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Fading Suns: Streamlined Credits:


The Fading Suns 4th edition rules presented in the Author: Bill Bridges
Character Book provide a robust way to resolve all Fading Suns™ Product Manager: Bill Bridges
sorts of actions your characters might take, while giv- Editor: Jennifer Hartshorn
ing players a lot of freedom for how they spend their Art Director: Maik Schmidt
resources (mainly, victory points). Cover Artist: Benjamin Giletti, Maik Schmidt
But all those resources can prove a bit difficult to Artists: Tim Brothage, Benjamin Giletti, Carl Hassler,
handle when you’re playing away from the table. Katharina Niko, Sebastian Watzlawek
Hence, this streamlined version of the rules! The goal is Logo Design: Steffen Brand
to make it easier to run Fading Suns with your friends Layout: Matthias Lück
online or through theater-of-the-mind style play. Fading Suns™ created by Bill Bridges and Andrew
In these streamlined rules, you won’t keep track of Greenberg
tokens from one turn to the next, but there’s still some
strategy to consider each turn: are you acting defen-
sively, aiming for maximum precision, or going for
the greatest effect? Longtime Fading Suns players
will find these rules reminiscent of previous editions,
but with more flexibility.
These streamlined rules rely on the Character
Book. We assume you have that book and can use
it to reference information on characters, traits, ac-
tions, equipment, and most everything not included
in this booklet. The simple yet dramatic differences
are described in the Streamlined Rules chapter and the
Converting from 4th Edition chapter.

ULISSES SPIELE
Zoe Adamietz, Jörn Aust, Philipp Baas, Mirko Bader, Steffen Brand, Bill Bridges, Simon Burandt, Alina
Conard, J-M DeFoggi, Trisha DeFoggi, Carlos Diaz, Nico Dreßen, Christiane Ebrecht, Christian Elsässer,
Cora Elsässer, Thomas Engelbert, Simon Flöther, Frauke Forster, Christof Grobelski, Kai Großkordt,
Markus Heinen, Nils Herzmann, Nikolai Hoch, Nadine Hoffmann, David Hofmann, Curtis Howard, Jan
Hulverscheidt, Nadine Indlekofer, Philipp Jerulank, Kirk Kading, Johannes Kaub, Nele Klumpe, Anke Kühn,
Christian Lonsing, Matthias Lück, Julia Metzger, Thomas Michalski, Carolina Möbis, Carsten Moos, Johanna
Moos, Phillip Nuss, Dominik Obermaier, Sven Paff, Stefanie Peuser, Felix Pietsch, Marlies Plötz, Markus Plötz,
Stephan Pongratz, Elisabeth Raasch, Nadine Schäkel, Maik Schmidt, Ulrich-Alexander Schmidt, Thomas
Schwertfeger, Alex Spohr, Anke Steinbacher, Stefan Tannert, Maximilian Thiele, Katharina Wagner, Jan
Wagner, Michelle Weniger, W. Gwynn Wettach, Carina Wittrin, Kai Woitczyk

© 2022 Ulisses Spiele


Fading Suns and all unique characters, concepts, locations, and
creatures are trademarks and / or copyrights of Ulisses Spiele.
All rights reserved.

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SAINT PAULUS THE TRAVELER
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Streamlined Rules
In a nutshell, the streamlined rules are aimed at more
open-ended play away from the tabletop. They alter 0. Begin the Round: Initiative
the 4th edition rules by: The troupe leader chooses who acts first — who takes
• Greatly reducing the amount of victory points the first turn. Once that chosen character has acted
(VP) and the need for tokens (has taken their turn), their player chooses who acts
• Cutting Resistance in half next. Once everyone (PC and NPC) has taken their
• Replacing the VP bank with an action stance that turn, the round ends.
you choose each turn before you roll the die
Let’s discuss the details…. Example: Sir Badachal is the troupe leader. His
player, David, wisely chooses Sister Tarja, the troupe’s

Action Effects
warrior monk, to act first.

When it’s your turn in the initiative queue, use the


In these rules, there are far fewer VP to manage, but following sequence:
each point is potent.
Instead of gaining VP from a die roll, you now get
1 VP at the beginning of your turn. You can spend 1. What are you going to do?
this victory point to gain one specific action effect (FX
for short):
Action
Defense = +1 to your Resistance vs a single Declare what you are doing: shoot a gun, yell a com-
attack mand, jump from a moving skimmer, etc.
Effort = cuts through Resistance; each Effort Anything a character does is considered to be an
in excess gives +1 impact action. If it’s an action directed against another char-
Precision = +2 goal to your roll acter (PC or NPC), that person is the action’s target.

As you rise in level, you get more VP to spend for Example: Sister Tarja fires a laser pistol at a Vuldrok
these effects, so you can have more than one FX of bandit.
the same type. For instance, 2 Precision gives you +4
goal and 3 Defense gives you +3 Resistance.
Your die-roll result still rewards you, but instead of
VP, it gives you 1 or more Effort. 2. How does that work in the
See the Revised Sequence of Play, below, for when and
how these FX are used during gameplay.
rules? Traits
Design note: This should be very familiar. Skill ranks + characteristic ranks = goal number.
They’re the same key effects that you spend Any given action can be described using a combi-
your VP for in the Character Book, as per the nation of two traits: a skill (a trained ability) and a
“Spending VP” chart on p. 22. Here we give characteristic (one of nine innate abilities). These are
them specific names. listed on the character sheet.

Example: Firing a laser pistol at short range involves

Revised Sequence of Play


the Shoot skill and the Dexterity characteristic. Sister
Tarja has a Shoot of 5 and a Dexterity of 6, giving her
a goal number of 11.
This revised sequence of play illustrates how the three
different action effects are used:

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NEW: ACTION STANCE • Roll higher than your goal number = miss (it’s
over; don’t complete the rest of the sequence).
Before you go to step 3 and roll the die, you choose • Roll a ‘20’ = critical miss (it’s over; don’t com-
a stance for your action. You get 1 VP to spend for a plete the rest of the sequence and the GM gains
specific action effect. 1 wyrd point).
• Defense — you’re fighting defensively: Boost your
Resistance by 1 (This bonus applies against a sin- Example: Andrew, playing Sister Tarja, rolls the die
gle attack this round, although you can choose and gets a 7 — a success.
which attack to apply it to.)
• Effort — you’re applying force: If the roll is suc-
cessful, cancel 1 degree of Resistance — or, once
there’s no Resistance, you get +1 impact 4. How well did you do?
• Precision — you’re taking precise aim: +2 goal bonus

Example: Sister Tarja spends her stance’s VP for Pre-


Effort
cision. She adds 2 to her goal, for a new goal of 13. If you succeeded you gain Effort, depending on how
high you rolled:
Your stance awards more VP as you gain levels; see
Improved Stance, below. Die roll Effort
Your stance isn’t just a game mechanic for improv- 1-5 +1 Effort
ing your odds, it’s also your roleplaying cue to de-
scribe how your character does their action. Are they 6-10 +2 Effort
weighing their words carefully to speak just the right 11-15 +3 Effort
cutting remark to embarrass their rival (a Precision 16-20 +4 Effort
stance for the Knavery-skill humiliate maneuver)? Or
perhaps bobbing and weaving as they duel with sa- Example: Sister Tarja succeeded with a 7, so she
bers at dawn (a Defense stance)? Or unleashing their gains 2 Effort.
anger on a foe with a psychic Brain Blast (an Effort
stance)? Use your stance to fully evoke an image of
your character’s action. Note: If you performed a defense maneuver,
such as dodge or stonewall, you get Defense in-
Design note: This takes the place of the VP stead of Effort — and you get +1 Defense (defense
bank, giving you something to aid your action at maneuvers yield slightly more results than other
the start of your turn. actions). In Sister Tarja’s example, she’d have 3
Defense.
Design note: These are applied in the fol-
CHECK FOR EQUIPMENT/PERK FX lowing steps; there’s no cache or bank to keep
track of for later use.
Some equipment and/or perks might lend a specific
FX to your effort. For instance, members of House
Hawkwood get a masterwork sword that lends 1 Pre-
cision to their sword strikes. (If you chose the Preci- 5. What opposes you? Resistance
sion stance, add the bonuses together.) Apply Effort to cancel the target’s Resistance: in com-
bat, you contend against Body Resistance; for influ-

3. Did you actually do it? ence, Mind Resistance; for the occult, Spirit Resis-
tance. 1 Effort cancels 1 Resistance
Your Effort must cancel all your target’s Resistance
Goal Roll before you can deliver your attack’s full impact in step
6. Any excess Effort is applied as impact.
• Roll less than your goal number = success (go to
step 4) Note: A critical hit allows you to bypass all Re-
• Roll your goal number exactly = critical hit (go to sistance. You can apply all your Effort toward
step 4, ignore Resistance, and gain 1 wyrd point). impact.

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Design note: Resistance in this ruleset is halved from
its 4th edition value: it runs 0-7 rather than 0-14. See DESIGN NOTE: ARMOR
the Converting from 4th Edition chapter.
BEFORE DAMAGE
CHECK FOR ATTACK PROPERTIES In Fading Suns, when you succeed in your
roll, that’s only half the story. You then need to
FROM EQUIPMENT/PERKS
confront your target’s armor (their Resistance)
Some equipment and/or perks might affect your Re- before you figure out how much damage you
sistance. inflict. Many roleplaying games reverse this
order: you roll your damage and then subtract
Example: A laser pistol has the Laser attack proper- the armor’s protection value; if anything’s left-
ty; this subtracts 1 from the target’s Resistance (unless over, that’s the damage you deal.
the target’s armor is Laserproof). Fading Suns integrates combat and social
influence into a single system. While combat
deals out damage points to degrade a target’s
Note: An attack property only affects Resistance; Vitality ranks, influence is less granular: you’re
if a target has no Resistance, the property does either affected by it or you’re not. The degree
not add to impact. of impact is more about how long the resulting
Design note: In 4th edition, attack properties state will last.
(Laser, Blaster, Slam, etc.) halve the Resis- For this reason, Resistance is dealt with be-
tance of any armor that isn’t proofed against it fore you determine the exact effect your action
(Laserproof, etc.). In this streamlined ruleset, has on its target. There are a variety of effects
they instead subtract 1 from Resistance (ex- (impacts) in the game and we feel that sub-
cept against -proofed armor). tracting Resistance post facto just isn’t the best
way to account for them all.
However, it’s no fun to succeed in your roll
Example: The Vuldrok bandit is wearing stiffsynth and have no effect whatsoever, so we’ve intro-
armor, which provides 2 Resistance against physical duced slight impact, a way that your action still
attacks (and is Shockproof and Slamproof). Her pistol has an effect even if you couldn’t beat through
has the Laser attack property; stiffsynth is not Laser- Resistance. See step 6 in the Revised Sequence
proof, so the Vuldrok’s Resistance is lowered to 1. of Play.
Sister Tarja has 2 Effort from her roll. 1 Effort cancels
the Vuldrok’s remaining 1 Resistance, which leaves her
1 Effort to apply in step 6. • NEW: Slight impact: If your roll succeeded but you
didn’t cancel all the target’s Resistance, your attack
still has an effect, like so:

6. What’s the end result? Impact • Physical attack: Inflict 1 damage


• Influence: The target is slightly distracted and suf-
• Full impact: If you cancelled all your target’s Re- fers a -1 goal penalty to their action on their next
sistance, you can deliver your attack’s full impact, turn.
like so:

Improved Stance
• Physical attack: Inflict the weapon’s damage and
add +1 damage per leftover Effort
• Influence: Impose the action’s psychological state
on the target and add +1 persistence per leftover As you rise in level, you get more things to do with the
Effort action stance that you declare in step 2.
Level Stance
Example: Sister Tarja’s laser pistol does 4 damage. 3 Reinforced stance: Your action stance now
She applies her remaining 1 Effort for +1 damage, for gives you 2 VP. You can spend them on
a total of 5 damage. whatever FX you want, in any combina-
tion. You might choose to spend them for
When your turn is over, any unspent Effort goes away. 1 Precision and 1 Effort, or 2 Precision, or
Defense remains until it is used against an attack; any whatever.
unused Defense goes away at the beginning of your
next turn.

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Level Stance Design note: This gives you a somewhat similar
6 Specialty stance: Declare a specialization in effect to your VP bank in 4th ed — which grows
an attack stance: either combat, influence, as you rise in level — but with less bookkeeping.
or occult. When you engage in your chosen
form of attack, your stance gives you 3
VP. You might choose to put all three into BONUS ACTIONS & STANCES
Effort, or one each into each FX, or any
combo. (For non-attack actions, such as Some perks, such as Fencing’s Swashbuckler, might allow
trying to remember something using Focus you to take a bonus primary action, like the Duello style’s
skill, you have 3 VP for your stance.) honorable strike. Just as with your main primary action,
9 Expert stance: Choose either another special- you get to declare an action stance for your bonus action.
ty stance (if you chose combat before, you get (Note that this bonus action is often an influence attack,
influence or occult now) or your existing spe- which requires a different specialty stance than combat.)
cialty becomes an expertise: At the beginning

Additional Rules
of your turn, you can choose to convert all
your of your specialty stance’s 3 VP into favor-
ability on the die roll. (You do not gain FX for
those stances; you get favorability instead.) We also streamline a few more of the basic rules me-
chanics, described below.

Equipment FX
Certain equipment might lend a
certain FX, like so:

MASTERWORK
A masterwork item lends 1 Preci-
sion. If it’s armor, it lends 1 De-
fense instead.

ATTACK PROPERTIES
As mentioned in the Revised Se-
quence of Play, above, the new
rules for attack properties are that
instead of halving Resistance, an
attack property subtracts 1 Resis-
tance — except against armor that
is proofed against it.

Surge Revised
Your Surge value is replaced by
1 wyrd point. Whenever you use
one of your limited number of
surges, you gain 1 WP instead of
victory points.

Wyrd Points
The streamlined rules still use
wyrd points for all the same things,
except that instead of converting 1
WP into 3 VP, you get 2 VP.
You must spend that VP then
and there on a particular FX: De-

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fense, Effort, or Precision. Effort and Precision will
apply to your next action; Defense lasts until it is used
against an attack or until the beginning of your next Clarification: Successive
turn on the following round.

Design note: Wyrd points become slightly more


Occult Powers
common in these rules. They can be used to give The rules for “Successive Influence” (p. 34,
you VP when you need it, in place of the VP bank Character Book) state that multiple attempts
in 4th edition. to use the same influence maneuver against
the same target in the same scene suffer an es-
calating goal penalty (-2 for the 2nd attempt, -4

Favorable Rolls for the 3rd, and so on).


This rule also applies to certain occult pow-
Various things — perks, occult powers, spending a ers. Any power that acts directly upon a target,
wyrd point — might give you a favorable roll (roll such as Mind Sight or Brain Blast or even
twice, take the best result). In the streamlined rules, Laying On Hands, should also suffer this esca-
whenever you gain a favorable roll, you can choose lating penalty. As with influence, there might
to use it or you can swap it for 2 VP (for your action be exceptions if the GM judges that condi-
stance, spent before the roll). You have to choose tions have changed sufficiently in the interim
which option you’re taking before you roll. between one attempt and the next, but oth-
erwise, you can’t simply Brain Blast someone
Design note: Favorable rolls are quite beneficial over and over with ease or theurgically heal
(a second chance at a success is always welcome), them endlessly.
but since the streamlined roll doesn’t award as Powers that act indirectly, such as tossing an
many gains (i.e., VP) as in the corebook rules, object toward someone using Throwing Hand,
you might prefer to channel it toward, say, more don’t trigger the penalty. Likewise, casting pow-
Effort or Defense. ers on yourself. (Unless stated otherwise in the
power’s description, you can’t have more than
one of the same power active upon you at the

Momentum same time; also see the rules for “Donning Mul-
tiple Rituals” on p. 292, Character Book).
What happens if you don’t have enough Effort? Your This is the case for the 4th edition rules and
action fizzles out and the next character in the queue the streamlined rules.
acts. This can be frustrating — but there’s a solution!
Rather than lose all the Effort you gained, you can
declare that you’re building momentum. You save the
Effort you gained on your roll (but not necessarily Design note: This gives a somewhat similar ef-
those you got from equipment and perks) for use on fect to the VP bank, allowing you to build up re-
your next turn. sources, although only from one turn to the next.
In your next turn, you repeat the same action
against the same target. If that action was a sword

Example of Play
strike, then you once more swing that sword at your
foe. If it was an attempt to befriend them, then that’s
what you’ll do again. If you instead perform a differ-
ent action, even against the same target, you’ve lost Here we present a modified Example of Play from the
momentum. Gamemaster Book. We pick up on p. 94 with the
Your momentum action suffers a -2 goal penalty, heading:
but you can take the Effort you gained on your first
attempt’s roll and add it to the Effort you gain on this WHEN MUTANT FERAL DOGS
second attempt.
ATTACK
Momentum only carries over from one action to
a repeated action on the next turn; you can’t build The Mutant Feral Dogs are 1st-level Agent NPCs.
momentum over three turns. There are three of them.

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These poor creatures are lab experiments who have Andrew spends it on Defense, giving him 3 Defense.
escaped into the wild, but they haven’t left the area Bill asks David and Andrew to describe how this
where they were once held in suspended animation. happens.
They’re very hungry, but they’re also a bit scared. David: “I cry out. ‘Stand tall!’”
Only one of them has gained the courage to try to Andrew: “I do! She stands tall! Well, as tall as she
bring down prey; the other two hold back and wait to can. She’s pretty short.”
see what happens. The dog’s 2 Effort is not enough to overcome An-
Gameplay now enters Instantaneous time. drew’s now-boosted 3 Resistance. (While
Actions are measured turn by turn in it could use a surge to get 1 WP to
rounds. spend for 2 VP, it’s only got one
Since the dogs surprised surge available. Bill decides
everyone, they act first. to save it for later.)
Bill (the GM) rolls Bill: “The dog just
the lead dog’s at- can’t get a bite in. You
tack. The dog de- do some awkward
votes its action acrobatics as you
stance to Effort duck and weave,
— its slaver- avoiding the snap-
ing jaws open ping jaws. The
wide, ready to dog whines and
clamp down shuffles back.”
with full force. Andrew: “Phew!
Its goal is 12, Thank the Pan-
and Bill rolls a creator!”
5. This yields 1 Bill: “Good team-
Effort, for a total work. You each acted
of 2 Effort (from its pretty selfishly back in
stance). Elfhome, but Tyrzith’s
Tirza’s Body Re- generosity might help ce-
sistance is 1 (from thick ment your troupe’s bond.”
robes). The dog’s bite will Bill puts 1 WP into the troupe
get through with 1 Effort to coffer. This is what we call applause:
spare. Andrew (playing Tirza) the GM claps for the cast’s performance.
wants to boost his Resistance. He Bill asks the players if anyone has an ini-
could try to dodge in reaction to tiative edge. Ian declares that Mouse is using
the dog’s attack. This is a reflexive his Marksmanship perk to gain an initiative edge
action, performed in reaction to with his gun. Since nobody else — including the
an attack, so he can do it even dogs — has an edge, he gets to act first.
though it’s not yet his turn in David: “Hold on there. I’m going to step in and
the initiative order. hit the dog. I want to chase it away before
Andrew says that Tirza will Mr. Trigger Finger here harms it.”
definitely dodge. Tirza devotes Ian: “But I’ve got the edge.”
her action stance to Defense David: “Yes, but Tyrzith is a
(this gives her +1 Defense even if Brother Battle. I can interrupt with
her roll fails). Her goal is 7; she rolls an 11: a miss. a combat action so long as you haven’t acted
Her Resistance is now 2, from her robes and her yet.”
defensive stance, but the dog has 2 Effort — 2 will Ian: “Jeez. Not fair.”
cancel her Resistance and still allow its bite to deliver Bill asks David to describe just what he’s doing.
base impact. David: “Tyrzith strides over to the dog and swings
Andrew does have another remaining option for one of his middle limbs at it.” (Vorox have six limbs.
boosting Tirza’s Resistance: she can use her sole surge Tyrzith stands on two, leaving the other four free.)
to get 1 WP. She can spend that to gain +2 Defense. Bill asks him to roll.
David (playing Tyrzith) interjects: “Hold on. Tyr- David chooses to devote his action stance to Preci-
zith will inspire Tirza.” Tyrzith is a priest with the In- sion: he’s winding up for a backhanded slap. His goal
spiring perk. This allows him to grant someone 1 VP.

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for a Fight-skill strike maneuver is 12. He rolls a 6, a Nydia cancels the dog’s Resistance and has 2 Effort
success that gives him 2 Effort. leftover, increasing her damage by 2.
The dog’s Body Resistance is 1. Tyrzith cancels the Bill: “Your bullet hits, delivering 7 damage.”
Resistance and has 1 Effort remaining. His fist deliv- Nydia: “Do I kill it?”
ers 2 points of damage , plus 1 more for the 1 Effort. Bill has been tallying the damage against the dog’s
David: “I don’t want to hurt him, just scare him. I’m Vitality. It has 10 Vitality but has suffered a total of 8
hoping he’ll take the hint and run. I’ll use 1 Effort to wounds (7 from Nydia, 1 from David). “It yelps and
restrain the damage by 1.” whines as blood spurts from the bullet wound, but it’s
Bill: “He takes 1 damage then.” still up.”
Ian (playing Mouse): “I fry him. I’m shooting him Nydia: “Darn it. Oh, well.” She turns to Tim (play-
with my laser pistol.” ing Oliverus). “Your turn.”
David (speaking as Tyrzith): “Violence shatters the at- Tim: “If I brandish my sword at it, can I scare it
tacker as well as the attacked.” away?”
Ian: “Oh, go preach to a peasant. I fire!” He choos- Bill: “Sure. That would be an influence attempt.
es Precision for his stance, squinting one eye as he I’ll let you use either Impress or Animalia, plus Pres-
draws a bead with his gun’s sight, giving him +2 to ence.”
his goal. His modified goal is 12. He rolls a 16, a miss. Tim does some addition and realizes his goal would
“Damn it!” be 11 if he used his Impress skill or 7 if he used An-
Bill: “Okay, since nobody else has an edge, Ian gets imalia. Obviously, he opts for his commanding de-
to nominate who acts next.” meanor. He chooses Precision for his stance, judging
Ian (turning to Nydia): “Why don’t you take a crack his timing for just the right moment to wave his sword,
at it?” raising his goal to 13, and rolls a 3. It’s a success, earn-
Nydia (playing Vinkur): “Hell yes. That thing is going ing him 1 Effort.
down. I draw my medium revolver and fire.” She de- Bill: “The dog’s Mind Resistance is 0, so you put it
votes her stance to Precision: she’s aiming for a vital into a Spooked state for its next turn. It will probably
spot (and doesn’t want to miss like Ian did). Her goal break away and run into the woods, and the other two
is 14. She rolls a 13, which succeeds with 3 Effort. dogs look like they’ll follow it.”
Bill: “Okay, your shot hits. It’s got a Body Resis- The turn ends, as does the combat.
tance of 1.”

11
Converting from 4th Edition
Initiative: GM Interrupt
All the traits in the streamlined rules are the same as
in 4th edition, as presented in the Character Book,
except for Surge (as noted in the previous chapter).
When a GM uses an interrupt to allow an NPC to

Victory Points = FX
act, instead of paying the player who was interrupted
with 1 VP from the well, that player’s character gets
an initiative edge for the next round (that round only).
The general rule is:

2 VP in 4th edition = 1 streamlined VP, which


you spend for a specific FX: Defense, Effort, Perks
or Precision Below are some suggested rules for converting specific
perks. Refer to the full perk descriptions in the Char-
For example, see the Result chart on p. 27 of the acter Book for preconditions and flavor text.
Character Book. Spending 2 VP on impact gives Clearly, you only need to worry about these special-
you a Good result, spending 4 gives you a Better ized rules if your character has the perk.
result, and spending 6 gives you the Best result. In
streamlined, you’d substitute: ATTUNE FETISH
1 Effort = Good • It costs 1 VP (spent when you choose your action
2 Effort = Better stance) to use a fetish rated higher than your Psi
3 Effort = Best rating.
• Weapon fetish: You can “spend” your movement ac-
Example: The psychic power Brain Blast allows you tion for that turn to instead gain +1 VP to spend for
to spend VP to inflict a state onto your victim. For 2 VP a specific FX; this applies only to the next attack
you could choose Fatigued or Hindered. In streamlined, made with the fetish (although this attack can be
that would instead require 1 Effort. held until a later turn).
• Armor fetish: You can “spend” your movement ac-
tion for that turn to instead gain +1 Defense; this

Resistance
applies only to the next attack made against you.
• Energy shield fetish: You can “spend” your move-
ment action for that turn to instead activate your
All the Resistance values listed in 4th edition are shield against an attack that does not meet its min-
halved (round up). Hence, Resistance 5 becomes Re- imum damage threshold.
sistance 3. • Tool fetish: You can “spend” your movement action
for that turn to instead gain +1 Precision; this ap-
4th edition Streamlined plies only to the next skill roll you make with the
2 Easy 1 Resistance tool.
• If a fetish is destroyed, a new item (of at least su-
4 Hard 2 Resistance perior quality) can take its place after you spend
6 Tough 3 Resistance at least 24 hours with it; you then spend 1 WP to
8 Demanding 4 Resistance seal the bond.
10 Severe 5 Resistance
BANKSTER
12 Herculean 6 Resistance
14 Miraculous 7 Resistance Once per scene per level, as a primary action, you can
give another character an exchange of confidence: a
consenting nod of approval, a thumbs-up, or an “at-
taboy.” They must be able to see or hear you and be
willing to accept your offer. They gain 2 VP to spend
on their action stance on their turn.

12
Example: You take a calculated risk and take out a
RESISTANCE BONUSES loan of 3 WP. You decide to repay 2 of those two turns
later, and then spend the other one while using influence
Halve (round up) any Resistance bonus award- against a local lord. Your insult causes the lord to storm
ed by a perk. For instance, Noble Rank awards out of the room, ending the scene. You have no WP left,
+2 Mind Resistance per perk; this would in- but you owe a 1 WP debt. This results in a -2 penalty
stead be +1 Mind Resistance. on social rolls during the next scene, as you fail to con-
For perks that award +1 Resistance (such as ceal your cold and calculating nature.
Badges of Merit and Valor), this bonus instead
becomes +1 Defense for relevant defensive ac- You might appeal to your troupe to take a WP from the
tions (in the case of the Badges, this would be troupe coffer, but if they say no or if it’s empty, you suffer the
influence defense maneuvers). consequences.

CAN’T YOU TAKE A JOKE?


By the end of the act, they must pay it back by per-
forming an action for your benefit. It can be something Once per act, you can gain prank protection. For the du-
you request (“Please shoot that guard over there”) or ration of the act, you gain +3 Defense against a single at-
something they chose but which clearly squares their tack or influence attempt by a person who has been the
debt to you (such as shoving you out of the way of an butt of your pranks. You can use the bonus a number of
oncoming brute cart). Failure to pay puts the debtor times equal to your level. (At 4th level, you can use the
in the Penalized state until they either pay up, shake bonus four times during the act.) At the end of the act, or
off the state, or the drama comes to an end. once all uses have been made, the protection goes away.

BATTLE SENSE CONDEMN


You gain one bonus surge that can be used once per Once per scene per level, you can remove a declared
act, and that bonus surge gives you 2 WP. type of action effect from someone’s next action. You
drain a number of that FX from the target based on
CALCULATING your level:

Calculated risk: Once per act, you can take out a wyrd Level FX
point loan. You can take an amount of WP based on 1–3 1
your level:
4–6 2
Level WP Loan 7–9 3
1–2 1 10 4
3–4 2 You choose which FX to drain and when to do it.
5–6 3 You might take Precision from their stance and Effort
7–8 4 from their die roll or Defense from their dodge action.
9–10 5 You can’t drain more than they have or gain during
their turn. You can take it at any step in the sequence
You can choose to take less than you’re allowed. of play, but you can’t retroactively drain it. If your
Write down the number of WP you took. You can re- target succeeded in a roll due to a Precision bonus,
pay this loan at any point by putting the amount you you can’t drain it once it’s been used for the roll (but
took back into the well. You can repay using unspent you can drain it before the roll).
WP from the loan or from your own personal pool,
or even from the troupe coffer (should your troupe Example: Manager Carlyle (level 4) Condemns Dame
mates allow it). The WP you spend to gain wyrd ef- Brody. On her turn, she tries to strike him with her ra-
fects, such as favorability on a roll, don’t count toward pier. She chooses Precision as her stance, reinforced by
this debt. her masterwork rapier; she now has 2 Precision. Carlyle
Should the scene end with you still owing any WP, can drain 2 FX. He takes all her Precision.
you suffer a -2 goal penalty to all social rolls (for in-
fluence or defense) for the next scene equal to the The same person cannot be Condemned more than
amount of WP you owe. once per scene.

13
Once the situation is resolved (the battle is over; the
COMBAT SPECIALTIES pursuer has been outdistanced or shaken) or the cur-
rent scene ends, you lose the daredevil coffer.
Convert the Fencing, Marksmanship, and
Martial Arts perks like so: DELIVERANCE
ADEPT, GALLANT, SHARPSHOOTER Once per act, if you take Vitality damage that would
• You no longer need to spend 1 VP to gain one kill you, you can utter a prayer that instead recovers
of your benefits. Instead, choose which one Vitality equal to your highest Force characteristic rat-
you’re using when you declare your turn’s ac- ing plus your level.
tion stance. (If you’re claiming initiative edge,
do that at the beginning of the round.) Example: Sergeant Min’s highest Force characteristic
• +2 goal becomes +1 Precision is Strength 8, and she is 2nd level. When she uses this
• +2 Resistance becomes +1 Defense perk, she regains 10 Vitality.

GUNSLINGER, MASTER, This does not count against your number of allowed
SWASHBUCKLER surges.
• For the bonus primary actions (i.e., honor-
able strike, penalizing strike, etc.), the target’s ENLIGHTENED
Resistance is lowered by an amount equal
to half (round down) of your damage. Once per drama, you gain 1 WP per every 2 levels.

Level WP
DANGER SENSE 1–2 1
Once per scene, as a primary action, you can become 3–4 2
vigilant. While you are vigilant, your instinctual per- 5–6 3
ception is increased by 3. 7–8 4
If you suffer any of the following states, you lose 9–10 5
your vigilance and cannot regain it until you’re no
longer affected by the state: Berserk, Dazed, Dis-
oriented, Dying, Euphoric, Heedless, Mesmerized, FENCING
Reckless, Stunned, or Unconscious.
See the Combat Specialties sidebar.
DAREDEVIL
GAMBLER
While piloting a vessel or craft, you may call upon your
inner calm or chant a prayer to a saint as a primary Once per scene per level, just before you make a roll,
action. Roll Pilot (or Drive) + Faith. Effort generated you can make a bet that it will succeed. If it does in-
from this roll becomes VP for your daredevil coffer. deed succeed, you gain +2 VP. If it fails, your next
You can apply your daredevil VP each turn to ac- action is Penalized.
tions related to the piloting situation at hand or to
defend against attacks that target your vehicle. For GOSPEL
example, you might use it for Precision to avoid in-
coming missiles, as Defense to dodge rubble from a By devoting your action stance to singing a holy hymn,
collapsing tower, or as Effort for getting your engine you can provide “heart” against deleterious mental
to run just a tiny bit faster to catch up to your target. and social states. You must have the Performing Arts
Lore (Song) capability. For each rank you have in the
Example: Captain Marla prays to St. Paulus for Perform skill, one listener is affected. Those affected
deliverance from the pirates pursuing her explorer. She enter a state of Epiphany for the remainder of the
makes her Pilot + Faith roll (13 goal) and succeeds scene, but only so long as you keep singing. (This is
with an 11. This gives her 3 VP for her daredevil coffer, a secondary action, although it’s interrupted if you
which she can use however she likes each turn, so long take damage that exceeds your Endurance rating.)
as it involves flying her ship. They gain +2 Defense to Mind and Spirit Resistance

14
15
against unwanted states. (This bonus combines with refill the coffer. Once you have achieved your de-
most others.) sire, or the act ends without a resolution, the coffer is
dissolved (any unspent WP go away). If, Pancreator
HEDGE FUND forbid, your desire is irrevocably thwarted (your love
dies, the village is destroyed), you are Penalized as a
Once per scene as a primary action, you may create a chronic state until therapy can relieve your passion-
hedge fund coffer. Roll Focus + Wits. Effort gained from ate grief.
the roll goes into the coffer as VP. You may have only one passion coffer at a time.
For each action you take thereafter, remove 1 VP
from your hedge fund coffer and apply it to your ac- INDEPENDENT
tion. Once the coffer is empty, your hedge fund is dis-
solved. (You can’t create a new one until the first one Once per scene, you may exert your freedom from
is gone.) At the end of a scene, if there are any VP left control against a single influence action or an occult
in the coffer, they go away. power. You gain 1 Defense per level against that at-
tack.
IMBUE TABERNACLE
INGENIOUS
A tabernacle acts as a VP bank. You may use VP
“charged” into it to empower your occult powers, so Once per scene, you can reap extra reward from a
long as the item is on your person. Each tabernacle is single successful roll for a primary action: Effort you
either imbued for psychic power or theurgic rites, but gain from that roll can be converted into wyrd points
not both. A psychic can use a psychic tabernacle but like so:
not a theurgy tabernacle, and vice versa.
You charge your tabernacle by spending an hour Effort WP
in ceremony then rolling Focus + Intuition or Will 1 1 WP
(whichever is highest). Effort gained on the roll goes
into the tabernacle as VP. Your tabernacle’s VP 3 2 WP
limit is equal to your current Psi or Theurgy rating. 5 3 WP
(If you have Psi 4, your tabernacle can hold up to 4
VP.) Once a tabernacle’s stored VP has been used Example: Ensign Malone works to befriend a noble
up, you can recharge it with another hour-long cer- at the local watering hole and gets 3 Effort on his roll.
emony. He converts these into 2 WP.
This perk must be gained separately for psychic tab-
ernacles and theurgy tabernacles.
INSPIRING
IMPERIOUS
Your behavior and sermons are an inspiration to
Once per scene, you may, as a secondary action, as- others. Once per scene per your level as a secondary
sume a regal bearing and imperious mien to shield action (even when it’s not your turn in the initiative
yourself from a single influence attempt or occult queue) you can bless someone with 1 VP. This costs
power. You gain 1 Defense per level against that at- you nothing; the VP is generated through mutual
tack. faith, confidence, or the Pancreator’s grace, howev-
er you want to look at it. As your personal pilgrim-
INCITE PASSION age through life gathers steps, your beneficence also
grows: At 4th level, you can grant 2 VP, then 3 VP at
When you incite passion, you gain a number of WP 7th level, and 4 VP at 10th.)
equal to your highest Spirit characteristic (Faith, In- All affected troupe members must be able to either
tuition, or Presence). Keep these in a separate passion see or hear you (and vice versa), although distance
coffer, away from your other wyrd points. doesn’t matter — you can even Inspire over a vid- or
You can draw from this coffer toward the achieve- holo-transmission.
ment of your goal: rescuing your lady love, trounc- Also, once per scene, you can take 1 WP from the
ing your rival, saving the village from evil, etc. At troupe coffer to give to a troupe member without re-
the end of the scene, so long as your passion is still quiring a vote. You can do this even if a vote has pre-
unresolved (your lady love is not yet rescued, etc.), vented that member from taking from the coffer.

16
KEY SIGNATURE tance against influence or occult powers that could
leave them Terrified.
Once per scene, as a primary action, you can sing to
set a tempo for your friends. Those troupe members MARKSMANSHIP
who can hear you each gain 1 VP on their turn for
each round that you maintain your singing. If you en- See the Combat Specialties sidebar.
ter combat or sing for another purpose (such as the
Harmonize perk), the effect ends. MARTIAL ARTS
LONG CON See the Combat Specialties sidebar.

Once per scene, you may open a long-con coffer as a MONEY MANAGER
primary action. This coffer holds 1 VP. For the rest of
the scene, each time you generate Effort from a roll, Once per scene, you may establish a general-funds coffer
your long-con coffer gains +1 VP, up to a maximum to aid your troupe mates and/or associates/employees.
equal to your level. As a secondary action on any turn As a primary action, make a convince roll (Charm +
in the scene, you may apply all VP from the coffer Wits) to demonstrate that your managerial skills are
to a single action and then remove the coffer. If you worthy of their complete trust. The Resistance for this
still have the coffer at the end of a scene, it goes away, roll is the highest Mind Resistance amongst your cho-
along with all its stored VP. You can have only one sen targets (who can choose to put up no Resistance).
long-con coffer at any given time. You can affect one person per your level.
Effort from the roll goes into the coffer and becomes
LOYALTY UNTO DEATH a VP pool; the coffer is then locked. Each turn until
the end of the scene, you can dole out the coffer’s VP
Once per act, you may give a rousing speech in front to other individuals who can see or hear you; they
of your troops or your troupe, urging them to follow can use your funds transfer on their turns that round.
you until death, if necessary. Giving the speech takes At the end of the scene, the coffer goes away. You can
at least one minute and requires a successful rouse ac- have only one general funds coffer at a time.
tion against your units. The Resistance for this roll is
the highest Mind Resistance amongst your unit com- Example: Reeve Malinda Chandra, devoting her
manders or your troupe mates (who can choose to put stance to Effort, establishes a general funds coffer and
up no Resistance). gains 3 Effort on her roll, which goes into the coffer,
Effort from the roll goes into a courage coffer. If the along with her stance’s 1 Effort, to become 4 VP. Each
targets were in your troupe, add 1 Effort per troupe turn until the end of the scene, she can dole this amount
member. The coffer is then locked. Each turn until out to individuals of her choice for use during their turns
the end of the scene, you can dole out the coffer’s Ef- that round. She might give 2 to her bodyguard (who
fort to members of your troop who can see or hear uses them as 2 Effort) and the other 2 to a pickpocket in
you. At the end of the scene, the coffer goes away. You her employ (who uses them as 2 Precision).
can have only one courage coffer at a time.

Example: Commander Chavez, devoting his stance to NIMBLE


Effort, rouses his troupes and gains 3 VP on his roll.
This goes into his courage coffer, along with the 1 Effort When you devote your stance to Defense, you gain +2
from his stance. Two of his troupe mates are among the additional Defense against a single attack against you
ranks; each adds 1 more for a total of 6 Effort. Each until your next turn.
turn until the end of the scene, he can dole this amount The drawback is that you don’t gain this perk’s ben-
out to individual troupe members for use during their efit if you’re wearing combat- or war-grade armor or
turns that round. He might give 1 to a bowman, 2 to a a spacesuit, nor does it apply if you’re wearing any
sharpshooter, and 3 to a troupe member. civilian-grade armor that levies a Dexterity or Vigor
penalty (such as stiffsynth). If you’re overloaded with
Additionally, each ally who is Roused by your speech gear, such as an expedition pack and accoutrements
is also put into the Courageous state. While in this for a wilderness hike, you likewise forfeit this perk’s
state, they are immune to mild fearful states, such as discount.
Afraid or Daunted. They also gain +1 Mind Resis-

17
NOBLESSE OBLIGE PERFECT PITCH
Through spoken decree, as a primary action, you can You can memorize any song, poem, or play after hear-
lend the VP from your action stance to aid the social ing it once. You are able to replicate it after just a few
influence actions of a non-noble character. They can minutes of practice. When you use it in a Perform skill
use the VP instead of you. action, you can spend 1 VP from your action stance
You can do this a total number of times per scene to draw on your memory. Roll 1d20: 1–10 = you gain
equal to your level. Each use lasts for one round, favorability on the roll; 11–20 = the roll is normal.
during which you can divvy up your stance’s VP
among any present non-noble characters in any com- PETITION
bination.
Once per act, a single surge you use awards you 1
PARAGON OF ORDER WP per your Intuition ranks. (If your Intuition is 6,
you gain 6 WP.) However, you must give at least half
Choose a purpose fitting for your chosen order’s rea- of these converted WP to the troupe coffer within the
son for being. Once per scene, if your planned action same round in which you received them. If you don’t
can be tied to furthering your purpose, you gain WP do this, you are Penalized for the remainder of the
based on your Faith rating: scene.

Faith WP PROXY
1–3 1
Once per scene, you can designate someone as your
4–6 2 “proxy” or “champion.” They act on your behalf,
7–9 3 making all the decisions in the arena for which they
10 4 have been empowered (a duel, the agora, etc.). As a
primary action, you can give them the VP you gain
from your action stance. To do so, you must be pres-
ent, within sight and hearing.

18
RESILIENT TAXES
Once per scene, when damage is inflicted onto you, The first time in a scene that a PC or NPC uses De-
you can cancel some or all of it: 1 point of damage fense against your influence attempt, you gain 1 WP.
per your Vigor skill. At the end of the scene, if this WP hasn’t been spent,
it goes away.
SHEPHERD OF THE FLOCK
TEND THE FLOCK
As Money Manager, but you can substitute entreat or
rouse for the roll and it applies only to your troupe or Once per act, you may designate a number of people
to those to whom you directly minister on a regular equal to your Faith as your “flock.” Once per scene
basis. when you are present, any time a member of your
flock uses a surge, they gain 2 WP instead of 1.
STEADY HAND
UNTOUCHABLE
As per Incite Passion, but use the highest Mind char-
acteristic (Perception, Will, or Wits) for your steady- Once per act, you may declare yourself untouchable
hand coffer. The coffer goes away at the end of the as a primary action. For the rest of the scene in which
scene. you declared this, you are “above the law,” figurative-
ly speaking. PCs and NPCs who attack you cannot
STRATEGIC MIND spend VP for Precision or use Effort to improve their
impact. They can, however, still apply Effort to over-
On your turn, you can spend VP from your stance to come your Resistance or use Defense against your
shout some orders to change plans. You may nudge attacks.
an ally’s next die result up or an enemy’s next die re-

Skills
sult down by 2 per VP you devote. This doesn’t affect
the goal number; instead, it affects the actual number
rolled on the die. This perk may only be used against
the same target once per scene.
FIGHT
SWIMMING WITH SHARKS
GRAPPLE MANEUVER
Once per scene, you may take a “loan” as a second- In 4th edition, once you have a hold of your target, on
ary action. When you do so, collect an amount of successive turns you can spend VP to inflict damage
WP from the well based on your Charm, Impress, or or other effects without rolling. In streamlined, you
Knavery skill rating (choose only one): can spend your action’s stance VP for Effort, which
then becomes damage.
Skill WP
1–3 1 COMBAT
4–6 2 RESTRAINT
7–9 3 You can reduce your attack’s basic/weapon damage
10 4 by 1 dmg per 1 Effort.

Place them in a shark coffer. You can spend freely from


this coffer until it is empty or the scene ends. At the end
of the scene, you must return 1 WP to the well. Should
you not have enough WP to pay this debt (whether
from the shark coffer, your own reserves, or the troupe
coffer), you gain the Penalized state. You can pay off
this 1 WP debt at any point; when it’s fully paid off, re-
move the Penalized state. You can have only one shark
coffer at a time and you can’t create a new one until
you’ve paid any debt from a previous one.

19
The Occult ter effects. Simply convert 2 VP to 1 Effort and you’ll
know how much improved impact you get.
Some effects might cost only 1 VP. In this case, it

Activating/Casting a Power still requires 1 Effort.

In 4 th edition, it costs 1 VP to activate an occult Example: For the Laying On Hands rite, you can
power. In the streamlined rules, it instead re- heal 2 Vitality on someone per 1 VP, or 1 Vitality on
quires you to spend 1 VP from your action stance yourself for 1 VP. In the streamlined rules, this is simply
to activate/cast the power. That is, instead of 1 Vitality per 1 Effort, regardless of whether it’s cast on
spending VP for an action effect, you spend it to someone else or yourself.
use your power. (If you’ve got a reinforced or spe-
cialty stance, you can use those extra VP however
you like.)
The same is true for powers that allow you keep the Wyrd Force
power active per turn by spending 1 VP. Since attack properties are weaker in the streamlined
rules, it’s best to just leave wyrd force out of the game.
Example: Lifting Hand allows you to keep the
power going by spending 1 VP. Moving your lift-
ed object then only requires a secondary action on Psychic Powers
your turn; your primary action can be used for
something else (such as trying to command some- CRUSHING HAND
one or shooting them). However, you must spend 1
VP from your action stance to maintain Lifting See the modified rules, above, for the Fight-skill grap-
Hand. If you have a reinforced or specialty stance ple maneuver.
(gained at levels 3+), you can use the extra VP to
modify your primary command or shoot (or what- FAR WALL
ever) action.
You get one shield activation plus 2 per 1 Effort you
apply to impact.
ELEMENTAL POWERS/CHARISMS
In 4th edition, these don’t require rolls, just VP ex- Urge: The Dark Twin
penditure. In streamlined, you can either spend 1 VP When the Dark Twin first awakens or is brought forth,
from your stance to activate an elemental power or it gains 1 WP, as if it just used a surge. It henceforth
substitute your move action (i.e., you can’t move while has its own wyrd-point pool that persists even when
activating). it’s dormant. You cannot use your Dark Twin’s WP,
but it can sometimes use yours. (Exception: You can

Occult Impact make a “deal with the Devil”: use 1 WP from your
Twin’s bank; this awakens the Twin.)
In 4th edition, you spend VP to improve your impact. You can resist your Twin’s Urge power by spending
In the streamlined rules, you apply Effort. The con- 1 VP from your stance. This cancels its power before
version rate is as listed above (under “Victory Points = it can take effect.
FX”: 1 Effort stands in for 2 VP).
This is especially true with occult powers, where SPIRIT DRAIN
many of the really good effects require improved im-
pact. The default impact is stated in the power de- The Twin attempts to drain your wyrd points to add
scriptions, as well as how much VP it costs to get bet- them to its own pool. 1 WP per 2 Effort.

20

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