds.
poverty, twelve signifies the lap of luxury. Should the sum of successes and existing
However, Resources is the embodiment o their Resources equal or exceed the Cost of the Gear,
possessions and one can assume that the the character purchases a single item of that type.
character has a home, couch, television and other Should they fail, then the character does not have
items appropriate to their lifestyle, job and the income sufficient for the purchase.
standing. Rather, Resources represents the
amount of income a character has free to spend A character’s Resources are equal to double their
on their superhero. For instance, a character Diamonds Suit.
might be the heir to a multi-millionaire with an
enormous trust fund but if every cent and dollar Status
is watched by a fastidious team of accountants,
then the character has very few Resources A character’s Status is their standing in the eyes
available to dedicate to Super-heroics. of their peers within their Faction. When within
the social context of their faction – i.e. at a
meeting, undertaking a mission with others or
at a clubhouse or headquarters – Status is
applied to Hearts and Diamonds Draws as a
bonus.

Unless they have chosen to be Neutral, a


character’s Status begins at one during
character creation. Based on the character’s
actions their Status may raise or fall during play
and may even drop below zero as the character
becomes hated misconduct or disrespected for
cowardly conduct.

A character’s Status may not exceed more than


twelve, either positively or negatively. Use the
following as a guide to Status gain and loss:
Increase Status by one:
∋ Whenever the character helps achieve
an objective for their Faction as part of
a team or other coordinated effort.
∋ Whenever the character defeats an
exceptional, but otherwise normal
Human (such as a trained soldier,
police officer, ranked martial artist or
other potentially dangerous person)
who threatened their Faction.
Gear, Gadgets or other items with a Cost equal ∋ If the character invests time, effort or
or below the characters Resources rating wealth into their Faction such as
represents something that is easily affordable for helping other members conduct Faction
the character. Such purchases may be made in business, hosting meetings and other
any quantity the character needs or desires.
social events, building a clubhouse or
If the Gear, Gadgets or other items have a Cost headquarters.
above the characters Resources rating it then
represents an expensive or even outright Increase Status by two:
unaffordable purchase. To undertake expensive ∋ If the character brings achieves a
purchases, the character must undertake a Draw, Faction goal alone.

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∋ If the character deals with an ∋ Whenever the character is involved in a


exceptional, but non-Exotic threat to the failed mission or operation for the
Faction such as a giant robot, dinosaur, Faction.
alien creature, or other paranormal,
extraordinary, or otherwise abnormal
creature. Vitality

Artificial Exotics are made with different


Reduce Status by one:
degrees of sturdiness, reflecting how well
∋ If the character invokes the Faction for
maintained they are and fresh their parts are.
personal gain, such as working against a Vitality reflects this portion of a character,
mundane human who posed no determining how many Wounds a character may
particular danger or challenge to the suffer before falling unconscious or dying.
Faction.
∋ Whenever the character is directly A character’s Vitality is equal to the characters
Spades plus Hearts doubled.
responsible for the loss of Faction
resources, prestige or brings it into
disrepute.

Back Story
character to adhere to and undertake on
their behalf along with a certain code of
A Back Story is something in the character’s conduct to uphold.
current situation, background or past before they
∋ Alien (Origin): A creature from
became an Artificial Exotic. While the bulk of
the character’s capabilities are covered by Suits another world, most Alien’s that make
or Powers and augmented by Gear, a Back Story their way in Earth society look exactly
represents something that can heighten the odds like a Human (or at least possess
in the character’s favor in a particular Powers that allow disguise their alien
circumstance pertaining to their Back Story. nature), at least on the surface. As an
Nobody is nobody to everybody, so all Alien, the character has exposure to
characters - Artificial Exotic or mere mortal,
technologies, creatures and societies far
player or non-player – have Back Stories.
beyond the Earthly sphere.
All Back Stories are rated from one through to ∋ Accident (Origin): The character
six. During character creation, characters have gained their powers through some
nine points to spend on Back Stories, purchasing strange mishap that left them
any they wish with the exception of those labeled irreversibly altered. Typically such
Origin. As an event shared in the lives of all
accidents involve some sort of strange,
Artificial Exotics, one point must be spent in this
area. and often experimental, energy source
followed by an unlikely series of events.
It is possible, with the Game Master’s ∋ Bourgeoisie (Profession): To be one of
permission, for players to invent an acceptable the Bourgeoisies is to sit amongst
Back Story for their character. However an billionaires, corporate and crime
extensive list of examples includes:
kingpins, world leaders and other such
∋ Agent Of... (Profession): Agents work
influential individuals.
for someone else, typically a big
∋ Confident (People): The character has
organization of some sort with a cool
an assistant – be it butler, lover, buddy
acronym and an agenda, procedures and
or other – who knows of their identity
operations ongoing that they wish the

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as an Artificial Exotic and aids them in ∋ Exiled (Event): Banished from their
their never ending battles. Such kind - is it species, family, culture,
individuals often do not provide combat nation, organization or other collective
support (being mere mortals), but offer and cultural unit – the character has
encouragement, moral and strategic been cut off from everything they know
support to the character. as home. The character cannot return
home without dire consequences and
∋ Connected (People): Connected in the generally spends their time in the wider
criminal sense, the character with this world than amongst their people.
Back Story has ties to the mafia and the ∋ Galactic (People): The character is
world of organized crime. They might connected to the goings on in the
be a member of a crime family Universe, and possibly the multiverse,
themselves or simply someone with beyond Earth. Such individuals are
close bonds of blood, friendship and quite are just as at home on the decks of
business. space-ships and surface of alien planets
∋ Chosen One (Origin): The character is as they with good old Earth.
the heir to a great Wizard, the glitch in ∋ Hunter (Profession): Generally of the
the system, a spirit of an age, the latest big game variety, the character with this
hereditary champion against evil, or background has stalked and killed
other cosmically ordained individual. animals (and perhaps other things) for
Possessed of a mission and calling, pleasure, sport and/or profit.
Chosen Ones have a special role in the ∋ Hated (Event): Something happened in
universe and destiny to fulfill. the character’s past to make them a less-
∋ Detractor (People): Someone really than-popular superhero. While opinion
doesn’t like the character – in their on the street may vary, reflecting the
mundane or Exotic identity - and will character’s Loathing score, the press are
constantly describe them as constantly framing the character as a
“dangerous” or “evil.” While they may menace and are just waiting for them to
only seldom work directly and overtly slip up.
against the character, the Detractor is ∋ Homeless (People): The character with
constantly on the lookout for an this Back Story spent many years living
opportunity to do so.
∋ Endling (Event): The
character is the last of their
kind; be it species, family,
culture, nation, or other
collective and cultural unit.
Should the character
perish, then their kind will
be extinguished and vanish
into history. As an Endling,
the character is (or at least,
perceives themselves as)
unique and alone in the
entire world.

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without a stable home, typically on the character lost their parents to crime,
street. Relying on the kindness of intrigue, a tragic accident, obsession or
strangers and their fellow some other mishap.
underprivileged gave the character a ∋ Reporter (Profession): Be it a major
firm bond to the homeless of their city, metropolitan newspaper or trashy
regardless of their current financial tabloid rag, the character works or has
status. worked as a journalist.
∋ Law & Order (Profession): Police, ∋ Science (Origin): From radiation to
detectives, lawyers, judges, district evolution, science has many strange
attorney’s and other people who know bugbears from which Artificial Exotics
their way around the law and have spring. Like most Exotic phenomenon,
access to intelligence on crime and the actual science of this background as
criminals share this Back Story. an Origin is somewhat mysterious.
∋ Magic (Origin): The character with this ∋ Scientist (Profession): Real-world
Back Story has obtained their Exotic scientists are experts in technical fields,
abilities through arcane, otherworldly who systematically acquire and apply
forces. This could have resulted from knowledge in their fields. Superhero
years of study and apprenticeship under Scientists, however, are adventurous
some hoary sorcerer, the result of being Renaissance Men – skilled in numerous
a Chosen One (see that particular Back fields, undertaking adventures in the
Story) of some kind or simple through name of civilization and dedicated to
luck. the ultimate ideal of progress itself.
∋ Martial Artist (Profession): Trained in ∋ Sojourn (Event): The character has
the art of laying the smack down, the travelled extensively, exploring both the
character with this background has mundane and Exotic corners of the
learned to use their body as a weapon. world. Throughout their travels, the
∋ Mechanical (Origin): The character is character has met many interesting
a robot, cyborg, android or other form individuals, partaken of many curious
of embodied mechanism. Existing traditions and most of all enjoyed
through synthetic (partially or totally) numerous adventures
biology, the character has a particular ∋ Soldier (Profession): Soldiers are
affinity for machines and their software. trained combatants, having spent a good
∋ Mental Illness (Event): Suffering some deal of their professional life on the
form of long term insanity or mental battlefield and within warzones. Though
illness, the character thinks and most come from a professional army of
perceives the world from a distinct and some sort, some may originate in
particular vantage point. guerrilla bands, rebellion movements,
∋ Nemesis (People): The character as an terrorist groups or militia.
arch nemesis that constantly plays the ∋ Thief (Profession): The character is a
red card to their black, the naught to trained and professional thief, be they
their cross and so on. The character and the petty purse snatcher, Robin Hood or
this foe have probably got a long history the gentleman pilferer. They are
together that may even extend beyond probably regarded as a criminal by most
costumed battles. and are wanted by authorities,
∋ Orphaned (Event): Typically (but not regardless of any good deeds.
always) occurring when very small, the

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Background versus Powers hand determines the impact of the Back Story in
this instance. Jokers during poker Draws for
Let’s put this in context: Powers work all of the time Back Story count as a wild card. Consult the
to the same degree. A character with Attack (Clubs) table below as a guide:
Level Four knows how deadly the lightning from
their finger tips is before they conjure the bolt. Even High Card
if that lightning misses its target, the lightning’s still ∋ One bonus card, point of Identity or
jumped from the fingers with the same voltage as Collateral Death.
before. Backgrounds work to varying degrees. A ∋ One point increase to Resources for a
black ops agent with a rating of six in Soldier can single purchase only.
still slip up in a big way – effectively Drawing a
∋ Position an Extra as having a similar
High Card on their Poker hand. It’s important to
remember everyone has Backgrounds but for the background with the character on which
most part, they’re one of the key elements that a bond maybe developed, i.e. both
separate – in terms of game mechanics – one mere soldiers, orphans, aliens, etc.
mortal (or everyday identity for an Exotic) from ∋ Highly common or probable adjustment
another. Backgrounds are thus mundane, uncertain to event.
and fallible. Powers are absolute!
One Pair
∋ Two bonus cards, points of Identity or
Collateral Deaths.
∋ Two point increase to Resources for a
single purchase only.
∋ Limited/brief history with Extra – i.e.
Using Back Story coincidentally met once and briefly.
∋ Small, but common or probable,
All characters may undertake a Back Story Draw adjustment to event.
to do one of the following actions in areas
relating to one or more of their Back Stories to: Two Pair
∋ Gain a bonus number of cards to a ∋ Three bonus cards, points of Identity or
Draw (your own or another characters). Collateral Deaths.
∋ Obtain an item of Gear via a one- ∋ Three point increase to Resources for a
purchase-only boost to Resources. single purchase only.
∋ Establish or alter an event. ∋ Limited but meaningful history with
∋ Create history with new or existing Extra – i.e. met once and shared a close
Extras. or bonding experience.
∋ Avoid Identity loss. ∋ Slight, but not improbable, adjustment
∋ Reduce the number of Collateral Deaths to event.
resulting from an attack.
Three of a Kind
∋ Anything else the Game Master deems
∋ Four bonus cards, points of Identity or
appropriate.
Collateral Deaths.
To undertake a Back Story Draw, the player ∋ Four point increase to Resources for a
Draws five cards plus an additional card per single purchase only.
Joker. The player’s task now is to build the best ∋ Place an Extra in the same place as the
Poker hand they can. To help achieve this, the character at the same time for an
character may discard and re-Draw a number of
extended period of time and may have
cards equal to the rating of the Back Story
employed in the Draw. The rank of the final crossed paths a few times, i.e. served in

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the same War, went to the same ∋ Once-close, now distant, relationship
university, lived in the same city, etc. with Extra (estranged sibling, distant
∋ Transformation of one minor detail of relative, best friend that moved away,
the event, or one major detail of little etc).
significance. ∋ Significant re-write of an Event (that
gunman isn’t any gunman; it’s the
Straight gunman who killed your family).
∋ Five bonus cards, points of Identity or
Collateral Deaths. Four of a Kind
∋ Five point increase to Resources for a ∋ Eight bonus cards, points of Identity or
single purchase only. Collateral Deaths.
∋ Some, but not extensive, history with ∋ Eight point increase to Resources for a
Extra (worked in different sections of single purchase only.
the same building, lived down the hall ∋ Close relationship with Extra: best
but never spoke, etc). friend, sibling, dire enemy, etc.
∋ Alteration of one or two details of the ∋ Major re-write of an event.
event, all probable.
Straight Flush
Flush ∋ Nine bonus cards, points of Identity or
∋ Six bonus cards, points of Identity or Collateral Deaths.
Collateral Deaths. ∋ Nine point increase to Resources for a
∋ Six point increase to Resources for a single purchase only.
single purchase only. ∋ Close and intimate relationship with an
∋ Situate an Extra as a once-acquaintance Extra – as close as a lover, best friend,
for a specific time in the character’s parent or child.
life; old friend from high school, ∋ Completely re-write an event.
college roommate, childhood buddy,
etc. Additionally, the Game Master may employ
∋ Large but not complete or extensive re- Back Story to link player characters and Extras,
creating the impression of an interconnected
write of event, changing a few major
background and setting. In such circumstances,
details. the Game Master may undertake a Back Story
draw on the characters behalf or those of Extras
Full House and other non-player entities.
∋ Seven bonus cards, points of Identity or
Collateral Deaths.
∋ Seven point increase to Resources for a
single purchase only.

Factions
organization of Artificial Exotics, typically
Here the one about the man with muscles dense consisting exclusively of super-folk – though
and strong enough to go toe-to-toe with a tank, larger and more bureaucratic organizations such
can fly, shoot laser beams from his eyes? What as Hewson-Tanner have dedicated staffs of mere
about the woman born on an island without men mortals in their typing pools, accountancy
or the alien cop? Who wouldn’t want a piece of departments and janitorial staff. Mere-mortals
that action! As long as there have been Artificial seldom act in any meaningful or leadership role
Exotics, interested parties have existed. A within the Faction, however. Factions tend to be
Faction is such a group; an established united in their outlook, philosophy, organization

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and utilization of Artificial Exotics and their


Powers. Most have developed - through history,
culture and experimentation – exclusive Powers
only accessible through the Faction itself.

There are three mainstream Factions of Artificial


Exotics, known to the public at large and
existing at the centre of the Exotic community on
a global scale. These are often described as an
inner circle around which smaller or more History
secretive Factions revolve. Whilst some Families
form tight-knit groups and cultures around the With the rise of cities that dwarfed those that had
Exotic state of being, and may be considered come before during the Industrial Revolution
small Factions in their own right, a Faction is there emerged a vast, urbanized population. At
distinct from a Family it that its membership and no point prior in the history of humanity had
history is not circumstantial to the city which the such a concentration of people existed. With
character calls home or (generally) the more Artificial Exotics than ever gathered in
conditions of their Origin. Factions are joined close proximity and their numbers swollen
based on the abilities and convictions of the amongst the homeless and disenfranchised
Artificial Exotic as an individual. masses, the Homeless Superior were born.
Arising at the sight of such an untapped Exotic
Still, like Families, Factions grow and change on resource, Hewson-Tanner found their origins as
a local level as they mesh with the Artificial collectors and exploiters of this paradoxically
Exotic community of a particular city. While mighty yet meek group of citizens. Formed by a
they are part of a common, global, network cadre of wealthy investors – under the guise of
based on the Faction’s motives, directions and an outreach charity program and through the
outlook there may be vast and deep differences distance of proxies and agents - began
between various localized chapters. Science documenting, employing, collecting and
Team Zero in their Tokyo high-rise, for instance, dissecting homeless Artificial Exotics. Their first
has little in common with the arcane Necronauts outputs were grotesque, but by the Second World
of New England, despite both being dedicated to War Hewson-Tanner had perfected their process.
the Voyager’s Fourth mission of exploration. In the Cold War, fear saw the corporation selling
Generally speaking though, members of fistfuls of Exotic weapons to both sides of the
individual Factions – when they travel – are conflict. While heinous in terms of their criminal
accepted by their peers and distant brethren. records (or rather that of their employees – the
real power of Hewson-Tanner remains its
Hewson-Tanner investors, removed and cleansed of their own
crimes), their expertise in manufacturing and
Motto: Making better people through better corralling Exotic phenomenon+- grants them an
weapons. inexhaustible list of clients.

Nickname: Profitnauts. Interactions and Relations

Under their unassuming name and the banner of Hewson-Tanner has no real alliance or rivalry
an aerospace, defense and security company, with Justice/Org. Superpowers are expensive and
Hewson-Tanner manufactures and markets arms Hewson-Tanner’s services are often only
of a specialist kind; Exotic weapons – made to affordable to the one-percent – the rich, the
order for most governments. Part arms dealer, powerful and the elite. The fact that Justice/Org
private military contractor, part mercenary outfit, is out there providing a free service to people the
part slave trader Hewson-Tanner push human Profitnauts don’t particularly care about is
evolution and the limits of what it is to be human irrelevant.
and to Exotic extremes.

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The Voyagers Fourth often makes the top of


Hewson-Tanner’s shit list. While former often
sells excess discoveries to the latter, when it
comes to the really good stuff the Explorers and
the Profitnauts are generally in competition. In
fact, most Hewson-Tanner executives view the
Voyagers Fourth as downright unethical –
keeping choice finds locked up to study when
they could be put to good use!

Exclusive Powers History

Card Power The youngest of the major factions, Justice/Org


A Conjure emerged out of several hundred Super-orientated
J Teleport chat rooms and other social networking sites in
Q Regeneration 2007. Weeding the serious vigilante from the
K Utility freaky costumed fetishist, Justice/Org organized
a small – geographically disconnected – army. In
Status Bonus 2012 the organization burst onto the public stage,
uniting and organizing its members to all visit
Artificial Exotics do not simply work for Nisiopolis at the same time. A notorious
Hewson-Tanner. With billions being spent on Mediterranean island-city, the Nisiopolis
engineering leaner and meaner supermen, government was a fascist police-state largely
individuals become company property. Not that ignored by the rest of the world due to the
this is necessarily uncomfortable – the cage is island’s status as a tourist destination. Liberating
certainly gilded. Thus in demanding ownership Nisiopolis, Justice/Org earned huge international
of the person, Hewson-Tanner attempts to make attention, bolstered their membership and – with
the yoke as comfortable as possible. The a highly successful crowd funding campaign –
character gains bonus Resources equal to half budget overnight.
their Status (rounding up to a minimum of 1).
Additionally, due to the continued research and Rivalries and Relations
development process the character is subject to
the character gains a discount on all Powers Justice/Org has a special hatred for Hewson-
(both new and increasing existing levels) equal Tanner, viewing them as the greedy one-percent
to half their Status (rounded down to a minimum who hoard and abuse all things Exotic –
of 1). employing them for strictly personal gain.
Indeed, the Retaliators motto is derived from this
Justice/Org rivalry. Nevertheless, Justice/Org has taken
money and aid from Hewson-Tanner more than
Motto: Protecting the 99%. once – particularly in establishing their own
Artificial Exotic development program, leading
Nickname: Retaliators to the exclusive powers Justice/Org now sports.

Justice/Org is less a firm organization than a Likewise, while the Voyagers Fourth are viewed
loose network of vigilantes who hide behind by Justice/Org as lab-bound academics that
masks and patrol their local streets; the classic constantly ignore the real problems in favor of
superhero shtick. Individual members stay in abstract ramblings through reality, they
contact with one and another through an opaque sometimes also make good partners. Alien
social networking website – Justice/Org – from monstrosities and the failures of super-science
which they derive their name. What members of rarely stay bound in the time and space that
Justice/Org do tends to be varying degrees of birthed them, instead spilling over into the streets
illegal in most countries, so individuals tend to Justice/Org seeks to protect. At these times, the
operate discretely.

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Voyagers Fourth bring their much-needed their eyes to exploration of the globe and by the
expertise. time Columbus “discovered” the Americas the
organization already had a detailed map. Thus in
Exclusive Powers the 16th century, when the majority of the
population were still questioning the extents of
Card Power the globe, the third incarnation of the Explorers
A Illusion arose when Wu Han constructed a rocket and
J Shapeshift became the first astronaut. At this point the
Q Suggestion Voyagers became interested and capable of
K Telepathy space exploration long before the space race of
the 20th century. Having explored science, the
Status Bonus Earth and space the Voyagers Fourth emerged on
April 19, 1947, when a vessel from another Earth
Operating outside, most of the time, the bounds burst through the Fourth Wall and crashed into
of law and order; Justice/Org tends to use its Kansas carrying a single alien-human child, dead
considerable internet clout and psychic mind on arrival but followed by the crystallized
altering Powers to cover the tracks and identity remains of its Earth. In that brief, spectacular
of its members. At the start of any game session, moment of devastated landscape, the Voyagers
a member of Justice/Org gains a number of Forth was born – eyes fixed on the multiverse
points in Identity equal to their Status in and the possibility of other universes to explore.
Justice/Org. This total cannot exceed the sum of
the characters Diamonds and Hearts Suits.

Voyagers Fourth

Motto: The future is only one discovery away.

Nickname: Explorers.

Anthropologists of the cosmos, archaeologists of Rivalries and Relations


the multiverse, surveyors of the imagination; the
Voyagers Fourth! Being dissatisfied with the Not everything brought home by the Explorers is
limits of conventional science in understanding strictly scientific. Some of it is quite profitable.
the Exotic statue, the Voyagers Fourth set their And a few other items are just plain profitable!
sights to the hidden corners of the Earth and Hewson-Tanner makes a good partner for the
beyond. Their current mission is to explore, map, Voyagers Fourth in this regard, allowing them to
and document the Artificial Exotic wherever it offload the excess discoveries of one mission as
might be found. a means of funding the next. At the same time
the Profitnauts don’t care about anything beyond
History profit and this sits ill at ease with innocent
explorer’s curiosity of the Voyager’s Fourth.
Claiming to be the oldest of the factions, the Generally speaking, the Explorers and
Voyagers Fourth trace their origins back to Retaliators seldom cross paths. That is until the
antiquity. The first incarnation of the Voyagers latest discovery gets a mite out of hand and
organization was founded after the discovery of escapes into the city streets, spawning monsters,
electricity in Persia around 250 BC. A particular strange events and weird individuals. These
cadre of illuminated minds sort to unlock the interest the Voyagers Fourth but they hardly
secrets of this strange new force. Keeping their have the street presence and global network to
secrets to themselves, it wasn’t until the keep an eye on “free roaming” Exotic
Industrial Revolution that the rest of the world phenomenon. As such, the Explorers often
finally caught up. The second incarnation arose source the expertise of the “natives” in the form
in the tenth century, when Vikings landed in of Justice/Org.
North America. At this time the Voyagers turned

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Exclusive Powers Status Bonus

Card Power Members of the Voyagers Fourth have access to


A Elementalism all sorts of technology, be it terrestrial, alien or
J Invisibility from other universes within the multiverse. As
Q Specommunication such, members of the Voyagers Fourth may
K Telekinesis reduce the cost of any Gadget they build by their
status within the Voyagers Fourth.

Powers
Powers are the abilities which separate mere
mortals from mighty Artifical Exotics. All Suit: Clubs or Spades
Powers have an associated Suit which they are
linked and a number of levels ranking the Power Cost per Level: Two.
from one to six. When a Draw is required for the
Power’s use, the associated Suit is employed Eye blasts, sonic screams, claws, atomic punch;
with a bonus quantity of cards equal to the the Attack Power covers all forms of super
Power’s level. powered attacks the character might have. Attack
affects either Clubs or Spades as the Suit
Though their effects are distinct, all Powers are associated with this Power. In this capacity
graded in terms of level. This is a means of Clubs represents ranged Attacks, while Spades
managing the “degree” of effect the Power has in represents melee. Levels in Attack are added to
comparison to other characters with the same the character’s Clubs or Spades for the purposes
Power or other Powers in general. The more of attack draws.
levels the character possesses in a Power the
more potent the effect is. Like Suits, Power On gaining Attack during character creation or as
Levels are ranked between one and six. a Random Power purchased through Chips Draw
a card to determine if the Attack is Ranged (if
Due to their variant use and circumstances, Clubs or Diamonds are Drawn) or Melee (if
Powers have a cost per level. This cost affects Hearts or Spades are Drawn). In the event of a
both the initial purchase of the Power during Joker being Drawn, the player gains free choice.
character creation and the quantity of Chips
required for improvement of a Power.
Awareness
Characters possess twelve points to purchase
Powers at character creation. The cost of a single Suit: Clubs.
level in any Power during character creation is
equal to the Power’s cost per level. Purchasing Cost per Level: Three.
one level in Conjure, for instance, costs four
points (the cost per level) while purchasing three The character with this power is blessed with
levels costs twelve points (the cost per level paid senses above the human average, such as animal-
three times over). like smell or hearing, sonar or a strange “sixth
sense.” Levels in Awareness are added to the
After character creation, Powers may be character’s Clubs for Draws to investigate, spot,
purchased or improved by cashing in Chips. or notice things out of place such as lies, clues
To use a Power a character must have levels and enemies laying in ambush.
placed in it. When a character possesses a Power
at level zero they merely possess the potential to
manifest the Power – not the Power in and of Boom Skill
itself.
Suit: Varies (see below).
Attack

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Cost per Level: Two.

The character has an exceptional ability in one


particular type of activity. Every time the
character undertakes this activity or action, they
also employ this Power. In this fashion Boom
Skill affects one type of activity. While this can
be any activity, examples include:
∋ Charm, persuasion or deception
(Hearts).
∋ Driving (Spades).
∋ Feats of strength or acrobatics (Spades).
∋ Lock picking and thievery (Clubs).
∋ Melee combat (Spades).
∋ Public speaking (Hearts).
∋ Ranged combat and projectile attacks
(Clubs).
∋ Sensory perception and/or deduction
(Clubs).
∋ Social connection and activity
(Diamonds/Hearts).
∋ Stealth (Spades).

Effectively making the task easier and far more


prone to success, each level the character has in
Boom Skill reduces the number required to gain
a Pass on a Draw for the activity as follows:

Level Pass on a...


0 Jack, Queen, King, Ace, Joker. Boom Suit
1 Ten, Jack, Queen, King, Ace, Joker.
2 Nine, Ten, Jack, Queen, King, Ace, Suit: Varies (See below).
Joker.
3 Eight, Nine, Ten, Jack, Queen, King, Cost per Level: Six.
Ace, Joker.
4 Seven, Eight, Nine, Ten, Jack, Queen, The character has an exceptional ability in one
King, Ace, Joker. Suit. Each level the character has in this Power is
5 Six, Seven, Eight, Nine, Ten, Jack, added directly to the character’s Suit for the
Queen, King, Ace, Joker. purposes of determining Other Traits. Thus with
6 Five, Six, Seven, Eight, Nine, Ten, Boom Suit, Defense is equal to the sum of Clubs
Jack, Queen, King, Ace, Joker. plus Boom-Suit (Clubs) plus Spades plus Boom-
Suit (Spades), halved. Likewise, Resources
On gaining Boom Skill during character creation equals Diamonds plus Boom-Suit (Diamonds)
or as a Random Power purchased through Chips doubled and so forth. Additionally, every time
Draw a card to determine which Suit is affected the character uses the Suit, they also employ this
(just like character creation). The player may Power. The two cannot normally be used
then specify the Skill their character possesses separately, though certain effects or Powers may
under this Suit. In the event of a Joker being stop Boom Suit’s innate nature. Each level the
Drawn, the player gains free choice.

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character has in Boom Suit reduces the number


required to gain a Pass on a Draw as follows: Conjured objects may also act as a condition in
their own right (bridging gaps, blocking raging
Level Pass on a... flood waters, lifting rubble, etc). If a Draw is
0 Jack, Queen, King, Ace, Joker. required for the conjuration employed as a
1 Ten, Jack, Queen, King, Ace, Joker. condition in themselves, employ cards equal to
2 Nine, Ten, Jack, Queen, King, Ace, levels in this Power as necessary. Multiple
Joker. objects may be Conjured at one time, but their
3 Eight, Nine, Ten, Jack, Queen, King, total value may not exceed the characters levels
Ace, Joker. in this Power.
4 Seven, Eight, Nine, Ten, Jack, Queen,
King, Ace, Joker. Additionally, Conjured Gear items may display
5 Six, Seven, Eight, Nine, Ten, Jack, the same Note properties as Gear (i.e. a giant fly-
Queen, King, Ace, Joker. swatter might have the Area property), but every
6 Five, Six, Seven, Eight, Nine, Ten, Note property reduces the total Bonus of the
Jack, Queen, King, Ace, Joker. Conjured Gear by one. If the Note property has a
value of X, then reduce the Bonus of the
On gaining Boom Suit during character creation conjured Gear by X.
or as a Random Power purchased through Chips
Draw a card to determine which Suit is affected
(just like character creation). In the event of a Defense
Joker being Drawn, the player gains free choice.
Suit: Clubs and Spades (Defense Trait).

Communication Cost per level: Two.

Suit: Heats. With this power the character is an evasive


master, possessed of special awareness, bat-
Cost per Level: One. sense, sonar, or other means of detecting harm
and gains a bonus to their Defense equal to
This Power is the gift of the gab in a big way. levels in this Power. If a Draw is ever required
The character with Communication can speak for the Defense Power, it is applied to the higher
any and all common Human languages (English, of the character’s Clubs or Spades.
Chinese, German, Spanish, Japanese, etc). They
may also make a Hearts Draw adding levels in
this Power to speak alien languages, break codes Elementalism
along gaining proficient with dead, secret or
largely unknown languages. Suit: Clubs.

Cost per Level: Four.


Conjure
Elementalism is the ability to conjure and
Suit: None (See below). manipulate “matter” of some kind. Pyrokenetics,
magnetism, cryomancy, and other specific forms
Cost per level: Four of matter manipulation are all covered by
Elementalism. On selecting this Power one form
With this power the character can summon or of matter must be chosen (such as metal, fire,
create tools, weapons, toys, thickets and other ice, water, sand, radiation, plants etc). The
solid objects. The character may Conjure character gains the ability to mentally control,
whatever they wish, the limit being their manipulate, shape and reshape their chosen
imagination. Conjured objects may be used as matter. In this fashion, Elementalism may be
Gear, adding a bonus equal to levels in this used to create shapes or objects from the chosen
Power to the appropriate Suit Draw. matter, perform attacks, hinder opponents, bind

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foes, mentally lift and carry the matter, etc. Most Illusion
uses of in this fashion Elementalism require a
Clubs Draw to do so, adding levels in this Suit: Hearts.
Power. Moreover, with Elementalism may be
employed for “Tearing it Up” (see Combat). Cost per Level: Two.

Should Elementalism add a bonus or aid to With Illusion the character may craft illusions
another character’s Draw, it is counted as a that take on the appearance of any object or
Supported Draw. creature they wish. The illusions maybe purely
image-based, or may also contain sound or
motion. Conjuring and maintaining the illusion is
Environmentalism an active effort on the characters part but aside
from this, under normal circumstances this
Suit: Spades. Power does not require a Draw to be utilized.
Should the illusion be closely examined, actively
Cost per Level: One. challenged or interacted with, attack, be attacked
or otherwise investigated they may require a
On selecting this Power, the player should select Hearts Draw adding levels in Illusion to provide
one type of environment be it aquatic, the a convincing image. Should the Game Master
vacuum of space, jungle, urban, magma or any concede to it, actively challenging an illusion
other type of terrain. The character can survive may be considered an Opposed Draw.
and is adept at navigating one particular type of
environment. Evironmentalism grants the
character immunity to any innately adverse Invisibility
conditions of their chosen terrain; being able to
breathe underwater, generate their own Suit: Spades.
atmosphere in space, never need water in the
desert, etc. Likewise, with this Power the Cost per Level: Two.
character never needs to make a Draw to
casually move through or navigate their chosen Just like it says on the box, the character with
terrain. Should the character be attacked, chased, this Power may turn invisible, vanishing from
fighting adverse weather or other conditions any sight. When invisible levels in this Power are
required Draws gain a bonus equal to the level of added to the character’s Defense and, should
this Power. someone attempt to detect the character, Spades
Draws for the purposes of stealth and hiding.

Flight
Luck
Suit: Spades.
Suit: Joker.
Cost per Level: One.
Cost per Level: Ten.
Flight does what it says on the box. The
character can fly with this Power. Under normal Fate manipulation, future sight, destined for
circumstances, this Power does not require a greatness or something else entirely. Each level
Draw to use. Should the character be struck, the character has in Luck is added directly to the
tackled, encounter raging winds or other characters Joker Suit. Every time the character
circumstances they may require a Draw to uses Joker, they also employ Luck. The two
remain air born or maintain their current cannot normally be used separately, though
trajectory. In such cases, the characters levels in certain effects or Powers may stop Luck’s innate
Flight are added to their Spades. nature.

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Regeneration Speed

Suit: Spades. Suit: Spades.

Cost per Level: Three. Cost per Level: Five.

Regeneration allows the character to heal This Power grants the character the ability to
wounds with uncanny speed. At the start of each move at unbelievable Speeds. Each level in this
new day, the character may make a Spades Draw Power is added to the character’s Spades for the
with a bonus equal to levels in this Power. For purposes of determining Defense. Additionally,
each success, one Wound is healed. the character is granted an additional card per
Regeneration is useless if the character is dead. level of this Power for Turn order during
combat. The character acts on each card they
have Drawn – granting them multiple actions
Shapeshift within the same combat round.

Suit: Hearts.

Cost per Level: Two.

With Shapeshift the character can take on the


shape or appearance of another person or an
entirely unique persona of their creation. Under
normal circumstances, this Power does not
require a Draw to use. Should the character be
closely examined, encounter loved ones of the
“shape,” or otherwise investigated they may
require a Hearts Draw adding levels in
Shapeshift. Should the Game Master concede to
it, actively investigating or interacting with the
“shape” may be considered an Opposed Draw.

Specommunication

Suit: Hearts.

Cost per Level: Two.

With Specommunication the character may talk


directly and fluently to one “type” of “thing”
normally unable to verbally communicate with
humans be it animals, plants, machines, aliens,
cities or anything the player can imagine. Only
one “type” of “thing” can be chosen with this
Power. Under normal circumstances, this Power
does not require a Draw to use. Should the
“thing” in question require persuasion,
intimidation, be uncooperative or other
circumstances they may require a Draw to open
and maintain communication. In such cases, the
characters levels in Specommunication are added
to their Hearts.

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Suggestion Telekinesis is the Power to move objects with


the mind. With this Power the character may use
Suit: Hearts. Clubs as or instead of Spades, adding their level
in Telekinesis to Clubs when they do so. Attacks,
Cost per Level: Four. Tearing it Up, lifting, carrying and other Spades-
related actions may thus employ Telekinesis. It
This Power grants the character the ability to may even be used to life the character
implant suggestions, thoughts, orders, false themselves or another – but this constitutes a
memories and other psychic lies into another conscious effort rather than flight.
character’s mind. Suggestion may be used to
control the actions of the target or implant
thoughts. The use of Suggestion requires a Telepathy
Hearts Draw to be successful. Levels in this
Power are added as a Bonus to the Draw. If Suit: Clubs.
given enough reason or prompt to question, resist
or doubt the implanted thoughts, the target may Cost per Level: Two.
use Clubs in an Opposed Draw with the
character to dispel anything implanted by this This Power grants the character the ability to
Power. Should the character possess them, either read minds, gaining directly information from
this Power or Telepathy one (not both) can be the target’s brain. The use of Telepathy requires
employed to reject a thought implanted through a Clubs Draw to be successful. Levels in this
Suggestion. Power are added as a Bonus to the Draw. If the
target is senses the invasion, however, they may
try to resist with an Opposed Clubs Draw which,
Telekinesis if successful, rejects the character’s attempts to
read their thoughts. Should the character possess
Suit: Clubs. them, either this Power or Suggestion one (not
both) can be employed to reject a attempts to
Cost per Level: Five. access the character’s mind.

Boom! Ka-bined!
What happens if a character has both Boom-Skill and Boom-Suit in related areas? Such as Boom-Skill:
Shooting (Clubs) and Boom-Suit: Clubs, Boom-Skill: Con Artist (Hearts) and Boom-Suit: Hearts, Boom-
Skill: Acrobatics (Spades) and Boom-Suit: Spades, and the countless other possible examples. The point of
both Boom-Suit and Boom-Skill is essentially that whatever the focus of the Power is has become
exceptionally easier – mechanically manifesting as a lower difficulty threshold, increasing the characters
abilities to get regular successes. If combined, Boom-Suit and Boom-Skill lower the difficulty required to
gain charged successes (prompting the Draw of an additional card as a reward – or two in the case of a
Super-Charged success). When making a Draw that can be affected by both Boom-Skill and Boom-Suit, the
Power with the higher rating should be engaged to determine success within the Draw itself with the rate of
success determined by that Power. However, regarding the chance of charged successes, employ the lower
of the two Power’s level as a guide and consult the table below:

Power Level Charged Success Super Charged Success


0 Ace Joker
1 King Ace, Joker
2 Queen, King Ace, Joker
3 Jack, Queen, King Ace, Joker
4 Ten, Jack, Queen, King Ace, Joker
5 Nine, Ten, Jack, Queen, King Ace, Joker
6 Eight, Nine, Ten, Jack, Queen, King Ace, Joker

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such cases a Clubs Draw is employed, adding the


character’s levels in Teleport to the Draw.
Teleport

Suit: Clubs. Utility

Cost per Level: Three. Suit: None (see below).

With this Power the character may instantly Cost per Level: Ten.
transport themselves from one position to
another within sight, requiring no more thought This Power is flexible, essential covering a
than walking. Each level in this Power is added vastely malleable bodily form, an array of magic
to the character’s Clubs for the purposes of spells, access to universal matter or other “bag of
determining Defense. Likewise, with Teleport tricks.” A character’s total rating in Utility is
the character may move instantly from one equal to their levels in this Power. The character
location to another; defying walls, ignoring that has Utility may purchase instantly any
ladders, ascending stairs in a single step and Power listed in this book any time they wish.
otherwise “popping” from one position to The new Power manifests instantly with Levels
another. Normally Teleporting for the purposes equal to the character’s total rating in Utility.
of movement doesn’t require a Draw. Carrying Only one Power may be purchased at a time and
passengers, particularly vast teleports, this Power remains in use until a new one is
teleporting onto moving platforms and other chosen or willed away by the character.
such circumstances may entail one, however. In

Draw
When performing a Draw, a player draws a
number of cards equal to their appropriate Suit Penalties
value, along with any cards added by Powers.
Every Joker, Ace, Jack, Queen, or King Drawn is Certain circumstances, such as Wounds, inflict
a success. Penalties on Draws. Like Suits, Penalties are
rated from one through to six. Some are applied
The player needs only one success to pass the to specific Suits; others (like Wounds) are
Draw. Once passed, the action goes forward as applied to all actions. For each point of Penalty
the player and character desires. The more the character draws one less card on a Draw.
successes the character gets, however, the more No quantity of penalties may ever affect a
super the result. On a failure, something goes character’s Joker Suit.
awry. Though the specific details are left to the
Game Master, it is generally accepted that the Supported Draws
character’s desired outcome does not occur.
Sometimes two or more characters will want to
During a Draw, when an Ace or Joker is Drawn work together, combing muscle to heave up
the character gains an extra burst of luck. Each buildings or put their brains together to construct
Ace indicates the character has “aced” the Draw a desperately needed device. Should the Game
creating a charged success, in response to which Master deem the situation as appropriate for
the player draws an additional card and sees how multiple characters to act simultaneously, all
many more successes they can accumulate. characters involved make the Draw (or in some
Jokers cause a super-charged success. Not only cases such as Tearing It Up, combine their Suit
does the character gain a success, but they may rating). All successes for this Draw gained by all
also Draw two more cards. characters are counted collectively. Penalties and
bonuses, however, are divided equally amongst
After each Draw, the player should shuffle their all characters (to a minimum of one).
deck.

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Opposed Draws intellect. In such cases, both characters make the


appropriate Draw. Both characters are required
Sometimes two characters efforts works directly to get one success to be considered victorious,
against each other, such as an arm-wrestling but the character that accumulates the most
contest when two muscle-bound super-strong successes triumphs over their opponent.
Exotics actively pit their strength against the
other or a game of chess which matches wits and

Combat
before the other. Re-Draw additional ties.
Once all characters have had their Turn, the
Artificial Exotics, being super, will naturally Round (consisting of an opportunity for each
come into physical conflict with one another character involved in the combat to take a turn)
sooner or later, when that happens combat is complete and the first player gains a subseqent
ensues. Turn.

Turn
Attack
When combat begins everything slows down,
with players taking turns in outlining their Attack Draws may employ Clubs or Spades.
actions and reactions to various events. Each Clubs based attacks tend to represent ranged
action a player undertakes is called a Turn, in strikes and can be undertaken provided the
which a player may do one or two things such as attacker has the appropriate equipment such as a
run to cover, attack, reload or perform whatever firearm or, hell, rock. Spades based attacks are
action in relation to what’s going on. melee and only require a fist.

The order of Turns is Attacks generally have


determined by a random two parties, an attacker
card Draw. At the start of and defender. When
combat each player Draws making an attack the
one card for their acting character Draws
character. The player cards equal to their Spades
possessing the highest or Clubs, with modifiers
ranked card declares their for their appropriate
characters actions first, Powers or circumstance as
followed by the second designated by the Game
and the third. For the Master. Unlike other
purposes of Turn order, Draws, the total number of
Ace out ranks King and successes on an Attack
Joker is considered the Draw must exceed the
highest ranking Card. The target’s Defense to inflict
Game Master also Draws Wounds (see below).
a card for each non-player
character in Combat and As with other Draws, each
should note down the Joker Ace, Jack, Queen or
order in which characters King is a success. Again,
are acting. Aces and Jokers are
charged successes.
If two players Draw an
identical Card have them Wounds
Draw a second to see
which character acts

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Individuals have varying degrees of health and Space within Artificial Exotics is used in an ad-
biological strength. This reflects how well they hog format, demonstrating not a definite measure
have cared for themselves and how high their in feet or inches but a more general idea of
tolerance of pain, injury and discomfort is. location and narrative. In this spirit, if your
Vitality measures that aspect of a character character can see it they can shoot at it, if they
dealing with injury, determining how many can see it, they can generally move there in one
Wounds a character may suffer before they die. action. The area in which combat takes place is
Unlike other Draws, an attack Draw requires a thus a general location (or locations). It is not a
number of successes exceeding the target’s boundary defined by precise measures, but rather
Defense to be successful. For each success on one implied in the Game Master’s description.
this Draw, the character has struck their desired The Game Master is naturally free to stipulate if
target. They then inflict one Wound per success an opponent is too far away to reach on one turn,
in excess of the Target’s Defense. or even so far away that combat can only take
place with long-range rifles and scopes, mental
When Wounded a one card penalty is imposed Powers or other such vast stretches; meaning that
on a character for each Wound suffered. When a without one the fight may be a very one-sided
character has taken Wounds equal to their affair.
Vitality, they are considered dead.
Tearing it Up
Wounds are healed at a rate of one per day, or
two if undergoing medical care and rest. Artificial Exotics are messy folks; they hurl each
other through walls and toss cars about like they
Circumstances were playing dodge ball. Not all Supers are
equally strong and being hit by a car is a lot
Fire, electric shocks, taking the bonnet of a different to being hit by a ten story building. As
speeding vehicle to the face and countless other a general rule of thumb, only those with the
circumstances add extra factors to combat. Boom Suit: Spades, Elementalism, Telekinesis
Regardless of circumstance, any extra factors the Powers can tear their city apart and use it as a
Game Master deems appropriate are rated from weapon (though the Game Master may rule other
one to six, constituting a bonus added to Draws Powers and circumstances appropriate). Use the
for attacks or attacks in their own right. Things following table as a guideline to how much of a
that are moving small, slow, burning, are sharp, bonus various objects of scenery do and who can
aiming carefully with a ranged weapon or wield them as a weapon.
striking softly adds a one card bonus. Likewise; ∋ Boom Suit: Spades, Elementalism,
circumstances that include big objects, fast Telekinesis 0 = Can’t do it. The
motion, burning red hot, razor sharp, point blank character just isn’t powerful enough to
with a ranged weapon or hitting hard add a three lift a car or tear a power-pole from the
card bonus. Generally speaking, six is reserved
ground.
for things that go “boom” on a big scale.
∋ Boom Suit: Spades, Elementalism,
Telekinesis 1-2 = Small things. The
Touch Me! character can tear a lamp post or
parking meter free, lift large rocks or
Not all attacks are meant to do har,. Some such boulders effortlessly, and other objects
as shoves, pushes, trips, grapples, counting coup of a similar size and weight. Using such
and others aim to achieve physical contact for
objects to attack a foe gains the
some specific other purpose. In the case of such
actions, the attacking character employs are character a two card bonus on their
Draw against the defender’s Defense but Attack Draws.
ignoring any Gear based bonus such as Armour. ∋ Boom Suit: Spades, Elementalism,
Telekinesis 3-4 = Big things. The
character can rip enormous trees free
What about Range?

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from their roots, kick over statues, and easily and do often die. That’s why it’s called
toss about cars and trucks and other “Collateral Death.”
objects of a similar size and weight.
On any attack Draw with successes exceeding
Using such objects to attack a foe gains
two, innocent bystanders and civilians are
the character a three card bonus on their accidentally killed. This occurs at a quantity
Attack Draws. equaling one per success exceeding two.
∋ Boom Suit: Spades, Elementalism,
Telekinesis 5-6 = Huge things. The
character can bench press a bus or army Clearing the Streets
tank with ease, even lift and throw
Generally speaking, once a Super-human-smack-
entire buildings and other massive
down begins people begin to vacate the area. At
objects. Using such objects to attack a the Game Master’s discretion, the amount of
foe gains the character a six card bonus successes needed to cause Collateral Death may
on their Attack Draws. be increased by one automatically per round of
combat. This represents mere mortal citizens
Collateral Death fleeing the area. Likewise, the Game Master may
further allow characters to attempt to clear the
Two or more Artificial Exotics smacking down area, undertaking Hearts Draws. If successful,
during cobbering time isn’t a polite affair. the character’s effors further increases the
Things get hairy and dirty and innocent people amount of successes needed to cause Collateral
get caught in the middle. Generally speaking, Death by one. When the amount of successes to
there is always collateral damage in every cause Collateral Death is in excess of ten (that is
instance of super-combat with cars, windows, to say eleven and upwards), the area is
buildings, hotdog stands and so forth getting considered to be empty.
trashed. Mere mortals caught in the middle can

Seclusion?

Not every superhero brawl happens in a busy


street. Some fights occur in areas absent of
notable population such as barren moons, trans-
dimensional spaces, sewers, forests, jungles, the
hollow bowls of the Earth and so forth. When
battling it out in such locations, use the
following as a guideline for Collateral Death:
∋ Low population urban zone (small
town, urban decay area, gated
community, etc): Collateral death when
an attack Draw exceeds three successes.
∋ Urban area of little or transient
population (city park, sewers, open
space reserve, etc): Collateral death
when an attack Draw exceeds five
successes.
∋ Rural or wilderness area (farm, forest,
desert, etc): Collateral death when an
attack Draw exceeds seven successes.

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∋ True seclusion (barren moon, ancient Collateral deaths remind mere mortals just how
abandoned ruins, etc): Collateral death frail, weak and transient they really are. Each
never occurs. collateral death a character causes instantly
increases the character’s loathing by one.
Consequences

Gear
Special equipment, tools of the trade, and other
Assumed Appropriate Disguise
such items are classed as Gear. While a character
may possess a home, filled with furniture, knick- Even if the player does not purchase a mask for
their character, it is assumed that the character
knacks, collectables and other essentials they
largely (though exceptions to every circumstance will be able to obtain some sort of disguise to
conceal their identity when using Powers.
exist) do not impact on the characters Draws.
Gear, however, adds a bonus to a pre-determined Sunglasses can function equally as a domino
mask, scarf across the face, hood pulled low,
Draw, applied to specific Suits and in most cases
is applied to specific actions only. This means face paint and other readily available means of
disguise can thus function as a makeshift mask in
that when using an item of Gear the character
may Draw extra cards equal to the Gear’s Bonus effect.
rating. Some Gear may also temporarily increase
Traits when worn or used and in the case of
Identity and the like, creates a pool of disposable
points that disappear when used or when the Gear Notes
character removes the Gear (whichever happens
first). Like Suits, Gear Bonus’ are rated from Area
one through six. This Gear works in an area or field of range.
Targets or subjects standing together or near
Item: The type or name of the Gear. each other may be affected by this Gear with a
single Draw.
Cost: Cost of the Gear in terms of Resources.
Auto
Bonus: The amount of cards the Gear adds to a This item works automatically, usually with the
Draw. simple push of one button, or else maximizes the
characters effort. When their character uses Auto
Suit/Trait: Which Suit or Trait the Gear affects. Gear the player Draws double the listed bonus.
Once all cards are Drawn, the player must
Tasks: The nature of the Draw the gear bonus discard cards equal to the bonus. Essentially, this
applies to; shooting, riding, brawling, etc. means by working automatically the Gear is
more likely to lead to a successful outcome.
Notes: Any other information necessary for use
of the Gear. Charged
The Gear with this property is particularly potent
for its function, producing a Charged success on
a King as well as an Ace. This means that when
a King is drawn, an additional card may be
drawn. If combined with Boom Suit and Boom
Skill, then the next lowest card than the lowest
that would grant a charged success generates a
charged success (for example, if an Eight would
generate a charged success then a Seven does
also with Charged Gear).

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Double Up Poor
May be used or worn with another item of Gear The Gear is of poor quality. Aces and Jokers do
of its same type, adding the Bonus of both items not create charged successes and may
together. malfunction when used, breaking and requiring a
replacement if a 2 is drawn during its use.
Pen (Activity)
The Gear imposes its bonus as a penalty on
Draws for the type of action specified in
brackets.

Apparel
Item Cost Bonus Suit/Trait Tasks Notes
Disguise Kit 5 +3 Hearts Bluff/impersonation
Domino Mask 2 +2 Identity Disguise Double up*
Hero Costume 3 +4 Hearts Inspire Double up*
Full-Face Mask 3 +4 Identity Disguise Double up*
Villain Costume 3 +4 Hearts Intimidate Double up*
* This Apparel may also Double-up with Armour.

Armour
Item Cost Bonus Suit/Trait Tasks Notes
Ceramic 6 +4 Defence Protection vs. Attacks
Chain/Flak 3 +2 Defence Protection vs. Attacks
Hard 8 +5 Defence Protection vs. Attacks
Helmet 3 +1 Defence Protection vs. Attacks Double up
Leather 2 +1 Defence Protection vs. Attacks
Plate 5 +3 Defence Protection vs. Attacks
Shield, Large 4 +2 Defence Protection vs. Attacks Double up
Shield, small 3 +1 Defence Protection vs. Attacks Double up

Gadgets
Cost varies, see the Gadgets section below.

Melee Weapons
Item Cost Bonus Suit/Trait Tasks Notes
Blade, Long 6 +3 Spades Melee Attack Draws Auto
Blade, Massive 7 +4 Spades Melee Attack Draws Auto
Blade, Short 4 +2 Spades Melee Attack Draws Auto
Blade, Tiny 3 +1 Spades Melee Attack Draws Auto
Blunt, Large 3 +2 Spades Melee Attack Draws
Blunt, Short 2 +1 Spades Melee Attack Draws
Improvised 0 +1 Spades Melee Attack Draws Poor

Ranged Weapons
Item Cost Bonus Suit/Trait Tasks Notes
Automatic gun 7 +4 Clubs Ranged Attack Draws Auto
Bow 2 +1 Clubs Ranged Attack Draws
Crossbow 3 +2 Clubs Ranged Attack Draws
Pistol 5 +3 Clubs Ranged Attack Draws
Rocket 11 +6 Clubs Ranged Attack Draws Area, Charged
Rifle 6 +4 Clubs Ranged Attack Draws
Slug 7 +4 Clubs Ranged Attack Draws Area

Tools
Item Cost Bonus Suit/Trait Tasks Notes

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Binoculars 7 +4 Clubs Observation, spying


Climbing Gear 6 +3 Spades Climbing, scaling
Compass 2 +1 Clubs Navigation
First Aid Kit 6 +3 Clubs Medical care
Flashlight 2 +1 Clubs See/notice in darkness
Handcuffs 6 +4 Spades Restrain Pen (movement)
Lock-picks 8 +5 Spades Open locks, disarm traps
Repair Kit 6 +3 Clubs Build, maintain, and repair machines
WCD* 6 +2 C/D Research/Social connections

*WCD = Wireless Connection Device, such as a smart phone, lap top, I-pad or other item capable of an
internet connection. WCD’s can be used for both the specified Clubs and Diamonds Draws.

Gadget This bit is as simple or tricky as you make it.


Decide what it is you want to create, and what
High-tech battle-suits, laser swords, omega guns, you want it to do.
doomsday devices; the world is filled with
wonders crafted by the Exotic hand and designed
by minds far beyond those of the mere mortal. Step 2: Select one Type
Gadgets are the wonders of super-science, the
works of arcane arts and the makings of Exotic All Gadgets are physical objects and that means
craftsmen. Some may be constructed of they interact with the character’s body in a
components infused with magic, of inter- certain way. This is defined by Type, a rough
dimensional or extra-terrestrial origin. Others assessment of how the Gadget interacts with the
may simply be wonderworks. character in a physical sense; whether the item is
worn like a suit or wielded like a sword.
It is assumed that characters may have pre- Each Gadget is assigned one of four types:
constructed Gadgets prior to beginning play. Apparel, Integrated, Object or Sovereign. Trait is
a static assignment. It is assigned only once and
thus only one Type may be assigned to a Gadget.
Building a Gadget

The steps of constructing a Gadget are Apparel


summarized below:
1. Devise the Gadget’s function. Apparel Gadgets are worn by the character,
2. Select one Type (Apparel, Integrated, physically placed on the character’s body until
removed ether by the character undressing or
Object, or Sovereign).
being forcibly stripped from them. This includes
3. Assign a Function (Circumstance, Suit clothing, armour, jewelry and other things that
or Trait) and rate it between 1 and 6. physically rest on the character’s body.
4. Add Modifiers (if any, all Modifications
are optional).
5. Calculate Cost. Integrated
6. Pay Cost & Build.
Integrated Gadgets are, well, integrated into the
Both Type and Function are necessary for a character’s body, making them a surgical,
Gadget. Modifications are not. chemical or other physically altering
attachments. Integrated Gadgets cannot be
removed except through medical process or, if
Step 1: Devise the Gadget’s Function possible, until the effects wear off. This includes
cybernetics, drugs, surgical grafts and other
things that become part of the character’s
physical existence.

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Object

Object Gadgets are carried by the


character and can thus be dropped or
disarmed directly from the characters
hand as well as plucked from their
pockets. This includes weapons, tools,
devices, and other things of the hand-held
variety.

Sovereign

Gadgets may be Sovereign, meaning that


they are free standing and not attached to
a particular individual. Such Gadgets are
still used by a single individual and may
be carried and moved about or move
under their own power. Examples include
computers, projectors, generators,
vehicles and other such machines of size
and substance. The effort of packing or
unpacking a Sovereign Gadget takes a
single Turn respectively when in Combat.

Step 3: Assign a Function

Function is the purpose and workings of


the Gadget. A Gadget’s Function is either
broad or narrow depending on its design
and purpose. As such, each Gadget is
assigned one of three Functions:
Circumstance, Suit or Trait. However,
unlike Type, which is a static assignment,
a Gadget’s Function is rated from one through to description includes a list of possible uses and
six. This rating is assigned by the player applications for a Suit, any of which could
designing the Gadget, and affects the object’s become the basis for a Circumstance focused
ultimate cost. When using a Gadget the character Gadget.
may Draw extra cards equal to the Gadget
Function rating. As such, the Function rating Narrative
denotes the Gadget’s general effectiveness.
A Gadget may be assigned multiple Functions, Some Gadget’s, at the Game Master’s discretion,
each contributing to the final cost. might serve a particular narrative purpose but
grant no real bonus during combat or other
Circumstance circumstance nor contribute to Suits or Traits. A
narrative function should hold the potential to be
A Gadget may be orientated towards a particular more trouble than it’s worth and play a
circumstance. In this case, the Gadget’s Bonus is significant role in the story or be the focus of the
added to a Suit only for certain Draws such as story itself. Time and multiverse travel are both
attacks, picking locks, driving, swimming and so examples of a Narrative Function.
forth. While the Gadget may be used each time
the circumstance arises, outside these situations Suit
the Gadget is largely useless. Each Suit

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A Gadget’s Bonus may be applied to a Suit as a equal to its Cost. Should someone be
whole and every time the Suit is Drawn. The within the Gadget – such as a pilot or
Gadget’s Bonus is not permanently entrenched passenger – they take no damage with
into the character, however, meaning that the
attacks directed against them aimed at
Bonus is not added to the Suit for the purposes of
derived Traits such as Defense or Vitality. the Gadget instead.
∋ Charged = The Gadget with this
Trait property is particularly potent for its
function, producing a charged success
Rather than applying it to a Suit, a Gadget’s on a King as well as an Ace. If
Bonus may be applied to a Trait such as Identity, combined with Boom Suit and Boom
Defense, or Resources. In this instance, the
Skill, then the next lowest card than the
Gadget’s Bonus is added to the Trait’s rating so
long as the character wears (Apparel), wields lowest that would grant a charged
(Device) or is attached to it (Integrated) to the success generates a charged success (for
Gadget. example, if an Eight would generate a
charged success then a Seven does also
Step 4: Add Modifiers with Charged Gear).
∋ Double Up = May be employed with
The following Modifications can be added to any
Gadget, increasing the total cost as listed in the another Gadget, adding the Bonus of
above template. All Modifications are optional, both items together.
none need to be added. Modifications are as ∋ Gear = The Gadget is a modified variant
follows: of a standard Gear item or else is a
∋ 1 Use = The Gadget is a one-off, having futuristic variant of it. The Gadget
only a single charge. Once used, it is functions both as the Gear item and the
depleted (generally after a single Draw). Gadget, though their abilities aren’t
∋ Area = This Gadget works in an area or necessarily linked unless the Game
field of range. Targets or subjects Master deems it appropriate. The cost of
standing together or near each other the Gear modification is equal to that of
may be affected by this Gadget with a the designated Gear item.
single Draw. ∋ Impractical Size = The Gadget is
∋ Auto = This item works automatically, enormous, possibly even large enough
usually with the simple push of one to house or carry multiple users at once.
button. When their character uses Auto As such, it cannot be simply carried
Gadgets the player Draws double the with the character but situated in a
listed bonus. Once all cards are Drawn, single space or location. If the Gadget is
the player must discard cards equal to a mode of transport its Function must
the bonus. Essentially, this means by contain some means of locomotion.
working automatically the Gear is more ∋ Location = The Gadget occupies a
likely to lead to a successful outcome. specific fixed location, such as a
Gadgets with the Trait Function cannot building and cannot be moved from said
have the Auto Modifier. location.
∋ Defender = The Gadget blocks and ∋ Multi-target X = The Gadget targets
takes damage in its own right. Robots, multiple foes at the same time. The
vehicles, automated war-machines and number of foes that may be targeted by
other resistance mechanisms all fit this the Gadget is equal to X. The value of
category. The Gadget has Defense equal X is defined by the player.
to half its lowest Function and Vitality

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∋ Multiuser X = The Gadget may be used bigger), calculating the cost of the Gadget is an
by multiple users at the same time. The important factor. Cost is calculated by adding the
number of users that may use the sum of Type, Function, and all Modifications as
outlined on the table below:
Gadget is equal to X. The value of X is
defined by the player. Type Cost
∋ Power Mod X = The Gadget affects a Apparel 3
character’s Powers, either granting Integrated 4
additional levels (even above the Object 2
normal six) or subtracting levels to a Sovereign 1
minimum of zero (thus effectively
Function Cost
taking the powers away). The number Circumstance Function Rating
of Power levels affected by the Gadget Narrative 5
is equal to X. Effects last until the end Suit or Trait Function Rating x2
of combat or, outside of combat, at the
Game Master’s discretion. This Modifications Cost
Modification can even be used to grant Area 1
Auto 1
Powers to Mere Mortals. Power Mod is
Charged 1
always linked to a single, specific, Defender 5
Power. Double Up 1
Gear X
Step 5: Calculate Cost Impractical Size -10 (to a minimum of 1)
Location 1
Cost is a measure not only of the cost for Multi-target +1 per X
components of the Gadget, but also of its general Multiuser +1 per X
difficulty of construction. Not all Artificial Powermod Power’s Cost per Level
Exotics are scientific geniuses. Nor are all of multiplied by X + 5
them wealthy industrialists. As such, cost is not Use 1 -5 (to a minimum of 1)
only a measure of a Gadget’s affordability, but
also the character’s ability to construct it. As Step 6: Pay Cost and Build
characters may build Gadgets up to the value of
their Resources (or else save to build something First and foremost, in constructing a Gadget a
character must purchase the components –
paying Resources equal to the Gadget’s Cost.
That’s the easy part. Being individual items of
rather exclusive design, their construction may
be measured in hours or it may constitute weeks,
months and sometimes years.
Construction of a Gadget constitutes a string of
Clubs Draw. As a rule of thumb a Gadget
requires one success on the construction Draw
per point of cost. Should the character not obtain
successes equal to cost, they may try to complete
construction of the Gadget again next session.
On each subsequent Draw the amount of
successes required to construct the Gadget is
reduced by the number of successes gain on each
preceding Clubs Draw.

Rushed and Stretched Construction

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Sometimes the characters will need a Gadget to Armoured and jet powered, this “hero-mobile”
meet the unique situation fast – such as within as they’re often referred on the underground
the space of single game session to meet Exotic racing circuit are typically equal parts
whatever need has arisen. Characters may also parctical and status symbol.
attempt to build a Gadget without paying the full
cost, using makeshift or improvised parts. On Cost: 28
doing so, however, the Gadget automatically
gains the Poor Gear Bonus. Type: Sovereign.
When rushing the constructing of a Gadget, the
character makes a single Clubs Draw for the Function: Circumstance (travel/transport) 6,
rushed construction with a Penalty equal to the Trait (Defense) 6.
cost of the Gadget (although this Draw maybe
undertaken by multiple characters Modificiations: Charged (jet engine), Defender
simultaneously, dividing the penalty among them (Defense 3, Vitality 14), Multiuser 3
as per the Supported Draws rules). Should this (passengers).
Draw fail the components of the Gadget are
ruined and the character must start again from Power Armour
scratch – beginning with the paying for the cost
of the Gadget again. An metal shell of strength enhancing armour,
Likewise, when constructing a Gadget from often also equipped with secondary systems like
makeshift parts, the Clubs Draw to construct the rocket purpolsion and laser arrays. Power
device suffers a penalty equal to the unpaid cost. Armour is sometimes refferred to as “equalizer”
The same number of successes is required to armour – employed by many corporations and
build the Gadget as if they were using standard governments to give mere mortal soldiers a
components, however. fighting chance against Artificial Exotics.

Sample Gadgets Cost: 12

Dash Type: Apparal.

Dash is a drug with a twist – unlike traditional Function: Suit (Spades) 3, Trait (Defense) 3.
narcotics the “rush” that a user gains with Dash
is of the Exotic varity. On injecting Dash, the Modifications: none.
user gains the levels Speed Power, be they mere
mortal or Artificial Exotic. In this fashion, Dash Ray Gun
can even push an existing speedster’s Power
above six to go even faster. The quantity of Never mess with a classic and the Ray Gun is
levels usually depends on the purity of Dash, just that! Turnign flesh to dust with no muss or
with “street grade” dash granting generally only fuss, the Ray Gun is the kid of weapon typically
two levels in the Power. associated with the 1950s Hewson-Tanner
catellogue. Less fashionable but just as deadly
Cost: 19 today, its not unheard of for Exotics to weild
them.
Type: Integrated.
Cost: 10
Function: Narrative.
Type: Object.
Modifications: Power Mod (Speed) 2.
Function: Circumstance (shooting) 6.
Hero-mobile
Modifiers: Auto, Charged.
Chicks dig it. Sidekicks envy it. Rivals will try to
steal it. What is it? What else… it’s the car.

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Extras

Aeon
Origin
Aeons are colossal and ancient elemental
concept-beings that stand on the very edge of Suit: Joker
reality itself, moving in orbit with all existence.
Like the planets revolving around the sun, the Cost per Level: 10.
entire Multiverse revolves around the Aeons.
Occasionally, however, one or more Aeons step
out of orbit for various reasons – most notably Origin does what the name states; it allows
the young and adventurous ones. Beings of near- the character who wields this Power to
infinite probability, the Aeons bring great and transform a mere mortal into an Artificial
terrible flux and change. They also wield terrible Exotic. To do so, the character must Draw a
cosmic powers. Their names are things like
“Tinkerer” and “Word” – belaying more
number of Cards equal to their Joker Suit plus
information about their Powers, nature and levels in this Power. For each success Drawn,
actions than actual identities. Likewise, their the target suffers one Wound. If a Joker is
bodies are functional rather than strictly physical Drawn, however, the target instantly becomes
in a biological sense. The Aeon known as an Artificial Exotic– gaining a single Power
Timekeeper, for instance, typically manifests as
an erratic and labyrinthine mass of clockwork
at level one. The exact Power of the new
while the Record manifests as a book. Both are Exotic is determined randomly on by Drawing
Aeons, but their biology is linked to their on the Neutral faction Powers table.
concept. Most Factions, however, are very
interested in the Aeons not for their Power per
say but what they can do with it: create Origin Ancient Exotic
phenomenon.
Artificial Exotics are functionally immortal. That
Chips: 1524 means unless someone or something kills them,
they keep on living. Most of the time that
Back Stories: Cosmic 6, Magic 6, Mechanical 6. happens, but every now and then one Exotic or
Clubs 6, Diamonds 6, Hearts 6, Spades 6, Joker another manages to elude death’s grip for quite a
2 long time. These ancients prove to be formidable
forces in their own right not merely in physical
Defense: 7, Identity: NA, Loathing: 0, terms, but having had centuries to bury their
identity, amass wealth and in some cases design
Resources: NA, Status: NA, Vitality: 12 deadly Gadgets (such as the example below)
throughout the ages.
Powers: Speed 3, Luck 6, Origin 6, Utility 6,
Utility 6, Utility 6, Utility 6.*
Elevated Mind of Antiquity
Gear: None.
Faction: Neutral.
Notes: An Aeon may have other abilities that are
applicable to their form. Additionally, an Aeon Chips: 310
can use one Utility Power on each Action of
their Speed plus their regular action, essentially Back Stories: Magic 6, Sojourn 6, Scientist 6.
manifesting any four Powers at once. Clubs 6, Diamonds 6, Hearts 2, Spades 2, Joker
1

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Defense: 12 (6 unarmoured, Identity: 16, Chips: 51


Loathing: 10, Resources: 12, Status: 0, Vitality:
8 Back Stories: Homeless 4, Sojourn 5, Magic 1.
Clubs 1, Diamonds 1, Hearts 5, Spades 4, Joker
Powers: Boom-Suit (Clubs) 6, Speed 5. 1

Gear: Gadget: Energy Staff (Object, Defense: 9, Identity: NA, Loathing: 5,


Circumstance: Ranged Attacks 6, Circumstance: Resources: 2, Status: 1, Vitality: 18
Melee Attacks 6, Modifiers: Auto, Charged,
Cost: 10), Gadget: Hidden Base (Sovereign, Powers: Defense 6, Flight 6.
Circumstance: Hidden 6, Narrative, Modifiers:
Location, Cost: 8), Gadget: Hover Disc (Object, Gear: Short blunt weapon (+1).
Circumstance: Movement/travel 6, Modifiers:
Power Mod Speed 1, Cost: 38), Gadget: Power Notes: None.
Armour (Apparel, Trait: Defence 6, Modifiers:
Area [force bubble], Cost: 16). Robin Hoodlum

Notes: None. Faction: Homeless Superior

Homeless Superior Chips: 80

Nickname: 99% ‘ers Back Stories: Accident 2, Bourgeoisie 3,


Homeless 2, Sojourn 4
Motto: It’s all we got. Clubs 3, Diamonds 2, Hearts 3, Spades 3, Joker
1
Arising with mass urbanization in the nineteenth
century, the Homeless Superior is made Defense: 3 (7 with armour), Identity: 5,
exclusively of people for whom an origin story Loathing: 5, Resources: 4, Status: 3, Vitality: 6
was equivalent to winning the lottery. Being part Powers: Defense 6, Luck 4
of the vast, forgotten masses and having nothing
– no home, no job, no income – before getting Gear: Ceramic Armour (+4), Hero Costume (+4),
Powers the Homeless Superior have no identity Rifle (+4), Short Blade (+2).
to lose. They display their Powers openly and
often violently. Most of all, being outside society Notes: Not all Homeless Superior are born to
to begin with, they care very little of the poverty. Some, like the Robin Hoodlum here,
implications and consequences of their outbursts were born to middle and even upper class
on the rest of the Artificial Exotic community. families and actively choose to abandon their
For that reason, the Homeless Superior is at best former lives.
shunned, at worst the subjects of outright
extermination, by most other Factions and i00i
Families. If they are a member of a Family, it is
typically one made of other Homeless Superior. Nickname: Hunters
Note; Homeless Superior is a non-player faction,
meaning it is available exclusively for the Game Motto: one-thousand-and-one.
Master’s use. Members of the Homeless
Superior possess no Identity and cannot trade it i00i is perhaps the most mysterious faction of all;
to gain increased Resources. even their name is a puzzle, though most Exotics
interpret it as the numbers one and zero – thus
pronouncing its name one-thousand-and-one.
Flying Hobo Though their grander motives remain obfuscated,
one thing is known from their activities – i00i
Faction: Homeless Superior hunt Artificial Exotics. Be it for sport or science,
none can say, but the fruits of their labor are

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shown in their individual members, displaying Circumstance: Melee 6, Modifications:


any combination of Powers from any Faction. Modification: Double Up, Cost: 16)
Note; i00i is a non-player faction, meaning it is
available exclusively for the Game Master’s use. Notes: None.
They do not participate in Families or Super-
society as a whole. i00i remains in the shadows
on the fringes, just beyond reach, coming out
Mere Mortals
only to strike.
Mere Mortals are anyone and everyone
without Powers: Cops, nurses, sewer workers,
Hero-Hunter plumbers, priests, and billions more (i.e.
everyone who isn’t a Super). These are the
Faction: i00i
ants of Humanity – a pitiful multitude of easily
Chips: 50 squish-ables. In game terms, mere mortals
function slightly differently to Artificial
Back Stories: Chosen One 3, Hunter 3, Soldier 3. Exotics. For one thing, they possess a flat
Clubs 3, Diamonds 1, Hearts 1, Spades 5, Joker Vitality rating of one. One successful Wound
1
and they are dead. They additionally do not
Defense: 11 (7 unarmoured), Identity: 2 (5 with possess the Identity or Loathing Traits under
mask), Loathing: 0, Resources: 2, Status: 1, normal circumstances.
Vitality: 12

Powers: Attack (Melee) 6, Boom-Suit (Spades) Mere Mortals


6.
Mere mortals are the citizens and everyday
Gear: Ceramic Armour, (+4), Full-face mask people, the non-Exotic population of the city and
(+3). its streets. If the Artificial Exotics make up 1-3%
of the population, these are the 97-99%. Massing
Notes: None. and cowering, mere mortals both fear and are
intensely jealous of Artificial Exotics and the
Powers that they wield.
Surgical Scientist

Faction: i00i Police Officer

Chips: 54 Faction: None.

Back Stories: Chosen One 3, Scientist 6. Chips: 0

Clubs 6, Diamonds 2, Hearts 2, Spades 3, Joker Back Stories: Connected 2,* Law and Order 3,
1 Soldier 3.
Clubs 3, Diamonds 3, Hearts 4, Spades 3, Joker
Defense: 4, Identity: 8, Loathing: 0, Resources: 1
4, Status: 1, Vitality: 10
Defense: 6 (3 unarmoured), Identity: N/A,
Powers: Boom Suit (Clubs): 4, Boom Skill Loathing: N/A, Resources: 6, Status: 0, Vitality:
(Medical): 4 1

Gear: Medical Tools (+3), Weird-Science Powers: None.


Scalpel (Object, Circumstance: Medical 6,

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Gear: Blunt Short Melee Weapon (+1), Flak Steppin’ Razor


Armour (+3), Pistol (+2).
Nickname: The Meek.
Notes: Mere Mortal.
Motto: Been to Chiba?
* A cop has extensive contact with criminals,
and probably knows more than a few by name, Mere mortals who have attained Powers through
not necessarily corrupt. cybernetic implants and black market surgeries,
the Steppin’ Razor’s are the embodiment of
humanities tendency to produce cheap knock-
Gangster offs. A vibrant and violent robotic subculture all
their own, any one Steppin’ Razor has paid top
Faction: None. dollar for their implants and Powers – or else had
it paid for them. The latter is more often the case,
Chips: 0 seeing the Steppin’ Razor enter debt and the
services of their patron – which can range from
Back Stories: Connected 2, Thief 2, Soldier 2. degrading to dangerous to criminal.
Clubs 3, Diamonds 2, Hearts 2, Spades 3, Joker Note; Steppin’ Razor is a non-player faction,
1 meaning it is available exclusively for the Game
Master’s use. They are not Artificial Exotics but
Defense: 3, Identity: N/A, Loathing: N/A, instead complex cyborgs with implants designed
Resources: 4, Status: N/A, Vitality: 1 to mimic Powers, boost natural health and
endurance and other effects.
Powers: None.

Gear: Pistol (+2), Short Blade (+2). Straight-Shave Sally

Notes: Mere Mortal.


Faction: Steppin’ Razor

Vigilante Chips: 50

Faction: None. Back Stories: Connected 3, Homeless 2,


Mechanical 4.
Chips: 0
Clubs 3, Diamonds 3, Hearts 1, Spades 6, Joker
Back Stories: Hated 2, Homeless 2, Soldier 2. 1

Clubs 3, Diamonds 2, Hearts 2, Spades 2, Joker Defense: 10 (4 without Nervous and Circulatory
1 Re-wiring), Identity: 8, Loathing: 6, Resources:
6, Status: 1, Vitality: 7 (1 without Nervous and
Defense: 2, Identity: 4 (8 when masked), Circulatory Re-wiring).
Loathing: 5, Resources: 4, Status: 0, Vitality: 1
Powers: None natural (see Gadgets).
Powers: None.
Gear: Gadget: Nervous and Circulatory Re-
Gear: Full-Face Mask (+4), Slug Gun (+4). wiring (Integrated, Trait: Defense 6, Trait:
Vitality 6, Cost: 28), Gadget: Razor Nails
Notes: Mere mortal but due to the nature of their (Integrated, Circumstance: Attack 6,
activities, Vigilante’s both have Identity and Modifications: Power Mod - Attack 6, Cost: 45).
Loathing.
Notes: Mere mortal.

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Ziggy and the Plague from Mars


Mercury Delivery, a low-rent no-questions asked
Courier Company. Part way in transit, just after
entering the city Mercury’s couriers began to get
sick. Fearing the repercussions of carrying the
source of Suffragette’s plague, the company has
decided to hand the package onto a third party to
complete the delivery: the characters.

Contact

Have the local representative of the character’s


Faction approach them. If the characters are
members of multiple Factions, then have
Mercury contact them directly, either via
reputation through the local Masquerade Club or
else directly through Backgrounds, adding the
character’s Faction-based objectives as
individual character missions (delivered through
the Family’s representative either personally or
as a blanket call). Don’t be afraid to have various
Factions communicate to characters in secret
(passing notes to their player or having a discrete
private conversation). The goals and missions for
each Faction are as follows:
• Hewson-Tanner: Hewson-Tanner
knows that the virus in Suffragette City
causes Origin in anyone infected. They
Ziggy and the Plague from Mars is a short also know that the Voyagers Forth have
sample adventure. this virus’ subject zero and are moving
it into the characters’ city. Hewson-
On a recent expedition beyond the Earth, the
Tanner want the character and their
Voyagers Forth discovered and captured a lone
alien mummy on Mars, which they have team to get them subject zero.
nicknamed “Ziggy.” What the Voyagers Forth • Justice/Org: Justice/Org knows the
didn’t realize at the time is that Ziggy is carrying Voyagers Forth have the cause of the
a vicious virus. Ironically, those the plague does virus that ravaged Suffragette City and
not kill undergo Origin as a symptom – are moving it into the characters’ city.
becoming Artificial Exotics. Quarantining Ziggy, Justice/Org want the character and their
the plague nonetheless escaped their base –
team to destroy the source before a
catching the attention of both Hewson-Tanner
and Justice/Org. The virus has already caused a second city is infected.
string of deaths and infections in Suffragette City • Voyagers Forth: The Voyagers Forth
(a fictional city located anywhere the Game tell the characters that they discovered a
Master wants it to be). Forced to move Ziggy, mummified Martian, codenamed Ziggy,
the character’s city has been selected as the new on an expedition to Mars. They are
location to study the mummy before the Martian
currently moving Ziggy to a safe
can be discovered as the source of the plague by
the general public. To help avoid suspicion of an location in the character’s city and
“Exotic” package, however, the Voyagers Fourth would like the character and their team
have opted to move Ziggy through a third party: to discretely get it there.

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The Movement Powers: Elementalism (Virus) 3, Origin 1,


Telekinesis 6, Telepathy 6
Pick two locations in your city, one an
appropriate entry point (airport, train station, Gear: None.
trucking depot). Another as a secure location set
up by the Voyagers Forth as a disease-controlled Notes: Ziggy, as a form-armed, grey-greened
research facility. From the first the characters skinned humanoid with enormous red eyes,
acquire Ziggy. At the second they are expected cannot pass as Human and thus has an Identity of
to deliver the Martain (packaged in a large, zero.
locked, non-descript box. The characters do not
have the key, but if necessary, the characters are
provided with a vehicle for transport). Aside
from cross-Faction loyalty between the
characters, another Factions has also learnt of the
volatile cargo being transported: The Homeless
Superior, who have taken it on themselves to
defend their city from the violent pathogen –
seeking to destroy its source. In response, the
Homeless Superior have organized a small army
of the disenfranchised. Start out by throwing
some Gangsters and Vigilantes’ (two per
character) at the characters. Then move up to a
few Robin Hoodlums of Flying Hobos to waylay
the characters as they attempt to move Ziggy.

The Final Twist

Just as the characters get to the Voyager’s Forth


location, if things are at a lull, Faction rivalry
hasn’t come to the fore yet, or you just want a bit
more drama and action, unleash the vicious
twist: Ziggy isn’t dead. The Martian is simply
engaged in a form of hybrid-hibernation-
mummification. And at that moment, Ziggy
awakens and is hungry: with humans smelling
like food.

Ziggy, the Monster from Mars

Faction: None.

Chips: 161

Back Stories: Endling 6, Galactic 6.

Clubs 3, Diamonds 2, Hearts 2, Spades 2, Joker


1

Defence: 2, Identity: 0, Loathing: 0, Resources:


0, Status: 0, Vitality: 8

www.Hewson-Tanner.com
That spider-bite should have killed you…

Your eyes can shoot laser beams…

Walls crumble like paper at your touch…

You are special…

You are super…

You are an Artificial Exotic… And the world


hates you for it.
Artificial Exotics is the anti-Superhero game. In a world filled with thousands of
costumed supermen and superwomen there is no fight for truth, no crusade for justice.
There is only the fight. The powerless majority are jealous of you. The Factions of the
powerful seek to manipulate you. The city turns a blind eye. Gifted with special powers,
your character enters a world that coverts both covets and fears their power. Forced to
hide their face and amazing abilities from the greater society of jealous mere mortals,
your character will navigate a terrain of manipulative secret societies and strange
subcultures that are simply… Exotic.

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