Sei sulla pagina 1di 52

Contents

Section One: Suzerain, page 2.


Section Two : Characters, page 6.
Section Three : Basic RuleS, page 18.
Section Four: Advanced RuleS, page 30.
Section Five: FeatS , page 36.
version: 2.080506

Credits What Is This?


Every so often we tweak our books to
make them even better. If you’ve bought
Original Words: Miles M Kantir. a PDF version you’re entitled to free
updates for as long as we’re developing
Final Words: Zach Welhouse. that edition. It’s all part of the Talisman
promise!
Editgin: Genevra Harker.

Additional Development: The stalwart v2 play-testers over the years (Kath Banks, Alan Bundock,
Genevra Harker, Liz Hill, Brian Kendrick, Norman Smith, Philip Tweddle, and Tracy Willis).

Art & Design: Aaron Acevedo and Jason Engle.

Aaron’s Sanity Control & Muse: Jeannine Acevedo.

Additional Design and Illustration: The awesome talents of Sean Farrow, Matt Gould, Kevin Ranson,
Charlotte Ronald, Hannah Taylor, and Damon Wilson-Hart.

Technical Guru: Alan Bundock.

An extra thank you goes to the Suzerain v1 team (Kev Eddy, James Elmslie, Matt Gould, Dave Hankins, Andy Jackson, Laura Jackson,
Brian Kendrick, Brent Link, Damian Miller, Charlotte Ronald, and Hannah Taylor). Seven years on and I still love what you did with
Suzerain. Anyone who has one of those slip-cased limited-edition beauties is a really lucky person. It was a great book and a really
fun game. This one’s for you guys.

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

1
2
A Universe
In Gaming

Disclaimer
Suzerain is a fictional depiction of our universe. Any resemblance between any proper noun we come
up with and any real person/place/whatever is purely coincidental. By the same token, the book you
are reading is a game based on a fictional depiction of our universe. It is not reality. The director
sets a scene in a fictional realm and the players play characters in it. Repeat after me, “I am not my
character. I cannot do the things that my character can do because he is a fictional character in a
fictional universe.” Don’t try to fly just because your character can fly. Don’t kill anyone just because
your character is a master of the Scottish claymore. Roleplaying is meant to be fun, but comes with
serious responsibilities.

We would also like to explain that Suzerain is our take on reality with mythological and magical
elements. It depicts religions and mythologies with a twist – that is to say, differently than a true believer
might see them. We mean no disrespect if you are such a believer but ask you to respect our right to
our own interpretation.

Thank You
It is our pleasure to present these roleplay rules to you, and we would like to thank you for taking the
time to read them and use them. The Suzerain universe is a gateway to wondrous adventures and a lot
of fun. We hope you enjoy it as much as we do. We also like to hear from fellow Suzerain gamers – if
you have anything you would like to say to us, then you can do so at:

hello@talisman-studios.com

4
What Is Suzerain? live in the heart of the Maelstrom, able to shape
Pulse into realms of their own design. They
are the gods that man has known throughout
Suzerain is an ancient word meaning ‘master’
our history. But because the Maelstrom is
or ‘overlord’. It is the name we have chosen
outside of time, they are also the gods we will
for this vivid vision of the world that you’re
know in the future. Zeus and Odin have their
reading.
homes here, as do the Archangels and the
great spirits of Pure Science.
Suzerain is planet Earth, spinning through
space, sunrise to sunset over thousands of
Suzerain games can be set in the modern
years. It’s Joe the ex-Army driver hauling top-
day, historical settings or in speculative zones
secret cargo across the Bay Bridge in his 18-
outside either. Most anything is possible using
wheeler. It’s also Eric the Bjornserkr pillaging
this one rulebook. Swashbuckling adventures
the coastal villages of Anglia in his longboat
based around stopping the rise of an ancient
with the smell of fresh blood on the wind.
jungle god can sit side by side with ninja
It’s also Rica the mantis engineer repairing
androids fighting for their cyber-shogun in a
an organic habitation module 3,000 meters
22nd century city complex. The only limit is
under the ocean.
the collective imagination of your group. No
lie. We’ve rigorously tested Suzerain in every
Most importantly, Suzerain is about having
conceivable genre, setting and combination
fun with interesting characters in amazing
thereof. It’s all been done, dudes and dudettes.
settings and a chance to create colorful
Don’t let that stop you!
stories with your friends. This book has the
rules necessary to enjoy any of the published
As a final consideration, Suzerain has been
Suzerain settings as well as those of your own
designed with elegant rules which allow
creation.
for an accurate representation of any action
a character may want to do (again, we’ve
tested… 120 man-hours with the 10-foot pole
alone), but don’t get in the way of the many
What Makes Suzerain play styles out there. The rules’ simplicity is
also good news for newcomers to this game
or to roleplaying in general; there are a lot of
Unique? game systems out there, and we hope to cut
down on the confusion. On the other hand,
Our physical world has a parallel one, veterans and experts with reams of fine games
separated by limitless metaphysical expanses. already under their belts won’t be lumbered
This spirit world has existed as long as human with typical rules-light “How-do-we-resolve-
sentience or, if the legends can be believed, that?” problems. You want crunch? We have
even longer. History wasn’t so precise in those that too.
days, you see.

In a far-away corner of the spirit world’s What’s In This Book?


ancient geographies is a place called the
Maelstrom, formed of pure Pulse. The Pulse In short, lots of wholesome gaming goodness.
Of All Things is the source of energy that We’ll introduce you to how Suzerain works,
flows through all living beings and provides how to create a character, and how to handle
form to the spirit world’s inhabitants. In our the things that your character wants to do. All
world, it’s the source of what has been called that in 48 pages. Furthermore, we’re proud to
magic. support Suzerain on line, and you’ll find all
manner of useful material like blank character
The most powerful of those who dwell in the sheets and weapon lists in the Treasure section
spirit world are manifestations of the massive, of our website: www.talisman-studios.com.
eternal sentience of the universe itself. They

5
6
Character Creation Basics never knew he had. Hero level characters and
their ilk will be ready when the time comes, but
until then you should focus on being the best
When you create a character in Suzerain you
representative of the noble Standard that you
gain complete control of who he is and what
can be.
he does. Your decisions will guide his life and
shape him into a narrative force to be reckoned
with. As he participates in important events and Where To Start
guides them with his decisions, his personality
will branch out and intertwine with the rest To take part in any of this, you’ll need a
of the game world. That can be quite a rush, character. That’s easy enough, right? Take your
especially for first-timers. Ask any gamer about favorite wrestler or anime heroine, slap on a
their first character, and you’re likely to get a rocket launcher, change the hair color, and
story matched in its passion only by its length. you’re done. Alternately, you could discuss
Does that sound satisfying? Read on. If not, read with the director what type of story you
on anyway. You might be surprised. want to experience, take her intentions into
consideration, and craft a character who fits
From this point forward you’ll be given tools seamlessly into the plot. This isn’t to say that
to create a character who will stand up to pre-established characters can’t be mined for
basic tests of believability, within your game’s inspiration or quirks, but we’re talking about
setting if nowhere else. We can’t promise that your story, so try doing it your way.
Thorvald the Barbarian will fit a game of French
Revolution intrigue like a glove, but he should A Suzerain character sheet is where all
be fine running the steppes of a forgotten age the salient details of your character go, to
or celebrating victories over his foes with a remind you in the heat of the game who he is
haunch of meat in each hand. He’s a good guy, and what he can do. There’s room for all the
Thorvald. personal details, such as his name, age, his
background, and whether he’s in fact a she.
In this text, we’ll be referring to all characters See the Treasure section of www.talisman-
as ‘him’. If you’re creating a woman, that may studios.com for a sample character sheet.
seem a little weird but it’s just a convention to
save space in the book. Similarly, we refer to the There’s also space for the key statistics that
director as ‘her’ throughout, but men can do the define him as a character: his Strength and
job just as well. Willpower, for example, as compared to
other people. 0 is an average score for a
The Suzerain rule system gives you rules for human, and each Standard level person
designing characters and deciding how they do is ranked from –5 to +5. Other things
the things that they do. Since stories call for all you’ll find on the character sheet include
sorts of heroes, we’ve bundled them into four his physical, mental and spiritual Health,
broad packages for ease of use: Standard, Hero, his Pulse, and his Karma (all of which are
Demigod, and God. This book only covers described in due course).
Standard level characters, although one look
at the available feats should reveal that they’re Finally, there is room for the things that
anything but. It’s just that they’re not Hercules, make him special, his ‘features’ (referred
y’know? to as feats for short, since they will pave
the way to mighty feats indeed).
Characters may, with experience or good
fortune, become a more powerful character type To create a character, first take a blank
– indeed, watching where a character goes from character sheet and think of a suitable
the start of his story is one of the many cool parts background for him, including his
in the game. You may think that you have his name. There can only be one ‘man
exploits planned out in advance, but then a twist with no name’ and in most games
in the story pushes him to discover skills that he even one is too many.

8
Naming problems aside, simply follow these those numbers. Decide upon a name, gender,
steps to victory: and physical sketch for your character. His
homeland and background may have special
• Discuss the game with your director
rules, depending on what campaign setting
and the other players.
you’re using. What are his likes and dislikes?
• Decide upon personal details. Does he make a habit of going on high-stakes
adventures, or is this his first time?
• Assign up to 50 points of abilities.
It isn’t necessary to have a character’s entire life
• Assign up to 50 points of feats. story prepared before the first scene of play, but
spending a few minutes deciding what makes
your character tick can be the difference between
an eminently forgettable stack of numbers and
a memorable hero whose exploits will ring out
Pre-game Planning for generations. As an added bonus, character
backgrounds act as a clue to the director as to
You’re Tiberius Blade, a tough-as-nails bounty what sort of adventures you are interested in
hunter who doesn’t take anything from anybody exploring. If a large portion of your history
except their body parts. He’s loaded down with revolves around being chased by a shadowy
cutting edge technology from the Cosmic Forge criminal syndicate, chances are they aren’t going
and ready to use it on anybody who gets too to give up on you once play begins.
close. Furthermore, he’s an orphan who trained
his feelings into a little box which he summarily Example: Bill is looking to make a character
executed. That’s cool. Trouble is, everybody called Joe for Ashley’s upcoming game. Ashley
else in your group is interested in portraying has been hinting at the game’s plot for several
weeks, and Bill has learned that it will take
urbane senators engaged in curtailing the worst
place in modern-day America. Furthermore,
excesses of the corporate oligarchy while saving his character shouldn’t be tied to one location.
their disintegrating social lives. Unless you’re all With a bit of thought, he sketches out these
excellent negotiators, you’ll feel left out during notes: “Joe is an ex-Army trucker, who makes
their debate sessions while they’ll want nothing his living hauling cargo around North America
to do with your extended killing sprees and ‘no questions asked’. He’s a tough loner, strong
monologues on the Way of the Warrior. and self-sufficient but quiet around people –
generally he prefers to watch and listen rather
Your character is, without a doubt, your creation. than being the center of attention.”
However, the game belongs to everyone involved.
By working with the other players to set up Karma
enjoyable connections before the game begins,
later interactions will become so much easier. No matter who or what you believe in – be it
This can be as simple as realizing that in order God, Science (with a capital S, and sometimes
to break into the top-secret government facility even an exclamation point), or your superiors
you will need an electronics expert, a smooth- in a shadowy organization, there are ways of
talker, some physical muscle, and a getaway measuring how well you’re doing. The universe
man. Alternately, it could mean that your young understands these “brownie points” as Karma
android, lacking in worldly experience, needs (often shortened to just ‘K’). Since your character
someone else to take on the role of the grizzled didn’t spring from the void, fully formed, you
father figure. will receive Karma to purchase abilities and feats
(more on those below). Any unspent Karma at
Personal Details the character generation stage becomes general
Karma the character keeps for later use, marked
Before you get to the mechanical side of character as Current Karma on the character sheet.
creation, you’ll need to create a skeleton to hold

9
As your character experiences fantastic • Draw another card to add to his current
adventures and responds to the world’s action check total. This cannot be used
challenges, he will gain additional Karma. This to prevent a disaster and can only be
can be saved and redeemed for valuable prizes done once per action. (See later for
(abilities and feats) or spent during crunch more on disasters.)
time for a variety of heroic effects. Character
development is covered in detail later on, • Draw another card to subtract from any
but it’s a relatively simple process for your opponent’s action check total where the
character to build his strength up, research the action is directed at him and is not an
finer points of artillery use, or get that hotline extraordinary success (again, see later
to his god that he’s always wanted. for more on these). This cannot be used
more than once per action.
All of the Karma in the world isn’t going to be
very helpful if you can’t survive long enough to • Pay up to 25 Pulse towards the cost of a
pour it into training. Fortunately, the universe power or a power’s upkeep (you guessed
loves a hero. Karma may be spent in-game to it… we’ll be talking about powers later).
achieve extraordinary luck (or to help fulfill the Again, this may only be done once per
character’s destiny, depending on how you look use of a power.
at it). Characters may use a point of Karma at
any time to achieve any of the following effects. • Additionally, Karma points can be
If the character wishes to use Karma a second used as a special currency between
time in the same session (we assume sessions the players and the director. Any time
will last about four hours), it will cost two that a player has a slick idea that isn’t
Karma instead of one (the traditional notation exactly covered by the rules, using
for this is 2K). The third use in the same session Karma points to grease the wheels of
costs 3K (three Karma), and so on. fate can create strange coincidences.
Say that a particularly loathsome
• Negate two Health levels of lethal damage, enemy is escaping, and a player decides
or four levels of any type of stun damage. that if only there were a nearby ladder
This must be announced at the time the (or large sheet of glass, or a hot air
damage would be applied to the character. balloon), he would be able to continue
This may only be done once per wound. the chase. If the director believes that
It can be applied to any type of wound – such an addition would help the story, a
physical, mental or spiritual. point of Karma is all that it takes. More
extravagant requests require larger
bribes that function in the same way as
spending multiple Karma per session.

A good time to exercise this rule is when


a character looks foolish or unheroic to the
detriment of the story. Occasional setbacks
are acceptable, but nothing’s worse than a
failed action that sinks the entire session’s
fun. Remember, the characters are at the
center of an epic tale. Fate and the forces of
drama should be on their side — at least a
little.

These are the basic uses for Karma. There


are a number of feats that create new options
for spending Karma, but they’re primarily
for ‘Hero’ and ‘Demigod’ level characters.
Also note that points in a character’s Karma

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

• Upgrading +1 to +2 costs another 10K while


Physical downgrading –1 to –2 adds another 10K
• Constitution: A character’s physical • Upgrading +2 to +3 costs 15K more while
durability. Used for long-distance running downgrading –2 to –3 adds 15K more
and withstanding wounds.
Once you’ve spent your character’s Karma, any
• Strength: A character’s raw, physical power. unspent points are added to your character’s Karma
Used in heavy lifting and arm-wrestling. pool on his character sheet.

11
Example: Bill continues the process of fleshing below zero. Think of it this way: if there’s
out Joe. He assigns –2 in Presence (Bill’s quiet one ninja in the scene, you’re going to be
nature means he doesn’t make a big impression in for a tough fight. He’ll be flipping all
when he walks into a room, and he wants to over the place chucking smoke bombs,
reflect that aspect of himself in this character). dodging bullets, and probably pulling
Wanting to try something different, Bill then off some crazy magic that you can’t even
decides to give Joe –1 in Willpower. Sometimes pronounce. If you’re going up against ten
being a little impetuous can add action to the ninjas, they’re probably not key characters
game, and Bill feels challenged by the role. Going and just henchmen to a bigger, badder
to –2 Presence, he adds 15 Karma to his pool. –1 enemy. You don’t want to spend forever
Willpower adds 5 more Karma, for a total of 20 getting rid of each one.
extra Karma for his initial 50.
At negative Health of any type, the
Therefore, Bill has 70 Karma to spend on character suffers a penalty to all actions
defining Joe’s good points. He spends them equal to –1 for each negative Health
to make his Constitution +3 (30 Karma), his level. It’s hard to focus on talking pretty
Strength +3 (30 Karma), and his Wits +1 (5 or cracking a tough security system when
Karma). That’s 65 Karma used up pretty quickly, your body’s been turned to hamburger.
and Joe’s right where Bill wants him for the time Likewise, finding the energy to participate
being. After noting the last 5 points under the in heavy lifting is more difficult if your
Current Karma heading on his character sheet, confidence has been shattered. Upon
Bill moves on to the next step. The Current reaching the negative maximum in lethal
Karma will be important once the game starts. damage, a character is dead. He may live
on for a few minutes to share his dying
Health secrets (or if the damage is mental, gibber
strange prophecies in a forgotten tongue),
In the course of your adventures, you’re going but he’s beyond any means of healing by
to run into some high-energy situations. Look then and will breathe his last as soon as it’s
away for a moment, and you’ll be transported dramatically appropriate.
to a new world of hurt. That’s why Health is
so important. Every character has a Health A character’s Willpower-related Health
rating that represents the maximum amount reflects his clarity of thought and strength
of punishment he can absorb before being of intellect. As it drops, his focus cracks
incapacitated (and how much lethal damage he and it becomes increasingly difficult to
can take before dying!). For physical damage this think straight. Spiritual Health indicates a
is marked on the Health bars you’ll find under character’s poise, elegance, sophistication,
the Constitution ability on a character sheet. For and standing in the eyes of others, as well as
mental Health the bars are under Willpower, his spiritual confidence. As he loses spiritual
and for spiritual Health they’re under Spirit. Health, he becomes increasingly flustered
and foolish-looking, until he can’t remember
The maximum punishment a character can which words go where. At negative levels of
take in each category is equal to five points of mental and spiritual Health, as with physical
Health plus the resilience ability: Constitution, Health, a character incurs negative action
Willpower, or Spirit. Players’ characters and modifiers as his sense of purpose wavers. It is
the most important extras who they encounter rare to die of mental or spiritual damage, but
also get an extra ‘key character bonus’. They can not impossible.
take negative damage equal to their maximum
positive score because they’re just that important Pulse
to the plot. If a character or key villain has
Constitution +2, his maximum physical Health The Pulse of All Things (or Pulse for short)
is 7 and he can stay in the action until –7 physical means a lot of different things to a lot of
Health. Mooks, red-shirts and goons have an different people. Those who understand it best
easy 5 Health in all categories, and cannot go know it as a bio-spiritual energy constantly

12
binding and defining each object. Even those who are low on Pulse feel as if their biorhythms
the eggheads can’t explain why it works are out of synch or that they’re not as in touch with
beyond that, but its effects are hard to the fundamental flow of the universe. There isn’t a
miss. Basically, each spirit or soul has mechanical impact to this, but it does suggest ways
a reservoir of Pulse that can be drawn to explore the psychological side of cool powers and
upon for a number of flashy effects. supernatural effects. A senior wizard hopped up
There are different ways to become on decades of accumulated Pulse charge can be an
attuned to your Pulse, each one centered unpredictable force to be reckoned with, especially if
on different ends and means. threatened with sudden withdrawal symptoms.

Pulse powers vary from world to Current Pulse can never go negative. If an effect would
world. In one land there are witches ever reduce a character’s Pulse below zero, every ten
and shamans, tapping their Pulse negative points or part thereof is instead converted
through study of books that smell like into 5 points of spiritual stun damage. A character
slime and old hair. Elsewhere, Pulse is may intentionally fuel powers this way, but the strain is
accessed through cybertech implants quickly liable to overdraw his reserves. If the character
or direct prayers to the gods. Pulse becomes incapacitated from negative spiritual Health
powers are available to a character at and continues to lose Pulse, he will begin to take lethal
Standard level, become common at spiritual damage. We’ll discuss this more later on when
Hero level, and define the very nature we look at damage and death (everyday concerns for
of a character at Demigod level. all adventure-seekers).
Individual Suzerain setting books
will cover the options in each world.

A character’s maximum Pulse is 25


plus 5x the sum of his Constitution,
Willpower and Spirit. Therefore
because Bill’s character Joe has
Constitution +3, Willpower –1, and
Spirit 0, he has a maximum Pulse of
3-1+0=2 x5=10 +25=35.

These points are temporarily used


up when a character uses powers
or supernatural effects, but may
be regained through rest, sleep or
meditation. Meditation recovers
10 Pulse per hour, while sleep
restores 10 pulse per hour after
the first. Non-sleep rest, being
more strenuous, restores 5 Pulse
per hour. Only total rest will do
because refreshment takes time.
Making any sort of action check
during the recovery period will set
your Pulse glands out of whack.
Or something. There’s no Pulse
recharge for that hour.

Pulse use is accompanied by a


momentary high as the spiritual
energies of the universe rush
through their wielder. In contrast,

13
Feats Next, as with abilities, players distribute a pool of
50 Karma between feats. The Karma cost/gain for
different feats are detailed in the feat descriptions.
Being strong and smart is all well and good –
While you’re checking those out, remember to
perfectly commendable, and helpful in many
take prerequisites into account. During character
situations. It’s not really exciting though, not on
creation Knowledge and Influence feats bypass the
the same level as martial arts skills and flinging
prerequisites to represent ideas and connections
fireballs. Feats add detail work to the broad,
picked up along the way, all other prerequisites
defining strokes of abilities; they represent the
need to be met.
qualities that set a person noticeably apart from
the flock. This could be anything from prize-
It’s worth noting that the Standard mind, being
winning academic knowledge of a historical
limited in scope, is also limited in feats. Standard
period, access to a loose-knit ring of spineless
level characters cannot have more than thirty
informants discovered while working for a crime
feats in total at any time, excluding his homeland,
lord, or the years of practice necessary to shoot
background, basic race (human for most of us, but
the wings off a fly. The feats that all Suzerain
not necessarily depending on your game setting),
characters have access to are listed at the end of
possessions and any negative feats. Those all get
this book.
listed on the first section of the character sheet
rather than the main Feats area.
Each feat has its own rules, and probably some
prerequisites as well before it can be added to
As characters increase in cosmic understanding
a character. Some feats help the character to
and importance, they gain access to a larger
perform a specific action while others allow
capacity for feats. That way characters are
the character to attempt actions that would
encouraged to focus on their strengths in the
otherwise be out of his league.
early stages of their adventure, but aren’t limited
as they require more tools. No one can blame you
Each feat has a Karma value and an associated
for being less than a god during your early days;
cost; most are positive but negative feats are
it’s even a good way to gain allies. Teams can
also out there. Positive feats cost an amount of
form from a shared history or shared goals, but
Karma equal to their value, and negative feats
they can also spring from necessity. Nobody can
add a similar amount of Karma to the player’s
do everything, so it’s worthwhile to find some
pool. As you’d expect, high values are connected
friends who can... as a team.
to extreme effects. If you want to spit in the
universe’s eye on a daily basis instead of once in
Each feat is bought individually, and most can
a blue moon, expect to pay a higher price.
be upgraded to a higher rank for greater benefits.
For example, what if your character wants
During character creation the combined value
Acrobatics (Rank 2)? This requires Acrobatics
of negative feats may not add any more than 15
(Rank 1) which costs 1 Karma. The upgrade from
Karma to the pool. When kept reasonable, a
(Rank 1) to (Rank 2) costs another 2 Karma.
few flaws can mix things up a little with internal
Both the feat and the upgrade are paid for giving
obstacles as well as external. Too many though,
a total cost of 1+2=3 Karma. If your character
and you’ll be playing a tragedy rather than an
wanted Acrobatics (Rank 3), then it would need
epic.
a 3 Karma upgrade. You would need to spend
1+2+3=6 Karma in total.
Before spending Karma or taking negative
feats, you should take note of certain free feats.
Once a character has transcended beyond his
Each character gets a background feat and
Standard origins, he gains access to new and
homeland feat appropriate to his history. If you
powerful feats that allow him to do things far
don’t have access to any Suzerain setting books,
beyond the reach of normal men. We don’t want
these are just descriptions with no game effects,
to give anything away at this point, but… mind
but they still ground your character in a place
bullets.
and culture. Your starting character also gets
Beginner’s Luck to make sure that you have
some leeway while trying him on for size.

14
Example: Bill is ready to flesh his character
out with some unique features. Joe is defined
Character Development Over
by his strength and resilience, so Bill chooses to
give him Strong Body (Rank 3) and Endurance Time
(Rank 3). His high Constitution and Strength
allow him to meet the prerequisites. The cost for Now that you’ve created your character and play is
each is 6 Karma; that’s twelve down, thirty-eight about to begin, you’re set forever, right? Probably not.
to go. While one-shot sessions are a lot of fun and can explore
some areas of the Suzerain universe, we’re assuming
Next, since Joe’s a trucker, Bill decides that you will use the same character over multiple
Knowledge – US Geography (Rank 3) would sessions. During this time, he will see and do a lot.
make sense, and since he’s an Army veteran so There’s something satisfying in being an unchanging
does Knowledge – US Army (Rank 2). While archetype, but it can get a little boring after a while.
Joe doesn’t normally have the Intelligence for all Just like real life, your character will continue to
that, Knowledge feats gained as part of character encounter surprises that will shape his reaction to the
creation ignore the normal prerequisite. This is world. From these events, your character will expand
stuff Joe’s learnt over years in his job. The cost for his capabilities and possibly even take on aspects that
those feats is 6+3=9 Karma in total. you never would have expected. Or not. Kill some
orcs and have some fun. Not every game needs (or
Similarly, Joe gets Influence – US Army indeed cares for) the emotional breadth of a coming-
(Rank 2) at a further cost of 3 Karma. His old of-age novel.
quartermaster is still a close friend and helps
Joe out sometimes, especially when it comes If all goes well, your character will pick up a goodly
to getting the occasional bit of military grade amount of Karma over time, which he can use to bulk
firepower. However, Joe’s not the richest of men. up his abilities and feats. We recommend directors
He only has a little money available to him; award about 10 Karma to each character per session.
Bill represents this with Income (Rank 1) and This may happen at the end of any session or before
Resources (Rank 2) for a total cost of 1+3=4 play begins, depending on whether your director
Karma. decides there was an opportunity to get trained in the
interim, whether the character was actually learning
So far Bill’s spent 28 Karma. It’s time to give Joe from the experiences of the session that’s just passed,
a few skills to get him going. Perception (Rank and how edgy everyone is to get into the meat of the
2), Ranged Combat (Rank 2), Drive (Rank 2), story.
Tactics (Rank 2), First Aid (Rank 2), Heavy
Weapons Training (Rank 1), Explosives (Rank
1) and Diplomacy (Rank 1) all seem reasonable The following terms get used in Suzerain
skills for his background. Each (Rank 2) skill to break down the abstract flow of time
costs 3 Karma, plus 1 Karma for each (Rank 1) in the game:
skill, adding 18 Karma for a total so far of 46
Karma. A ‘scene’ lasts for as long as characters
are in the same location doing the same
Joe has 4 Karma left, and Bill looks at other sort of thing. A ‘session’ is assumed to
interesting feats to round out Joe, finally settling last for about 4 hours. A ‘story’ is a
on Spiritual Fortitude (Rank 1) for a little help series of sessions following one plot to
on Bravery checks and Keen Eyesight since conclusion and is assumed to last for
Joe’s good at spotting things he can use to his about 5 sessions. A character’s career
advantage using his tactical ability. That’s all 50 may be one campaign made up of
Karma gone; Bill notes the free Beginner’s Luck multiple linked stories, in which case
feat and considers his character complete. Any you can think of a story as a chapter
Karma not used at this stage would be added to of the epic that you’re writing for your
the character’s Current Karma on his sheet, but character.
Bill used all 50 points.

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

16
Forming A Team
While you can play Suzerain as a lone wolf style
game involving one player’s character and the
director, most games use two or more players
and their characters. They form a team, and use
their unique mix of skills to progress through the
story toward a common goal. They don’t always
need to be holding hands or see eye-to-eye on
every issue, but being able to work together is
what separates us from the animals. Except for
the ants. If they get involved, you’re in trouble.

One benefit to the team structure is that the


characters are familiar with each other and have
enough of an understanding to work together. To
represent this bond, the players should decide on
a team leader and an (optional) combat leader.
When things get hairy, they know where to turn if
they want to get out alive. Even if the team leader
doesn’t have everyone’s respect, he has something
that keeps them listening. The character with
the best Leadership feat is the natural choice for
team leader, and the best Strategy or Tactics is
recommended for combat leader, but it’s up to
the characters to decide between themselves:
maybe the wealthiest character gets to be team
leader because his father paid for their base.

Outside of the story, the team leader helps the


director organize the other players and rouse
them from endless waffling. In a situation that
calls for a clever plan, ideas can fly around the
table from all directions until they’re going in
circles. Eventually, the team will need to put the
pedal to the metal and make a decision. That’s
where the leader earns his keep.

The team leader gains a +2 modifier when using


his Leadership feat while the combat leader gets
+2 to Strategy and Tactics checks. Anyone else
using those feats does so at a –2 penalty. Either
role can be handed over through a one-minute
automatic action requiring the whole team to be
present. In accepting the mantle of leadership,
the new leader must spend one Karma to validate
the process. Rousing pep talks are optional, but
strongly encouraged. Mark the leadership as a
feat called Team Leader or Team Combat Leader
as appropriate. When first assigning leader(s) to
a team of new characters there is no Karma cost.
It’s another freebie for the newbies.

17
Section Three:
Basic Rules

18
Action Resolution Taking An Action
Now that you have a character, it’s time for him Bill’s new character Joe tries to climb a wall.
to pack his bags, head out the door, and take on Does he succeed? If success and failure don’t
adventures that will resonate throughout the ages. have interesting outcomes attached, don’t bother
Eventually, circumstances will conspire so that drawing a card: it takes time away from the time
you don’t know whether you’re going to succeed that Joe could be climbing interesting walls and
or fail at researching an opponent’s weakness, it bogs you down in minor elements of the story.
impressing onlookers with your baccarat skills, Add some terrorists to the bottom of the wall or
or leaping over a chasm inhabited by burning a prize to the top though, and suddenly drawing
sharks. This is where our action resolution rules a card takes on some importance. At that point,
spring into the fray. At its core, the Suzerain the following sequence explains what you need
system is very simple, but you can drill down to to do: draw a card to get a random number, add
great detail when necessary… for instance, when the appropriate ability modifier and any feat
a life-or-death fight starts. All you really need, modifiers, and apply any modifiers the director
though, are these simple rules. decides are appropriate for the situation. The
more difficult the task, the higher a negative
When making an action check for a character, modifier the director will assign to the task.
you have to randomly generate a number to
determine whether the action succeeds or not. That is to say:
To do this, draw a card from the play deck, which
is a regular pack of cards from which you have Random Number +/- Ability and Feat Modifiers
removed the court cards (jacks, queens and +/- Situation Modifiers
kings) except the King of Hearts and Queen of
Spades, for a 42-card deck in total. Aces count This is called making an action check. If the
as 1s. The king is called the ‘Boom’ because he total is 8 or higher then it’s a success. The more
helps your actions explode into something bigger you exceed this target number, the greater the
than you hoped. The Boom is considered an character’s degree of success.
exceptionally good result - he acts like a 10, but
you add another 3 to the total. The queen is called Note that the maximum combined modifier for
the Doom meanwhile, and is an exceptionally ability, feat, and situational modifier is +6 (called
bad result - she acts like a 1, but taking 3 off the the total modifier). If they would add up to more
total. Dooooooooom to you, if you turn her over than that before adding the random number, then
for one of your actions. ignore the excess. While this may seem limiting,
it allows for quicker, more exciting draws as
If you draw a 1, the action automatically fails and well as the dramatic chance for failure. Anyway,
a disaster may have occurred; draw a second card if you’re too cool to risk a little misadventure,
and see ‘Extraordinary Success/Disasters’, below. there’s always the Rule of Seven to ensure that
your master tightrope walker won’t die from
If you draw a 10, then draw another card. The slipping on an orange peel and whanging his
result of the second card is added to the first. If head on the tub.
another 10 is drawn, then no further cards are
drawn. In this way, a character has a chance The Rule Of Seven: If the total modifier for an
to pull off some impressive stunts, even when action would be more than +6, you can opt to
his skills don’t necessarily warrant the success. take a basic success rather than drawing a card.
Better yet, as we mentioned above, if you draw It’ll be the equivalent of an action check total of
the Boom as your first card then it counts as a 10 8: steady, confident, and risk-free.
but adds another +3 to your total. This increases
the chance of an extraordinary success (see below Example: Joe needs to climb to the top of a short
for more on both extraordinary successes and wall to prove to his old Army commander that he
disasters). still has it in him. The director decides that the
most appropriate ability is Strength, which Joe
has at +3. He also has three ranks of the Strong

20
Body feat, which gives him a +3 feat modifier to significantly changed. After all, it can get pretty
climb actions. The director rules that there are no silly when a team is so paranoid that they start
specific situation modifiers. Joe’s player draws a using lines like, “We didn’t find anything before,
4 for a total of 10 (3+3+4). This beats the target but let’s look again just to be safe”. Concern’s
number of 8 by 2, giving him a success with two important, but so is doing the job right the first
extra successes. More on that later. time.

Impressed as he is, Joe’s old commander wants However, let’s say that a collection of academics
to see how Joe will react in less than favorable and idle rich are rifling through the old mansion
conditions. Spraying the wall down with a hose, of the recently deceased and slightly spooky
he asks Joe to try again. Because of the slick Zebediah Algernon Braithwaite III (Junior), a
surface, Joe receives a –3 modifier. If Joe draws well-known collector of rare curios. They make
a 4 this time, it won’t do the trick. 3+3+4-3=7, their check, and are unable to find anything of
which is less than 8. And that’s terrible. Unable interest. Later in the session, they hear a rumor
to get a grip on the wall, Joe looks at his hands that the house’s owner spent a lot of time in his
and curses. wine cellar, which is odd since Zeb (Jr) was a
teetotaler. At this point, they can try the search
After his initial failure, Joe decides that he needs again, probably with a bonus for the extra
a clever plan. Distracting his old friend, he slips information.
on a pair of climbing gloves and complains
until the sun has dried the wall. Surprised by Ability And Feat Modifiers
Joe’s preparation, the director decides upon a
+2 situational modifier for Joe’s next attempt to Not all action checks will have modifiers or related
climb the wall. The combined modifier is still feats, though most will. What we can guarantee
+6, the limit, but since 3+3+2 is greater than is that every one will have an associated ability.
six, Joe can instead choose to call on the Rule of Let’s say that the director asks for an Intelligence
Seven. Since all he needs to climb the wall is a check. You would draw a card and add your
basic success, Joe’s player takes that option and Intelligence; that’s it.
automatically succeeds.
When feats enter the picture, things get a little
Who Does Checks, And When more complicated. Players are devious sorts, and
their characters are heroic types, accustomed to
Sometimes there are instances where everyone using feats differently than they were intended.
at the table wants to get in on a single action like If a character doesn’t have an appropriate feat
listening for strange noises or trying to remember to attempt an action, he’ll probably spin his
the name of a famous criminal. The director is wheels for a few seconds and offer an alternative
advised to remember the cliché about multiple (“Of course I can use my strong body in this tea
chefs and broth, if not the slowdown caused by ceremony!”). If the substitution makes sense,
piggy-backing ideas. That’s why in circumstances then he can use half the modifier of the suggested
like these, the most skilled character makes the feat. If nothing comes to mind, then he’s stuck
check for the whole team. If that character fails, with only his abilities and situational modifiers
it’s assumed that all the characters failed. To stay to guide him.
fair, the same rule applies when the director asks
the team to make a check. If they’re being stalked Example: Laura’s character, Mendoza Slims, finds
by ninja, the most alert character is the one who himself holding a lit bundle of dynamite. There’s
should make the draw. empty scrubland on all sides of the rushing train,
and Slims wants to get it as far away from his
An important extension to this rule is the finders’ briefcase of nitroglycerin as possible. The director
keepers clause. If the first player to come up with decides that this is an action of brute force based
an idea wants to be behind it, it’s his. off the Strength ability. Slims is a pretty toned
dude, but doesn’t have any ranks in Strong
In most cases, if an action fails it can’t be tried Body, the appropriate skill for hurling dynamite.
again by the same group until circumstances have Laura scans her character sheet, trying to find a

21
way out. She recalls that in his youth, Mendoza adventures will become increasingly unbelievable
Slims was an accomplished javelin thrower, as as situations arise to uniquely challenge them.
represented by his 3 ranks in Throw. Although Around the 200 Karma mark, dark forces will
the Throw skill is usually used for accuracy rather begin to strike back; negative situation modifiers
than the brute distance that Slims is hoping for, will become commonplace. Any further than
Laura successfully argues that all of Slims’ javelin 300 Karma, and things start to look hairy. By
practice has nevertheless influenced the muscle that point however, the characters will have the
memory of his arms. The director agrees, and option of transcending their Standard beginnings
thus allows half the modifier (+1.5 which rounds to enter Hero level. With the new range of feats
to +2. Always round up when you get halves). at their disposal, they should keep pace just fine
with the increasing difficulty.
Situational Modifiers
Does that sound a little artificial? Let’s take
Although it’s difficult to prepare for every crazy this time to brainstorm a little. Perfect weather,
stunt and complication of failure, the director masterwork tools, and plenty of time can give
should be aware of the effect of introducing positive modifiers. Unless the story starts out in
situational modifiers. Remember that players the middle of the action, the characters haven’t had
hate being spoiled almost as much as they time to make too many enemies yet, either. Start
dislike deathtraps with no way to escape; no one rushing characters, stick them in a hurricane, or
ever became a hero by sitting back and eating making it difficult to acquire the necessary tools
sandwiches – unless there were some awfully and the negative modifiers will start rolling in, no
brutal complications (perhaps a particularly problem.
disturbing set of fillings in the sandwich).

Difficulty Usual Modifier Success And Failure


For every point that a character exceeds the
Average / Standard +2 to -1 action total of eight, he has achieved an Extra
Success. This means that he has done better than
Tough / Hero -2 to -5 barely succeeding, resulting in extra damage or
achieving certain other effects. The more extra
Very challenging / Demigod -6 to -9 successes he has, the better the outcome of his
action check. Examples are available below, as
Almost impossible / Godlike -10 to -13 well as in the feat descriptions at the end of the
book.
Extreme! -14 or more
Many actions have a basic effect for their normal
Starting characters should be aiming for success, and additional effects based on the
average actions most of the time, but should number of extra successes. It’s marked like this:
be able to handle a few tough actions in their [1+1/2] or [2+1/4].
area of specialization. As the character gains in
experience and ends up with a few favors from [1+1/2] indicates that a basic success results in
the universe, even wilder actions are possible. one of whatever the check is for, plus one more for
every two extra successes. [2+1/4] means that a
When designing challenges for beginner basic success equals two, plus one more for every
characters, the majority should have solutions four extra successes. Damage is generally written
resulting in positive modifiers. Although this in this way, so a knife deals [1+1/3] damage: one
may concern some of you with grittier views damage if you barely succeed, and an additional
of adventure, it’s just one more example of how point of damage for every three extra successes. If
much the universe loves a hero. you end up with an eight to ten, the dagger deals
one point of damage – barely a scratch. Eleven to
As characters slip into the 150 Karma range, thirteen (three, four or five extra successes) and
their easy bonuses should begin to drop. Their it’s two damage. An action check total of fourteen

22
to sixteen (six, seven or eight extra successes) is already a failure (a 1 on the first card will always
deals three damage. And so on. fail). Now to find out if it’s worse than that. Bill’s
total of five misses the target of eight by three, so on
Any action check that does not at least reach his second draw a 1, or 2 will be a disaster.
eight is a failure. The more it misses eight by, the
greater the failure, and the more the character Bill draws a 5 and breathes a sigh of relief. It’s a
will suffer as a result. This can range from simple failure, but at least Joe didn’t let slip that he had also
embarrassment to utterly compromising a drunk all of the pirate’s rum to test it for poison. The
mission. It’s disappointing to get completely shut diplomacy has reached an impasse, and Joe’s team
down because of a bum draw, but in the case of a needs to think of other ways out.
disaster, it’s entirely possible.
The director has to determine the exact effects
The director has to determine the exact effects of a disaster based on the nature of the task, the
of a failure based on the nature of the task and circumstances, and other factors. Refer to the
the mood of the situation. Except in extremely following examples for ideas. It’s also worth noting
specialized games, failing to negotiate a that characters may not spend Karma or use any
band’s performance fee is going to have fewer other means to increase their total to avoid a disaster,
complications than being unable to appease a unless they have a feat that specifically allows this.
ring of suspicious hoplites.
Example 1: In a social situation, the character ends
Extraordinary Success / Disasters up looking like a boorish clod. The stifled laughter
and attempts to avoid his gaze make this painfully
If you’re lucky enough to get an action total of clear. He suffers a –5 penalty for all social actions
21 or higher, your character has achieved an involving anyone who witnessed his failure for the
extraordinary success. Print up some posters rest of the session.
and slay the fatted calf, because that was pretty
impressive no matter how you look at it. Take Example 2: In a combat situation, the character
the effect that the character had at 20 and double makes a split-second tactical mistake resulting in a
it. Double the damage for an attack, double -1 penalty to all his action checks until the end of
the amount of damage avoided for a dodging combat. Furthermore, his reaction time increased
maneuver, and so forth. It’s more difficult to by 1 Tick until combat ends (more on reactions
provide hard and fast rulings for mental or social later).
successes, but the director can be trusted in these
matters. She’s pretty smart. Example 3: During a chase where every second
counts, the character finds himself in a dangerous
The opposite of an extraordinary success is a position that requires a successful action and at least
disaster. This means the character fails so badly five seconds to recover from. He could find himself
he suffers extremely negative consequences; he’s struggling for balance on the edge of a building,
hosed. If the card for an action check is a 1, the sprawled at the feet of an enemy, or dropping his
character needs to draw again. If the total of the source of light. Maybe his car is in the direct path of
two cards and any modifiers is still less than 8, the an oncoming fruit cart.
action’s a disaster. A second 1 is always a disaster,
no matter what. In all of this, don’t forget that the For actions involving information (Knowledge
Doom counts as a 1, but even worse – it takes 3 checks, Alertness, Empathy, Inquire and Search, for
off the total when checking for a disaster! example), a degree of trickery is required. The player
pretty much knows it was a disaster from seeing
Example: Joe attempts to explain to an angry, but his card, so the director should treat the check as
gullible pirate captain that he was only lurking merely failing: “Sorry, you can’t remember anything
in the secret treasure cave because he wanted about that / you don’t spot anything / it doesn’t
to double-check the security. There are ruffians appear that there is anything concealed”. However,
about, intent on stealing from the pirate captain. the character has a disaster against his name, that
Good thinking, Bill! Unfortunately Bill draws a 1 will crop up at a later point in the session.
and adds his modifiers, getting to five. The action

23
For instance, the character has a disaster chalked attempt of a character who’s trying to shoot two
up against his name after flunking a Knowledge opponents simultaneously or intimidate his foes
roll. He succeeds at an Alertness roll later, and while swinging into the fray on a chandelier. His
the director decides the story could use some chance of either action succeeding is reduced,
more confusion. She tells him that he notices but the combined time of the actions is only as
that the woman in the raincoat on the other side long as the lengthier of the two.
of the street is carrying a concealed gun as she
ducks into a side alley. The real threat was the If one of the actions doesn’t normally require an
man in the black suit behind him. The woman action check, the other action has a –2 modifier
was merely carrying an umbrella, and was an associated with it and the character must also
innocent bystander on her way to work. make a Resolve check or the automatic action
will fail. Examples include drawing a gun while
making an emergency stop in a vehicle (a drive
action at –2, plus a Resolve check to concentrate
on drawing the weapon) and looking for a
Types Of Action Check suitable escape route while reloading a gun
(a Search action at –2, with a Resolve check to
reload). Movement is normally exempt from the
Standard Action Checks Resolve check, but the other action’s check still
gets –2 if you’re walking, which becomes -4 if
Exactly as discussed previously, these make you’re running and –6 if you’re sprinting.
up the vast majority of checks in a game. Get
a random number from the deck and add the If neither action requires an action check, the
various modifiers. If the total is eight then the character only has to make a single Resolve check
character succeeds. If the total modifiers added to succeed at the double action. Failure means
up to more than +6, the player can elect to take a he chooses one of the actions to succeed and
basic success rather than drawing a card. the other fails. Directors, you’re advised not to
take this to extremes or it’ll slow your game to
Multi-Skill Action Checks a crawl.

Sometimes you will have two feats that apply Group Action Checks
to a given task — for example, Diplomacy
and Negotiation may both apply to a social Sometimes two or more characters want to work
interaction. In this situation, the director on a particular task together; many hands make
announces which is the most appropriate based light work, after all. In these cases, a primary
on how the player explains his approach. The character needs to be decided on. This tends to be
action check is then made against the appropriate the person with the best collection of modifiers,
feat and ability. Of course, she may instead rule but common sense can overrule this.
that the action requires success at two actions to
succeed. Our advice to directors is not to go too All the participants other than the primary
far with multiple checks or it will slow the game character make their assisting action checks.
down significantly. Nine times out of ten, a single Their modifiers aren’t necessarily the modifiers
check is sufficient. If in doubt, go with the area for the base task, but rather how difficult it is
the character is more skilled in – we all tend to for them to help the primary character. Every
use our best strengths when possible. participant who succeeds gives the primary
character a [1+1/3] modifier; every disaster tacks
Double Actions on a –4 modifier. The primary character then
makes his action check with his own modifiers
A character may attempt to merge two actions representing the difficulty of the original task,
into one. If both require an action check, the then adding in the modifiers of all the helpers.
character should carry out both checks with
a –4 penalty. This is generally the desperate

24
Directors may restrict a group’s ability to help a negative modifier because he couldn’t see his
a character with a task by giving significant hand in front of his face.
negative modifiers for the helpers; not all action
checks can benefit from the assistance of other Opposed Group Action Checks
people. Some can only benefit from having one
or two helpers at most. As much as everyone is Sometimes you will have two groups making
going to want to help stop the portcullis from opposing actions. Using the previous example,
slamming down, there isn’t always going to be what if the determined florist brought some
enough room for that many pairs of hands. friends along to carry his camouflage foliage while
Joe’s friends stuck around to help him keep watch?
Opposed Action Checks Separate checks could be made for each infiltrator
and for each watcher, but that’s too many checks.
Characters will often find themselves in situations Some of the flunkies would fail disastrously while
where someone doesn’t want them to succeed. others would be hidden better than if they were
Physical combat’s a good example, but far from invisible. Imagine that, right? Now see it this way:
the only one. Resisting intimidation with one’s
Resolve and head-to-head Negotiation also fit Each group makes one action check. The florists
the bill. Conflict drives our stories, and now it’s use the lowest modifier present in the team because
time to look at the most immediately satisfying all it takes is one sneeze and Joe’s gang will be on
type: the opposed action check. them. Joe and his chums also make a single check,
based on the best Perception modifier in the group.
In an opposed action check, the character Remember a chain is only as strong as its weakest
attempting the action makes his check first. Then link; common sense will take you far if you’re
the opposing character makes his. Each success unsure whether to use the best or worst group of
the opposing character gets strips 1 from the first modifiers.
character’s total, while a disaster becomes a +5
bonus. For active checks (where the group is all searching,
for instance) the best person makes the check for
Example: A determined florist is trying to sneak that half of the opposed action, but his friends
past Joe to deliver a bouquet holding a coded might be able to assist just like a normal group
message to Joe’s prisoner. The director makes an action check. As always, let your best judgment
action check for the florist at +2 because of the lead you.
dim light and notes the total. Then Joe is asked
to make an Alertness check – he gets a 10. This
gives the creeper –3 to the action check that he
just made: -1 for the basic success and –1 for each
Hurting And Healing
extra success. Eventually tempers will flare, words will be said,
and it will become important to know how fast
This example illustrates two important points. everyone can react with violence. In the basic rules
First, the person performing the opposing action we use a system called Quick-Fire Combat, which
is always the second to make his check. Joe was takes place over a series of rounds. In each round
merely being alert, or not. The florist was actively every character gets to take an action until it’s no
sneaking. If Joe had thought he’d heard something longer necessary to divide time so precisely. For
and searched the area while the florist hid, the combat purposes, actions come in two flavors:
messenger’s skill at hiding would give modifiers
to Joe’s skill at searching. Many actions are paired A free action is one that takes no time. A brief
like this, with active uses and passive uses. sentence or witty exchange and moving less than
1m both count as free actions. As refreshing as a
The second point is that the same factors only good monologue can be, you’ll need more than a
modify one of the two checks, normally the free action to win your Oscar. Any character may
active action. The florist would get the positive make one free action without penalty whenever he
modifier for the darkness, rather than Joe getting takes a full action.

25
A full action occupies all of a character’s attention Next, the characters announce their actions in
for a round. A character can only perform one order of their final reaction times, starting with
full action at a time, although it may be a double the slowest fighter. That way the faster characters
action (see above). Examples of full actions have time to see what everyone else is doing and
include walking, running, leaping, and using react appropriately. If two characters have the
skills (including attacking). same reaction time, the one with higher Wits
is a hair faster. If they both have the same Wits,
In each round, it’s important to know the order choose randomly who announces his action
of what’s going to happen. To do this, you need first.
to know each combatant’s reaction time. At the
start of each round everyone makes a Wits-based As the actions are announced, the director
reaction check. If it’s a disaster, the character’s decides the action time of each one. The player
reaction time is 15. adds this to his character’s final reaction time and
makes a note of the total. Weapon-based attacks
Total 2 or less Reaction Time 10 have their action time listed in their weapon stats.
Total 3-4 Reaction Time 9 Some actions have their action time mentioned
Total 5-6 Reaction Time 8 in the feat describing the action. Other common
Total 7-8 Reaction Time 7 combat actions are included in the splash below.
Total 9-10 Reaction Time 6
Total 11-12 Reaction Time 5
Total 13-14 Reaction Time 4
Time For Action!
Total 15-17 Reaction Time 3
Drawing a pistol from a holster (15 Ticks),
Total 18-20 Reaction Time 2
drawing a pistol from an ankle holster (40
Total 21 or more Reaction Time 1
Ticks), throwing a grenade (25 Ticks), walking
(10 Ticks per 2m).
This reaction time, like everything in combat, is
measured in Ticks. One Tick is the same as 1/10th
of a second.
Each round only covers 100 Ticks, so if the
Since armor tends to be bulky and slow people
final action time for something is higher than
down, it increases its wearers’ reaction time. The
that, it will take place in a future round. If you’re
reaction modifier in the armor’s description is
working on something over several rounds, don’t
added like a penalty to the wearer’s reaction time
announce an action in the next round – just take
(not the reaction check).
100 off your action time.

Once all the action times are known, they’re


resolved in order. Start at 1 and go toward the
Anatomy Of Armor top until everything’s done. Characters with
the same action time act simultaneously. When
Armor is generally presented in this format: the round is over, the cycle continues until the
Cheap Kevlar Vest - A jacket woven from fighting’s over.
modern anti-ballistic fibers, if a little
rough around the edges. Armor Group If a character doesn’t like the action check total
Light, Protection 7, Reaction Modifier 2, of an attack against him, he can elect to sacrifice
Recommended Strength 0. his action for the round (or next round’s action
if he’s already acted) to make a Dodge check,
Protection is the amount of damage soaked applying any successes as negative modifiers to
from each hit. A weapon’s armor penetration the attack total.
may help a weapon ignore some of this. For each
point the wearer is short of the Recommended Melee Combat and Unarmed Combat may be
Strength he gets -1 to all Dexterity and used instead of Dodge in certain circumstances
movement based action checks. to avoid taking damage. This represents a block,

26
parry, or keeping the weapon between you and bar. There are two forms of damage for each type
the source of harm; it’s still considered a Dodge of Health: stun and lethal. Lethal mental and
action though, and follows all the appropriate spiritual damage are rare, but you’ll find ways to
rules for interrupting. Melee Combat may be used take it and dish it out later on. It follows the same
against melee and unarmed attacks. Unarmed rules though, so no surprises. Lethal physical
Combat may be used to block other Unarmed damage is all too common for adventuring-types,
Combat attacks. so we’ll stick to that in the examples.

Most weapons do lethal damage, with unarmed


Anatomy Of A Weapon attacks being the main exception. Falling and
explosions can do a mix of both. To keep track of
Weapons are generally presented in this
stun and lethal damage, we recommend that you
format: Revolver - The standard six-shooter.
cross off boxes with a slash for stun and a cross
Weapon Group Pistols, Damage [2+1/2],
for lethal. For example, this is the physical Health
Armor Penetration 3, Action Time 29,
of Joe once he’s taken a couple of points of stun
Ammo 6 Reload Time 50, Recommended
damage:
Strength 0, Ranges 12/24.

Armor Penetration is the amount of armor


ignored by each hit. For every point the
attacker is short of the recommended strength
he gets –2 to hit. The range line tells us 0-12m
is short range and 12-24m is medium range.
Double that to figure out the extent of long
The black boxes have been filled to show
range (24-48m in this case), and double that
Health beyond Joe’s maximum. Since he has a
to learn the limit of extreme range (48-96m
Constitution of +3, then anything above 8 and
for the revolver). Short range gives a +2 to hit,
below –8 isn’t relevant to him. If Joe then takes 7
long range –3, and extreme range –6.
points of lethal damage (ouch!), his health would
Check www.talisman-studios.com for free weapon tables. look like this:

Example: Joe and a security guard are


squaring off. Joe has a pistol and the guard has
a submachine gun. At the start of combat, they
each make a reaction check: Joe gets reactions of
4, the guard 3. The guard is wearing armor that
gives him a +4 penalty so his total is 7. The guard
Lethal damage always goes first and shunts any
has to announce his action first: he’ll shoot at Joe.
stun damage further along the line. Joe is now
Hearing this, Joe realizes that the time for tact is
at –1 Health and receives –1 to all actions. If the
over. He responds that he’ll cap the guard first.
poor guy now takes 10 stun damage:
Joe’s pistol is small and quick, with an action
time of 24 Ticks. Adding his reactions, we find
he’ll fire on Tick 28. The guard’s weapon has an
action time of 35, so he’ll fire on Tick 42. Next
round they check reactions again, announce
actions, and resolve them. This continues until
we no longer need such precise time-keeping.
He only had 7 Health left, so those spots are filled
with stun damage and he’s officially incapacitated.
Taking Damage What happens next is that any excess damage
automatically converts stun to lethal on a 1-for-1
When a character takes damage, cross off that basis; three more of those slash marks become
number of boxes from the appropriate Health crosses. Fists only deal stun damage, but pound

27
Falling
Falling deals physical damage: 2 lethal
and 4 stun per 5m fallen (about one floor
of a building). The faller is allowed to
make an Endurance check and he can
negate [0+1/2] lethal damage for being
so tough. Alternatively he may choose to
negate 2 points of stun for each point of
lethal he chooses not to negate with this
total. Falling into something soft can
greatly alleviate falling damage. When
such fortunes smile on a character, the
director should treat the fall as being
shorter than it truly was, and calculate
damage based on the reduced height.

someone hard enough and he’ll still die. At this point


in time Joe needs a friend to haul him out of trouble
and a good doctor.

Armor may help protect against physical damage


depending on its rating. For example, an armor rating
of two prevents the first two points of lethal or stun
damage from each incoming attack.

Once a character has taken double his maximum


Health in lethal damage (that is, a character whose
maximum Health is +7 reaches –7), he’s dead. This
instant death might seem a little harsh, but it’s already
a sight more resilient than regular people who only
last until zero. Characters keep going after beatings
that would cripple most folks, but even they have
their limits. Making a quick escape when reduced to
negative Health is a valid tactic in many cases. It’ll
keep you alive, and next time you meet your attacker,
it’s personal.

Physical damage is the most likely to kill a character


but lethal mental damage and spiritual damage are
handled the same way. An overdose of mental damage
could result in a brain aneurysm or a permanent
mental collapse attached to a one-way ticket to
the sanitarium. Spiritual damage isn’t quite as well
understood. It’s enough to know that sufferers of soul
death end up as rough, physical husks unable to think
or act for themselves. Physical death tends to follow
soon after.

Healing
Five minutes of total rest heals one point of stun
damage from each of the three categories. The break

28
is bumped up to ten minutes per point if the be at –4. That’s as far as his tired legs will take him
character isn’t quite in a happy place, as long as either way, though. Bill begs the director to let Joe
he isn’t doing any work that requires an action carry on. He’s hardcore. She agrees, but at the end
check. his Stamina check will be at –6 and Joe’s not going to
be happy either way. If he fails, he’ll take 2 points of
Lethal damage is healed at the rate of one point physical stun damage for every point he fails by.
per week except when the character is down to
negative Health. Then he’s considered seriously Example 2: Joe is trying to focus on picking the lock
wounded and these Health levels are healed at on an ancient book while he’s under fire. He gets shot
a natural rate of one per month. Once he’s back and the director says that a Resolve check is needed
at zero health, the following points heal at the or he’s lost concentration and has to start over. After
faster rate of one per week. he opens the book, the evil spirit inside tries to take
over his mind. This is a form of mental attack; Joe
Of course, medical attention is worth looking uses his Resolve check as a Dodge action against the
into if you want to heal fast. The quality of that spirit’s attack. Failing the Resolve check doesn’t have
healing depends on the skill of the providers and any extra effects, but Joe will want to succeed. If he’s
the tools at their disposal. The entire process is mentally incapacitated by the spirit, it will have free
described in detail in the relevant feats at the run of his body.
end of the book.
Example 3: Joe and a friend are under heavy fire,
pinned with little cover. Joe is used to this sort of
Stamina, Resolve, Bravery thing from his years in the army, but the director
rules that his soft-hearted friend needs to make a
and… Fate Bravery check. If he fails, he’s shaken and takes points
of spiritual stun damage for every point by which he
failed the check. She also rules that if he stays where
Not all problems take the form of immediate he is, every minute means another Bravery check.
damage. Sometimes they’re longer-lasting Once Joe’s friend passes a check or retreats to a more
effects, grating on your nerves, making your defensible position, he’ll be all right for the rest of
hair stand up at improper angles. Other times, the story, at least in the face of enemy fire... when
you won’t think that there’s a problem at all until he meets the dragon later, that’s a whole different
someone realizes that hauling all those crates Bravery check.
through the jungle is likely to get pretty tiring.
Use Stamina (a Constitution-based check) to While we’re talking about special actions, certain
answer questions of physical endurance. Resolve outcomes have nothing to do with a character’s
is the equivalent for mental focus, concentration abilities or feats. No matter how good you are,
and similar acts of Willpower. Bravery, based sometimes there’s nothing you can do but hope that
on Spirit, is used for everything from resisting things will work out. It may not be luck that we’re
shell shock to confronting hideous monsters talking about, but it’s close enough for most people.
that shake your faith past its breaking point. At that point, you need a Fate check. Draw a card
All three work in a similar manner; when a and add a +1 modifier per five points of Current
character requires an endurance check, the Karma the character has at that time, up to the usual
director decides if the results could be harmful maximum of +6. The more the universe likes you at
or not and the exact terms of the check. that time, the better you’ll do. Note that the character
may not spend Karma to increase this check. If Joe
Example 1: Joe has been running for an grabs a large bunch of keys as he’s running from
extended period, which the director rules is a some guards, picks one at random, and jams it wildly
Stamina check. Failure will mean he has to stop into the first lock that he reaches, that’s a Fate check!
to catch his breath. He succeeds and carries on. Depending on the number of keys on the key ring,
After a while he needs to pass another Stamina the director could apply a negative modifier to the
check, this time with –2 modifier. He succeeds Fate check. Situational modifiers are still valid, even
and carries on. Further on, the next check will for Fate.

29
30
Section Four:
Advanced
Rules
Common Situation Modifiers If you take extra time to ensure that everything’s neat
None of the following rules are essential to roleplaying and squared away, a +2 modifier isn’t out of place at
in the Suzerain universe. That said, if you’re the type the cost of doubling the necessary time. This extends
of gamer who goes after realistic outcomes through from +3 for triple the time, up to +5 for working five
crunchy rule-bits, read on. It’s the director’s final call times as long as the base action time.
whether any of these optional widgets are used, but if
it’s the type of content that all of you want in your game, At the discretion of the director, characters
then go ahead. performing actions not requiring an action check
can work faster if they pass a Resolve check ranging
To help a director pick suitable situation modifiers, from no modifiers to -2. This doesn’t apply to
Suzerain’s advanced rules include more details for movement (to extend that, see the Strong Body
situations that provide action modifiers. Such modifiers feat).
stack, so hurriedly picking locks in the dark is going to
end up being awfully difficult. In this way routine actions Tools And Equipment: If a character is using
become tough pretty quickly. inappropriate tools for a task, this will normally
impose a –2 to –6 modifier. Anything better than
Lighting: Physical actions in poor lighting have a –2 the basic model may give a +1 to +4 modifier to
modifier. In night conditions this increases to –5. Physical the action.
actions while blind (in total darkness, blindfolded, or
actually blinded) have a –8 modifier. Ambient Environmental Conditions: Surviving
in the wilderness without gear is tough enough
Time: Sometimes a rush job is the only way to get without having to deal with snow up to your
something done. Characters who take this route can armpits. In pretty much every case, the weather
sacrifice accuracy to do anything in up to ½ the time it is going to be your enemy. It may be easier to
would normally take with a –6 modifier. Slowing down spot an invisible sorcerer in the rain, but you’ll
to finish the job in ¾ of the standard time reduces the have to decide if that’s worth all of the problems
modifier to –3. caused by stinging winds, drought, and swamp
gas. Looking into bright sunlight while driving
an obstacle course could give a –1 to –4 modifier,
while climbing through a storm could give a –1
to –8 penalty depending on the weather report.
Doing fine work with your hands in freezing
conditions may give a –1 to –4 modifier; have
you ever tried picking a pocket while wearing
mittens? Successful Stamina checks may
protect against the first wave of environmental
penalties.

Off-Hand Actions: Trust us, if you’re


hanging from a helicopter with your good
hand, it’s going to become a lot more difficult
to untie yourself from any ropes. Off-hand
actions suffer a –4 penalty.

Encumbrance: The director may rule that


a character is encumbered if he is carrying
enough weight that it would get in the way of a
particular action. As a guideline, a character
can carry 10kg of weight plus 5kg per point
of Strength (or -2kg per negative point of
Strength) without being encumbered for
most actions; ignore his clothes and a small
amount of regular adventuring gear. If he’s
carrying more than his weight limit then

32
he starts to get penalties to most physical actions. This look like this (though if you prefer a visual system
penalty should be -1 to -3 (up to double his capacity), for keeping track, download the free counter-
then -4 to -6 (2-3 times his capacity). Bulky objects can based tick sheet from the Treasure section of www.
get in the way of an action and encumber a character talisman-studios.com):
even though they’re not heavy - another factor the
director may want to bear in mind. Joe [4] 4 32 60

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

33
Interrupting / Changing Actions interrupts (attempts to parry, dodge, or the like)
resolve in a slightly different way than regular
If you’re paying close attention, combat may actions. They occur immediately rather than
seem to be a little robotic at this point. Joe after their action time has elapsed. In this case
declares his action, counts down, and fires until it helps to think of the action time as a recovery
someone decides to break the cycle. But what if period – Joe put a lot of effort into getting away
Joe sees a better opportunity on the way to Tick from being hit, so he’s going to need some time to
60, like diving behind a stack of tires to avoid pull himself together.
the guard’s submachine gun spray on Tick 49?
Don’t worry, we have you covered. That’s where The action time of a defensive interrupt is equal
your tactics come in! In cases like this, Bill can to 5x the character’s reaction time for that combat
announce during the action on Tick 49 that he’s plus 10 Ticks. In Joe’s case that’s 5x4=20+10=30
interrupting. With a flourish he rubs out Joe’s next Ticks. Successes in the defense are taken from
action and writes a new action time down. This the successes of the attack. Even if a dodger can’t
is equal to when his declared action would have get completely out of the way, he’ll probably get
resolved plus the action time of the interrupt. marks for effort – and reducing the damage.
Additionally, he tracks the interrupt action from
the moment it happens, because Joe won’t be On Tick 49 Joe makes his Dodge and gets an
allowed to interrupt again until the full action action total of 12. The guard’s attack receives a –5
time has passed. modifier causing it to miss, showering Joe with
bits of scenery. Joe’s shooting action has been
Let’s show how that works with our example. It’s pushed back by 30 Ticks – the action time for his
Tick 49 and the guard is about to resolve his shot. Dodge – so he’ll shoot on Tick 90 instead of Tick
An 11. That’s bad news for Joe. Joe decides that 60. Also, he can’t interrupt again for 30 Ticks
he’d rather hold off on donating his organs for the from now, i.e. before Tick 49+30=79. The guard
time being, and calls for an interrupt. Defensive decides to try shooting Joe, again taking 42 Ticks
to resolve. That’ll happen on Tick 91. In the end,
the tick sheets look like this:

Joe [4] 4 32 (79) 90

Guard [7] 7 49 91

Interrupting doesn’t need to be a reaction like


it was in the above example. However, if the
character is not directly intervening in an action
in progress, the character’s original action is
stopped altogether and the new plan is treated as
beginning its countdown when the interrupt was
declared.

Changes in action can also be made immediately


following a Dodge action, successful or not. If Joe
were hacking into a computer system during the
previous example, his priorities could change
drastically after narrowly dodging a bullet.
Remember that you won’t be able to interrupt
again until the interrupt time’s recovery period
has ended.

Example: T-Rexocutioner, a costumed villain, is


planning on pulling the lever to an electric chair
containing the President of the United States.

34
In classic hero form, Joe tries to dive across the and change his action, so Joe holds. The tick sheets
room and catch the lever before it’s pulled. Since look as follows:
Joe’s action wouldn’t make any sense if he tried
doing it after T-Rexocutioner’s action took place, Joe [4] 4 32 (79) 90 4
it’s an interrupt action handled in the same way
as a Dodge check. However, if instead he reacts Guard [7] 7 49 91
to the pulled lever by reloading his weapon, there
isn’t any direct intervention involved. He can still A character who is holding may still attempt to
announce the change in action, but it takes place interrupt another character’s action. On Tick 91,
after the standard number of Ticks rather than despite his wounds the guard shoots wildly at Joe,
immediately. In most cases, attack actions don’t who is still standing above him. Joe is watching and
count as interrupts. Otherwise combat would boil waiting, and knows the right time to react so this
down to the following exchange: is treated just like any other action rather than an
interrupt. Since his defensive roll takes 30 Ticks,
Director: He’s trying to hit you. the tick sheets change like this following the guard’s
You: I interrupt and hit him first. Victory for You! shot:
(The player in this example is named “You.”
The editors of Suzerain don’t honestly believe Joe [4] 4 32 (79) 90 121
that you, the gentle reader, would consent to the
monkeyshines of the above example.) Guard [7] 7 49 91

The director has to keep her wits about her when Note the lack of bracketed time. Joe’s interruption
players announce an interrupt – there’s a fine line was just like a regular action because he was holding,
between an interrupt and a change of action, but and he still has the option to interrupt before his
it’s an important one. We suggest that the director next action arrives – although that will incur the
temper her strictness to this rule with leniency bracketed penalty because he isn’t holding his action
when a player only wants to slightly modify an anymore. He interrupted an action, breaking the
action. It would be harsh to make a charging hold. Phew! Glad we got all that out of the way.
musketeer lose his action just because a spotty
noble got between him and his target. Let him Pauses In Slow-Mo
go for the spotty noble instead, the cad! If that is
causing problems, the director is encouraged to Combat is a terrible mess of bodies and sound, and
add extra surprise modifiers or a small increase to the best course of action isn’t always clear. If a player
the original action time. takes too long to decide on an action, the character
is assumed to have paused (an automatic action
Held Actions with a 20 Tick action time) to gather his thoughts
and scope out the scene. When the character gets
A character may hold his action if he wants to. to act again, the director should provide a few
Sometimes it’s best to gather some information options to the character based on what’s happening.
before rushing in, both fists blazing. Other times, Some groups may also allow other players to make
someone will want to be on stand-by in case suggestions, despite being out of character.
the situation suddenly changes. When a player
normally announces his action, he instead declares In some groups where the breakneck pace of combat
a hold. On the tick sheet, note this by drawing an is emphasized, this is heightened by the director
arrow (4) in place of a number. That player may demanding that the player, “Gogogo!”. Other groups
announce an action at any time after that, at which prefer a more leisurely, tactical approach to combat.
point the current Tick becomes the base for the It’s a good idea to make sure that everyone’s on the
action time. Joe fires on Tick 90 as expected, same page regarding pauses before making them a
critically wounding the guard. It looks like combat major portion of the game.
is over, but Joe’s not letting his guard down yet.
There may be a surprise lurking in the shadows,
or the guard could decide to do something rash

35
Section Five:
Feats

36
Feat Basics perform actions that cannot be attempted by people
without the feat – such actions are marked with an
asterisk (*) in the feat description. People untrained
Feats define a character mechanically by
in lying do it every day, but unskilled surgeons are
representing his skills and important traits.
considerably less common. Each skill has a primary
Negative feats also exist to describe a character’s
ability associated with it (the one with the highest
less-than-heroic traits and weaknesses. Unless
prerequisite requirement) and generally actions for
otherwise stated, feats have a standard Karma
that skill are based on that ability. Thus, attacking
cost as follows:
with Melee Combat is normally a Dexterity-based
action, and lying uses Charm because it falls under
(Rank 1) costs 1K. Upgrading that to (Rank 2)
the Bluff skill.
costs 2K. Upgrading that to (Rank 3) costs 3K.
And so on. A feat that only has ranks 4 and 5, for Acrobatics
instance, costs 4K for (Rank 4) and another 5K to Cost: Standard, 5 ranks.
Prerequisites: (Rank 2) Dex 0. (Rank 3) Dex +2, Str 0. (Rank 4) Dex +4,
upgrade it to (Rank 5). Str +1, Wil 0. (Rank 5) Dex +4, Str +2, Wil +1.

Acrobatics allows your character to pull off remarkable feats of bodily


Feats may also have prerequisites. Two special flexibility and control.
limitations are commonly found:
Contortion - The character attempts to make himself exceptionally supple
on demand. A successful Contortion check means that the character can
Starter Feat: This feat may only be taken during squeeze through a tight hole or slip out of restraints. The action time
character creation. tends to be between 30 seconds and 10 minutes respectively.

Break-fall* - A character with Acrobatics may try to soften a landing


Restricted Feat: This feat many only be taken from a fall, lowering the lethal damage he would otherwise take by
[1+1/3] (or he may negate 2 points of stun for each point of lethal he
during character creation. After that, it cannot chooses not to negate with this total). There is a -2 modifier to Break-fall
be bought with Karma. The director may award checks per 5m fallen after the first 5m. Break-fall checks are additional
to Endurance check for falling, which are made after applying the Break-
it during play if the character’s circumstances fall effects.
warrant it, awarding less Karma for the session
but giving the character this feat instead. If you Administration
Cost: Standard, 5 ranks.
lobby her for that special reward, you might find Prerequisites: (Rank 2) Int 0. (Rank 3) Int +2, Wil 0. (Rank 4) Int +4,
the game circumstances mysteriously warrant Wil +1, Cha 0. (Rank 5) Int +4, Wil +2, Cha +1.
it during the next session or two, but the final Administration is the skill of understanding and manipulating
decision always rests with the director. bureaucracy and running a business. A good bureaucrat knows the way
things work, and understands how to get things done using the path of
least resistance through the processes around them.

Skill Feats Manipulate Bureaucracy - The character attempts to get around


bureaucratic systems or to impose them on people who might try to
follow his trail. The action time tends to be measured in days; even
when using the system to help you, there’s going to be paperwork to file.
Skills tend to come in 5 ranks of proficiency, where Manipulating Bureaucracy may be an opposed action check between two
(Rank 1) is roughly equivalent to a novice, (Rank administrators or a normal action check against a faceless bureaucracy.
2) is a keen amateur, (Rank 3) is a professional, Business Planning* - Administrative rather than military strategy, this is
(Rank 4) is an expert in that field, and (Rank 5) the planning of who, what, where, when, how and why in a business or
is a world authority in his field. Skill feats go a public office. The more successes in the check, the better the organization
will perform.
long way in defining who the character is and his
response to the world. Animal Empathy
Cost: Standard, 5 ranks.
Prerequisites: (Rank 2) Pre 0. (Rank 3) Pre +2, Wil 0. (Rank 4) Pre +4,
Unless otherwise stated, the character may Wil +1, Spi 0. (Rank 5) Pre +4, Wil +2, Spi +1.
add his rank in a skill as a modifier to any
Command Animal - This involves managing animals, but not riding
related action check. Actions detailed within a them (which is a form of the Drive feat in fact). Command Animal
skill’s description are just fleshed out examples actions normally take about one to two minutes, at the end of which
time a success would indicate that the animal follows a single simple
of common actions associated with that feat. command. Modifiers depend on the intelligence of the animal and
Finding new ways to use old skills is one of the how opposed the command is to the nature of the animal – to get
domesticated horses to run through a burning building requires a lot of
reasons that player characters are out saving the effort, even though they are more responsive to commands than most
day instead of a bunch of lawfully appointed wild animals.
extras. Some skill feats also allow characters to

38
Control Animal* - This is the ability to train animals. Getting an valid when dealing with a rough street gang or an ambassador’s
animal to do something against its nature has a higher difficulty, dinner party.
and training for life (rather than the basic which is a month, after
which time the training deteriorates and the animal reverts to the Seduce - One specific example of where a diplomatic approach is
wild) is at a -4 penalty. All Control Animal actions require a long best is in seduction attempts. Such delicate matters require an action
period of devoted time, usually days if training for a month or check, which may be actively resisted with the target’s Resolve. Each
weeks if training for life. However, smarter animals take less time situation will demand a different amount of time, so the action
to train in general (such as training sheep dogs to bark at intruders time of the action is up to the director to decide. As a general rule
versus training sheep to bleat at intruders). though, seduction is not to be rushed. Any attempts to “get to the
point” should result in substantial penalties.
Bluff
Cost: Standard, 5 ranks. Disguise
Prerequisites: (Rank 2) Cha 0. (Rank 3) Cha +2, Wit 0. (Rank 4) Cost: Standard, 5 ranks.
Cha +4, Wit +1, Spi 0. (Rank 5) Cha +4, Wit +2, Spi +1. Prerequisites: (Rank 2) Int 0. (Rank 3) Int +2, Wil 0. (Rank 4) Int
+4, Wil +1, Wit 0. (Rank 5) Int +4, Wil +2, Wit +1.
Some characters are more skilled at not telling the truth than others.
This feat is used to hide one’s true motives, the opposing half of a Change Identity – The ability of the character to change his
Read Intentions check (see the Empathy feat). appearance and act the part. This is an opposed check against an
onlooker’s Notice. Negative modifiers apply if the character does
Lie - Bluff may be used to tell a convincing untruth as an opposed not have access to a varied wardrobe and proper makeup. Disguises
action against the target’s Empathy check. Lie checks normally take normally need to be reapplied each day and take 1 hour to put on.
from a few seconds to a minute and can be used instead of a Wager
check to bluff a win at a gambling game like poker (see the Gambling Impersonate* - Pretending to be a specific person is a tougher
feat). Simply add any successes from the Bluff as a positive modifier proposition that only skilled disguise artists can attempt.
to your Wager check, but if your bluff is a disaster then you upset a Impersonate checks work in exactly the same way that Change
whole heap of people at the director’s discretion. Identity checks do, although there are further negative modifiers if
the character does not know the subject of the impersonation well:
Taunt* - In a combat situation, the character takes a 75 Tick -2 for only having briefly met the subject or only having a set of
action to find the perfect moment to make a cutting remark at an surveillance photos, –4 penalty for only having a single picture, –6
opponent’s expense. If it’s successful, the character has located a sore for only having a brief third-party description. Similar modifiers
spot and made that enemy angry. This is an opposed action against apply to Notice checks depending on how well the onlooker knows
the target’s Resolve check. Success on the Taunt action imposes a the subject.
[1+1/3] negative modifier to all attack checks the opponent makes
until the end of combat. Each combatant may only be the target of Dodge
one Taunt attempt each combat. Cost: Standard, 5 ranks.
Prerequisites: (Rank 2) Wit 0. (Rank 3) Wit +2, Dex 0. (Rank 4)
Combat Mastery Wit +4, Dex +1, Int 0. (Rank 5) Wit +4, Dex +2, Int +1.
Cost: Standard, ranks 4 and 5 only.
Prerequisites: Melee Combat or Ranged Combat (Rank 3). (Rank Dodge – If a character doesn’t appreciate the action check total of
4) Dex +4, Wit +1, Str 0. (Rank 5) Dex +4, Wit +2, Str +1. an incoming attack, he may make a Dodge check to try to get out of
the way. This turns the attack into an opposed action. Any successes
After experiencing many forms of battle, warriors tend to obtain on the Dodge lower the action check total of the attack. However,
trademark techniques. Up to (Rank 3) the character only needs to dodging inevitably interrupts the character’s own action and slows
develop his skill in Melee or Ranged Combat. Going beyond that him down. The exact repercussions depend on whether you’re
point requires a Combat Mastery feat and the choice of a weapon playing the basic rules or advanced rules – see the appropriate
group. Melee weapon groups include ‘swords’ or ‘axes’ while ranged section for details.
weapons have categories like ‘pistols’, ‘assault rifles’ or ‘bows’. When
attacking with weapons of this group, the character gets +4 to his Take Evasive Action – The character is trained to get out of the
attack checks, but still gets +3 when attacking with other weapon way of sudden non-combat changes in his environment such
groups because he retains his (Rank 3) in Melee Combat or Ranged as falling masonry or a trap. The difficulty depends on the exact
Combat. circumstances, but success generally lessens the effects or avoids the
danger altogether, while a disaster makes the effects twice as bad.
When upgrading to (Rank 5), the character needs to choose a
particular weapon within the weapon group he chose previously, Drive – Various Vehicle Groups
and he gets +5 when attacking with that weapon (still getting +4 for Cost: Standard, 5 ranks.
other weapons in the group). Using the above groups as examples, Prerequisites: (Rank 2) Dex 0. (Rank 3) Dex +2, Wit 0. (Rank 4)
the scimitar might be a suitable weapon within the ‘swords’ group Dex +4, Wit +1, Wil 0. (Rank 5) Dex +4, Wit +2, Wil +1.
and the AK-47 might be a suitable weapon within the ‘assault rifles’
group.
Each vehicle group (examples being cars, trucks, boats, and aircraft)
counts as a separate feat, grouped here for convenience only.
Attack - Action time is dependent on the weapon.
Control Vehicle – While driving, riding, sailing or flying a
Diplomacy vehicle under normal circumstances doesn’t require a check,
Cost: Standard, 5 ranks. fancy maneuvering and emergency activity are a wholly different
Prerequisites: (Rank 2) Cha 0. (Rank 3) Cha +2, Pre 0. (Rank 4) proposition. Modifiers depend on the trickiness of what the character
Cha +4, Pre +1, Int 0. (Rank 5) Cha +4, Pre +2, Int +1. is trying to do and the suitability of his ride. Please note that even
though a Sunday driver won’t be too familiar with hovercrafts or
In many situations, a diplomatic word can get you a lot further than military choppers he may be able to start an unfamiliar vehicle or
an army of muscle. As a bonus, this is also the feat for seduction. get it moving, and maybe even steer vaguely in the right direction
(if the director is feeling particularly generous). Common sense, as
Diplomatic Conversation - This is the art of saying things in an always, is your guide.
appropriate manner and avoiding world wars. While this isn’t
necessarily just saying what the other party wants to hear, such tactics Empathy
are always a valid option. However, if the conversation becomes too Cost: Standard, 5 ranks.
wild, the Bluff feat becomes more appropriate. Diplomacy is used in Prerequisites: (Rank 2) Wit 0. (Rank 3) Wit +2, Wil 0. (Rank 4)
situations when a tactful response is necessary, although it’s equally Wit +4, Wil +1, Int 0. (Rank 5) Wit +4, Wil +2, Int +1.

39
The character understands people and their lying ways (see the minus 50%. This goes to 40% with an extra success, 30% with two
Bluff feat). If the character is listening for a specific lie he imposes extra successes, 20% with three, 10% with four, and pretty much
double the negative modifier on the opponent’s Bluff attempt. spot on at five or more extra successes. Appraise checks take five
Read Intentions - This is an opposed action (against target’s Bluff) minutes.
taking at least two minutes of conversation. If successful, the
character may add [1+1/2] to any social action checks against that Fast Talk
person for the rest of the session. Empathy can only be used once Cost: Standard, 5 ranks.
in this way against a given target per session. If disaster strikes, Prerequisites: (Rank 2) Int 0. (Rank 3) Int +2, Wit 0. (Rank 4) Int
the character was too obvious; he receives a –5 modifier to any +4, Wit +1, Cha 0. (Rank 5) Int +4, Wit +2, Cha +1.
further social actions against that target for the rest of the session.
Following a successful check, the player may forgo the bonus to gain
a description of the target. Basic success gives a general idea about Fast Talk – This is a mental attack against an opponent. If your
the person in question (e.g. “She seems a decent enough person.”) character can Fast Talk their opponent’s willpower down, they’ll
Further successes lead to more detailed information. generally allow your schemes for a few moments while they work
through what was just said. When the opponent figures out your
trick, he’s apt to become grumpy. This action takes about a minute to
Read Movements* - The character takes a 50 Tick action to visually inflict [1+1] mental stun damage and when they get to zero mental
assess one opponent in a combat situation. If the check succeeds, he Health they’ll normally agree to most things until they regain stun
may then add a modifier of [1+1/3] to any attack or Dodge checks damage through resting. You can’t Fast Talk someone to less than
against that opponent for the rest of combat. Each character may zero mental Health.
only read the movements of one opponent at a time.
Increase Influence* – The Fast Talk feat may be used by a character to
Explosives build Influence during downtime by blagging his way into the trust
Cost: Standard, 5 ranks. of people in important organizations. Each attempt takes two weeks
Prerequisites: (Rank 2) Int 0. (Rank 3) Int +2, Wil 0. (Rank 4) Int of solid schmoozing, and if the attempt fails then the character may
+4, Wil +1, Spi 0. (Rank 5) Int +4, Wil +2, Spi +1. not attempt to gain Influence from that potential contact again. The
director may apply modifiers to the check based on how well the
Practical knowledge of fireworks, as well as heavier materials. In character and the potential contact interact. Getting to higher levels
every use of this skill, the technology level of the setting provides of Influence obviously requires in-game access to more important
a baseline for what’s possible. Time, pressure, quality of tools, and people. Alternatively, if the character is cold calling for potential
complexity of the explosive all conspire to provide modifiers. contacts, he may make a Gather Information check (see the Inquire
feat) with a negative modifier equal to the level of Influence he is
Demolition* - The ability to handle explosives safely. This is the looking for. The dirt-digging takes a number of weeks equal to the
action check required for setting charges, knowing where they level of Influence in which he is interested. Then he gets to do an
should be placed, and when to set them off. Increase Influence check.

Bomb Disposal* - Also known as “It’s always the blue wire and other First Aid
countermeasures.” A failure may not be fatal, but certainly means Cost: Standard, 3 ranks.
that the team cannot try again. A disaster on the other hand… Prerequisites: (Rank 2) Int 0. (Rank 3) Int +2, Spi 0, Wil 0.

Bomb Making* - The opposite of Bomb Disposal. Administer First Aid* - The character is skilled in patching wounds
in the field. For more debilitating injuries such as poison, disease,
Manufacturing chemical, nuclear or biological weapons requires and full-facial reconstruction, Knowledge or Surgery are more
skills beyond the Explosives feat. appropriate. Access to a full field medic’s kit or hospital facilities
gives up to a +3 modifier depending on the available technology.
Anything less than a first aid kit will incur penalties.
Bomb Disposal and Bomb Making may be used in an opposed
action check if the bomb-maker and bomb disposal teams are both
key extras or characters. A bomb maker may spend double the time The character must address the wound within half an hour
and an extra -2 modifier to purposefully try and make any bomb multiplied by his rank in First Aid or the patient will need to seek
disposal team’s life tougher. This adds a [1+1] negative modifier to a professional doctor. Furthermore, only one Administer First Aid
any Bomb Disposal checks. attempt may be made on each instance of a wound. Only lethal
damage outside the negative threshold may be healed this way.
There is a –1 modifier for every level of lethal damage the body
Eye For Detail has taken (-1 for every two levels of lethal damage at Rank 3). If
Cost: Standard, 5 ranks. the character is performing the action on himself, then there is
Prerequisites: (Rank 2) Int 0. (Rank 3) Int +2, Wit 0. (Rank 4) Int a further -4 modifier. Success heals [1+1] lethal damage, and the
+4, Wit +1, Wil 0. (Rank 5) Int +4, Wit +2, Wil +1. action time for this check is 5 minutes.

Scrutinize – This is your basic art of examining an item for Forgery


identifying features. A character who makes a successful Scrutinize Cost: Standard, 5 ranks.
check when examining an item may add a [1+1] modifier to any Prerequisites: (Rank 2) Dex 0. (Rank 3) Dex +2, Int 0. (Rank 4)
Knowledge check he subsequently makes about the object, as long Dex +4, Int +1, Wil 0. (Rank 5) Dex +4, Int +2, Wil +1.
as he has at least some level in the appropriate Knowledge feat.
Thus, a character who is examining a strange vase-thing tries a
Scrutinize check and gets a 10 as his total. This gives him a +3 to his Forge* - The art of creating singular counterfeit documents. This
History Knowledge check to see whether he can identify the artifact process may take many hours or days, depending on the documents
and its purpose. Scrutinize checks take five minutes for hand-held being forged and the available tools. The Forgery check has no
items, plus five minutes per additional cubic meter of object for modifier for a simple signature, -2 for a signature on a company’s
larger items. Success at Scrutinize checks may instead be used to forged letterhead paper, -4 for a driver’s license or other formal
reveal any hidden features (secret compartments, codes concealed governmental document, or -6 for a passport with appropriate visa
in the margins, etc) with modifiers depending on how hidden the stamps. It also assumes that the character had a genuine document
item’s secrets are. to work from (-4 modifier if he had only got a facsimile when
making his forgery).
Appraise* – The ability to value items accurately, from gemstones
to antiques, based on some background knowledge of the market in There is no action check with a Forge action until someone tries to
question. A successful check (with a +2 to –6 modifier depending Scrutinize the item. At that point, the quality of the forgery is tested.
on the obscurity of the object and the character’s familiarity with This is an opposed action for the person carrying out the Scrutinize
its market) gives the character an estimate of average value, plus or check. If someone is looking at the documents but not actively

40
looking for irregularities then they carry out a Notice check instead, Ask Around – While the Research feat is the ability to learn from
again opposed to the forger’s Forge check result – don’t forget the a variety of reference sources such as the Internet or libraries, Ask
–4 penalty for Notice! If the forger has a disaster, the character had Around specializes in going out and hitting the streets, seeing
created something that looked perfect to him, but which has a fatal what people know. This skill is as much about knowing where to
flaw that will be immediately noticed by someone important. ask questions as it is about how to ask and what to ask. This action
may either be used to simulate the whole process of information
Gambling gathering, or to see whether the character managed to find a
Cost: Standard, 5 ranks. suitable person to interview further... at which point Intimidation
or Negotiation is required. It’s up to the style of play the director
Prerequisites: (Rank 2) Wit 0. (Rank 3) Wit +2, Wil 0. (Rank 4) chooses. The action time is normally eight hours. If the available
Wit +4, Wil +1, Int 0. (Rank 5) Wit +4, Wil +2, Int +1. information is particularly easy or tough to come by there may be a
modifier to the check.
Wager - A few people are born gamblers. Most successful gamblers,
though, invariably study hard to become skilled at their craft. They Intimidation
know their chances, and accept that they won’t win all the time.
However, an evening gambling should still be rewarding to a skilled Cost: Standard, 5 ranks.
practitioner. To simulate an evening of sin, the character makes a Prerequisites: (Rank 2) Pre 0. (Rank 3) Pre +2, Wil 0. (Rank 4) Pre
Wager check. A success means that he broke even, and every extra +4, Wil +1, Spi 0. (Rank 5) Pre +4, Wil +2, Spi +1.
success translates to 5% profit. However, if he fails his action check
then he loses 5% per point he was short. In a disaster, he loses the Terrify Opponent* - The character takes a 75 Tick action to
lot. announce fearsome tidings against an opponent within 5 meters.
The opponent immediately makes a Bravery check opposed by
Note, that if you are doing a one-off game of chance then this is the Terrify Opponent check (which is slightly different to normal
a Fate action, since no amount of skill (other than cheating) will opposed action checks). Failure results in a –[1+1/3] penalty to the
help. opponent’s attacks against the character until the end of combat.

Characters may attempt to cheat while gambling. This is an alternate Interrogation* - Interrogation is about creating an appropriate
use of the Sleight Of Hand feat. atmosphere of fear or respect for a subject to the end of receiving
information.
Bluffing is generally safer than outright cheating (see the Bluff feat).
This is the social version of cheating, and represents misdirection Intimidation used for interrogation takes four hours, after which
and body language rather than palming cards and trick dice. It’s the prisoner must be given at least four hours’ break to reflect
less likely to get you lynched, but is still likely to make you some upon his plight. Each four-hour session of interrogation is an
enemies. opposed action check, with the character’s Interrogation opposed
by the victim’s Resolve check. Success results in [2+1] mental
stun damage. If the victim becomes incapacitated through mental
Heavy Weapons Training damage, he breaks down and is ready to tell what he knows. At that
Cost: Standard, 5 ranks. point, the character makes an unopposed Interrogation check to
Prerequisites: (Rank 2) Wil 0. (Rank 3) Wil+2, Wit 0. (Rank 4) Wil see how much useful information can be separated from the target’s
+4, Wit +1, Dex 0. (Rank 5) Wil +4, Wit +2, Dex +1. shattered state. If the victim makes it through 36 hours from the
start of the interrogation, he becomes immune to interrogation by
The character is trained to attack with support weapons from his that team for the remainder of the story.
world - such as rocket-propelled grenades, mortars, heavy machine
guns and artillery in a modern setting (which might be catapults Knowledge - Various
and ballistae in a medieval setting for instance). Cost: Standard, 5 ranks.
Prerequisites for Knowledges gained after character creation:
Attack - Action time is dependent on the weapon. (Rank 2) Int 0. (Rank 3) Int +2, Wil 0. (Rank 4) Int +4, Wil +1, Wit
0. (Rank 5) Int +4, Wil +2, Wit +1.
Infiltrator
Cost: Type 1, ranks 4 and 5 only. Each Knowledge counts as a separate feat, grouped here for
Prerequisites: Security (Rank 3). (Rank 4) Int +4, Wit +1, Wil 0. convenience only. Knowledge comes from three main sources:
(Rank 5) Int +4, Wit +2, Wil +1. academic study, career development, and world knowledge. There
are as many academic Knowledges as there are subjects for a
This feat is identical to Security, but the character may add the character to study. Just pick up any university prospectus and you’ll
relevant modifier for the rank of this feat to Bypass Security and find everything from theology to cryptography, forensics to physics.
Scout Security checks rather than +3. Scout Security checks only A character’s career is often a fine source of learning with practical
take half the time they otherwise would, based on the size and application, and career skills make equally good Knowledges.
complexity of the installation being scouted. What’s more, at any Examples might be Knowledge - Gunsmith, Knowledge - Law
point during an infiltration, if the system was successfully scouted Enforcement, or Knowledge - Accountant. Finally, characters
beforehand, the character may automatically bypass one security often have Knowledges just from being a part of society, covering a
measure when he would have otherwise failed his check. If he does geographic region, historical period, or social group. The broader a
this, then the party loses any bonus it had from the scouting for the Knowledge feat, the more general the information it provides. On
rest of the infiltration. Ninjas like this skill – it’s a good thing that the other hand, more specialized Knowledge feats come into play
they don’t exist... or do they? less frequently.

Inquire Recall Knowledge* – This is the act of dredging up information


Cost: Standard, 5 ranks. on a topic, with difficulty levels relating to the obscurity of the
information and the narrowness of focus of the appropriate
Prerequisites: (Rank 2) Int 0. (Rank 3) Int +2, Cha 0. (Rank 4) Int Knowledge feat the character has. Such checks normally take 5
+4, Cha +1, Wit 0. (Rank 5) Int +4, Cha +2, Wit +1. seconds while the character recalls the information. The more
successes made, the more relevant the information.
To learn from other people, an inquisitive nature is best.
Lateral Thinking
The character may add half the relevant modifier for his rank in this Cost: Standard, 5 ranks.
feat to Intimidation or Negotiation checks if you roleplay individual Prerequisites: (Rank 2) Wit 0. (Rank 3) Wit +2, Int 0. (Rank 4) Wit
conversations rather than using the Ask Around check to simulate +4, Int +1, Wil 0. (Rank 5) Wit +4, Int +2, Wil +1.
the whole process of canvassing an area.

41
This feat is used in moments when players are frustrated at not Administer First Aid* – As per First Aid feat, just adding a higher
being able to figure out where they should go next despite having modifier.
all the necessary theories and clues.
Emergency Surgery* – As per the Surgeon feat, but with no positive
Extrapolate - Maybe one vital piece of information eludes you, and modifier for this feat. Master Field Medic makes it possible that a
is all that stands between your team and solving the big mystery. character could help heal critical wounds, but unlikely.
Extrapolation is the act of filling in the gaps in your information
to reach a likely conclusion. With a successful check the character This feat is identical to First Aid, but Administer First Aid actions
may figure things out that his player is too tired to put together. may be made up to three hours after the injury (rather than an hour
Modifiers are dependent on the number of clues and how obvious and a half), which increases to six hours if this feat is upgraded
they really are. The director might give the player a tiny prod in to (Rank 5). Also, at (Rank 4) the modifier for performing such
the right direction, or link the dots together for him, depending checks where the character is also the patient are now -3 rather than
on the results of the check. “Bingo, by jingo! After that good night’s -4, which drops to -2 if this feat is upgraded to (Rank 5). Also at
sleep I believe I’ve got it, chaps. I know we can’t prove it, but the (Rank 5) the negative modifier for injuries becomes –1 for every
motive and dubious alibi all point to the Duke as being the villain. three levels of lethal damage the body has taken (rather than -1 for
Now, if we focus our investigation on him, perhaps we’ll have this every 2 levels).
thing sorted.” Extrapolate checks take a character an hour of quiet
contemplation.
Mechanical Aptitude
Cost: Standard, 3 ranks.
Leadership
Prerequisites: (Rank 2) Wit 0. (Rank 3) Wit +2, Dex 0, Int 0.
Cost: Standard, 5 ranks.
Prerequisites: (Rank 2) Pre 0. (Rank 3) Pre +2, Spi 0. (Rank 4) Pre
+4, Spi +1, Int 0. (Rank 5) Pre +4, Spi +2, Int +1. Complex mechanical objects vary from setting to setting, and have
a complexity rating. Ancient and medieval technology ranges from
1-5, 18th and 19th century equivalents go from 6-10, devices from
Encourage* - Leadership may be used to help those nearby pass the first half of the 20th century or post-apocalyptic worlds tend
Bravery checks. A successful Encourage check adds [1+1] as a to go from 11-15, contemporary items and near-future technology
modifier to any Bravery checks being done by teammates and ranges from 16-20, with more advanced futuristic tech at 21+. Every
allies within a 10m radius for the next five minutes (till the end of setting will have its own variant on this feat where the complexity
combat if within combat), and allows characters who have failed a gives a -1 to -5 penalty to mechanical checks.
Bravery check to retest once if the Encourage check succeeds. If the
character using Leadership is not the designated team leader, he
gets a -2 modifier to his Encourage check. The action time for this Let’s take an example. You have a modern setting and call your
check ranges from 50 Ticks to the duration of a gripping speech. version Mechanical Understanding. Complexity 16 items give a -1
The longer you spend, the better the modifiers up to a maximum penalty, complexity 17 item give a -2 penalty, and so on. If your
speech of 30 seconds’ duration. Each character may only attempt characters leave this world they’ll find Mechanical Understanding
one Encourage check per five minutes (per combat if within works with other technology too. If they encounter a toothbrush
combat). with complexity 21, it’s -6 to mechanical checks. A complexity 14
radio? +1 instead.
Inspire* - As a form of complementary action, the character may
take one minute and make a check to add [1+1/2] as a modifier to The action time for mechanical checks is 10 minutes for each
the actions of any other characters who are (and remain) within point of complexity for items of lower tech than your setting (so
a 10m radius of him, as long as he takes no actions himself - he’s complexity 1-15 items to a person with Mechanical Understanding).
too busy being inspiring to participate himself. This has no effect This becomes four hours for each point of complexity within your
during combat, for which Strategy or Tactics are required. If the setting (so four hours for complexity 16 items using Mechanical
character using this feat is not the designated team leader, then he Understanding, eight hours for complexity 17, and so on). This
gets a -2 modifier to his check. becomes one week for each point of complexity for items of higher
tech than your setting (so complexity 21+ items for Mechanical
Understanding).
Logical Thinking
Cost: Standard, 5 ranks. Disassemble* - This action is useful for telling what mechanical
Prerequisites: (Rank 2) Int 0. (Rank 3) Int +2, Wit 0. (Rank 4) Int items are, how they work, and picking mechanical locks. Each of
+4, Wit +1, Wil 0. (Rank 5) Int +4, Wit +2, Wil +1. these uses assumes proper tools, with negative modifiers if this is
not the case.
The clues are all there, but somehow you can’t see how they fit
together. This is the skill of putting together all the data known Repair* - Works as Disassemble, but with the goal of fixing the
about a subject and correctly deducing what it all means. object.Repair checks have a -2 penalty because it’s tougher to put
something together than take it apart. Lack of suitable spare parts
Deduce - This is the partner action to Lateral Thinking’s Extrapolate. may incur additional negative modifiers or make any attempt
It’s perfect for moments when the players have a good theory of impossible.
what’s going on, but they’ve actually joined the dots together wrong.
Their characters probably would have made the correct deductions Mechanical Jury-Rigger
based on the information, but the players mis-remembered or Cost: Standard, ranks 4 and 5 only.
forgot to take notes.
Prerequisites: Mechanical Aptitude (Rank 3). (Rank 4) Wit +4,
Dex +1, Int 0. (Rank 5) Wit +4, Dex +2, Int +1.
Possible modifiers are dependent on how many and how obvious
the clues at the character’s disposal really are. On a success, the
director might give the player a tiny prod in the right direction. The character is a master with mechanical objects, specializing in
“Wait one moment, guys, before we get the hangman’s rope out. quick and dirty repairs on items where spare parts and equipment
Surely, if the Duke were the villain then he wouldn’t have signed his are scarce. He adds his rank to mechanical checks rather than his
will over to his godson...” If the character gets a few successes then rank in Mechanical Aptitude, except if attempting a Tweak action
the director might even offer a useful pointer in the right direction. (see Mechanical Tinkerer feat).
“...but didn’t his wife the Duchess have a suspicious meeting with
the same godson just before that?”. Jury-Rig* - The character may attempt to patch up equipment and
Master Field Medic get it running on duct tape and twine, which counts as a Repair
Cost: Standard, ranks 4 and 5 only. check done in half the time and halving negative penalties for lack
of spare parts and/or suitable repair equipment (round the negative
Prerequisites: First Aid (Rank 3). (Rank 4) Int +4, Spi +1, Dex 0. modifier down if there are any fractions). In this instance, a
(Rank 5) Int +4, Spi +2, Dex +1.

42
successful check means the item works [1+1] times before needing feat. One success gives the negotiator a fair deal. Further successes
to be repaired again. An item may not have the same problem jury- translate to an increasingly positive deal, whereas failure means an
rigged twice. unfairly high price.

Mechanical Tinkerer Bribery - Sometimes the easiest way to get something illegal is to
Cost: Standard, ranks 4 and 5 only. pay for it, whether with goods or services.
Prerequisites: Mechanical Aptitude (Rank 3). (Rank 4) Wit +4, Int
+1, Dex 0. (Rank 5) Wit +4, Int +2, Dex +1. When a character wants to bribe an undecided target, make an
opposed check where his Bribe action check total is lowered by the
The character is a master with mechanical objects, specializing bribee’s successes in a Resolve check.
in overclocking them past their normal efficiency levels. He adds
his rank to mechanical checks rather than his rank in Mechanical If the initial offer is less than half the minimum the bribee would
Aptitude, except if attempting a Jury-Rig action (See Mechanical accept, then the character gets a -4 penalty to his check. If the initial
Jury-Rigger feat). offer is at least 1.5 times the minimum, the character receives a +4
bonus. A successful check results in a deal. On a failed attempt the
Tweak * - The character may attempt to improve the performance of team cannot try to bribe the same person again during that story,
any mechanical object by doing sequential Disassemble then Repair and the character trying the bribe gets -1 to any further social
checks on it and applying the results of the Disassemble check as interaction with that person for the remainder of the session per
a modifier to the Repair check. If the action succeeds, then that point by which he failed his check.
item gives a [1+1/3] bonus to its primary function if a tool, or a
simple [10%+5%] boost to performance if not. Thus, a mechanical Perception
lock would give a [1+1/3] negative modifier to attempts to break Cost: Standard, 5 ranks.
through it, while a crossbow might give a [10%+5%] boost to its Prerequisites: (Rank 2) Wit 0. (Rank 3) Wit +2, Wil 0. (Rank 4)
medium range. Note that any item may only be tweaked once, and Wit +4, Wil +1, Int 0. (Rank 5) Wit +4, Wil +2, Int +1.
if either the Disassemble or Repair attempt is a disaster then the
item is destroyed.
Notice – When not actively looking for things out of the ordinary,
this action is used for general sensory perception (such as hearing
Meditation quiet assailants or smelling smoke on a person’s clothing). The
Cost: Standard, 5 ranks. default modifier for noticing things that you aren’t specifically
Prerequisites: (Rank 2) Wil 0. (Rank 3) Wil +2, Spi 0. (Rank 4) Wil looking for is -4 and, if the character is busy with anything that
+4, Spi +1, Con 0. (Rank 5) Wil +4, Spi +2, Con +1. requires action checks, there is another –4 modifier. Otherwise
Notice works exactly like the Spot action below.
Meditate* – The character can shut out the rest of the world to enter
a deep, restful state once per day. This is an action check taking five Spot - Spot is the active counterpart to Notice. You might try to Spot
minutes and requiring concentration (a Resolve check in distracting a cheat at cards, if you’re actively looking for cheats. Otherwise it’s a
environments). After that the character may Meditate for as long as Notice check. Spot avoids the -4 penalty for not specifically looking.
he chooses, up to a maximum of one hour. While meditating, the If you’re looking for an object or person that has been purposefully
character is treated as sleeping in terms of healing, but with three hidden, the check becomes an opposed action between the Stealth/
benefits: he retains awareness of his circumstances, and can be fully Conceal Item action of the target and the character’s Spot.
active by canceling the Meditation as an automatic action taking 5
seconds; he only needs five minutes of concentration to get into a Search - When looking for an escape route or hidden treasure, you
full sleep-like state, which can then continue even in relatively busy Search a place just as you might try to Spot a pickpocket at work.
environments where sleep would be impossible; he can Meditate Searching is an opposed check against the Stealth of the target
and get the full benefit of sleep in the same day, heightening his rate trying to conceal something, or a straight check if it’s not something
of Pulse recovery. that’s been specifically hidden. Performing a Search action takes 10
minutes per 5mx5m area. Quicker searches may reveal something,
Melee Combat but with negative modifiers. Searches of large areas such as
Cost: Standard, 3 ranks. warehouses may use the rules for group action checks. Willpower is
Prerequisites: (Rank 2) Dex 0. (Rank 3) Dex +2, Wit 0. the normal ability for Search action checks, not Wits.

This is the skill of attacking with weapons designed for close Ranged Combat
quarters fighting such as swords, knives and broken bottles. Cost: Standard, 3 ranks.
Attack - Action time is dependent on the weapon. Prerequisites: (Rank 2) Dex 0. (Rank 3) Dex +2, Wit 0.

Dodge – Melee Combat can be used to parry other Melee Combat This is the skill of attacking with weapons designed for fighting at a
and Unarmed Combat attacks instead of using the Dodge feat. The distance such as pistols, rifles and bows. Thrown weapons fall under
effect is the same as a Dodge against those attack types. the Throw feat.

Navigation Attack - Action time is dependent on the weapon.


Cost: Standard, 5 ranks.
Prerequisites: (Rank 2) Int 0. (Rank 3) Int +2, Wit 0. (Rank 4) Int Research
+4, Wit +1, Wil 0. (Rank 5) Int +4, Wit +2, Wil +1. Cost: Standard, 5 ranks.
Prerequisites: (Rank 2) Int 0. (Rank 3) Int +2, Wil 0. (Rank 4) Int
Find Way – This application of Navigation covers map use, finding +4, Wil +1, Wit 0. (Rank 5) Int +4, Wil +2, Wit +1.
one’s bearings, and successfully traveling from point A to point B.
Without suitable equipment and waypoints this task is made much A person with this feat specializes in retrieving archived information
harder. such as in libraries or on the Internet, rather than going out and
hitting the streets, asking around, or seeing what people know (see
Negotiation the Inquire feat). Each method is a useful skill in its own context,
Cost: Standard, 5 ranks. but any particular mystery being investigated might only be solvable
Prerequisites: (Rank 2) Cha 0. (Rank 3) Cha +2, Int 0. (Rank 4) using one or the other… or perhaps a bit of both. This is as much
Cha +4, Int +1, Wit 0. (Rank 5) Cha +4, Int +2, Wit +1. about knowing where to look as it is about how.

Barter – All matters of bargaining are treated as opposed actions Research Information - This is the act of gathering information
between the negotiator and the ‘seller’, each using their Negotiaton from a variety of sources. If looking for data in a complex computer

43
system, this may require a computer-related feat, while general Battle Planning* - Strategy is the feat used for planning a military
research using computers and the Internet are covered by the engagement. If used before a battle, given at least one minute per
Research feat. The action time for such checks is normally eight combatant on the commander’s side to assess the situation and
hours – a full day of investigation. If the information is particularly issue commands, a successful action check puts [1+1] enemies at a
easy or tough to come by, other modifiers may apply. significant combat disadvantage (-1 to attack and +1 to any attack
against them). If the character carrying out this action is not the
Security team’s combat leader then he gets –2 to his Battle Planning check.
Cost: Standard, 3 ranks. It is up to the character to give succinct orders (i.e. “You two attack
from the left while I go up the middle and Tom tries to move round
Prerequisites: (Rank 2) Int 0. (Rank 3) Int +2, Wit 0, Wil 0. to flank them from the right”) and the benefit is only valid while
everyone on the commander’s side is broadly following the orders.
Set Security - A successful check is needed to maximize the benefits
of an anti-intrusion system. Successes or failures in Set Security In large-scale engagements with more than double the number of
become modifiers to break-in attempts. The check is made when combatants on the characters’ side as there are characters, successful
someone first tries to bypass the security. That way the system’s flaws Battle Planning gives a –[1+1/3] modifier to the overall attacks of
aren’t known until they’re exploited. Once tested, the same modifiers the enemy forces instead (as long as the plan is being followed),
apply to all break-in attempts until the system is overhauled. which is an approximation of Strategy rules for bigger battles.
Bypass Security - Potential intruders may attempt a Bypass Security Strong Body
check to break in. Depending on the sophistication of the set up,
there may be a modifier to break in (0 to –6). Other modifiers for Cost: Standard, 5 ranks.
the break-in may also be appropriate, based on factors such as the Prerequisites: (Rank 2) Str 0. (Rank 3) Str +2, Con 0. (Rank 4) Str
time of day and immediacy of the plan. +4, Con +1, Wil 0. (Rank 5) Str +4, Con +2, Wil +1.

Scout Security - Note that Set Security / Bypass Security is an Strong Body is a measure of physical conditioning beyond core
abstraction of an entire break-in. In many situations, the director strength. Strong Body also covers swimming ability; characters
will choose to roleplay the break-in process stage by stage. In these without it can only dog paddle.
cases, a successful check while scouting out the security (with a –2
modifier for the ‘arms length’ nature) gives a [1+1] modifier to any Climb - The duration of a Climb action is based on distance,
subsequent attempt to bypass each system. This may be for feats of equipment, and climbing surface. Normally a check would need
acrobatics, picking locks, sneaking past guards, or similar actions. to be made every 5m, with modifiers ranging from +2 in good
conditions on a craggy cliff, to –6 for the outside of a skyscraper in
Sleight Of Hand heavy rain. Failure means the character cannot move for 5 minutes.
Cost: Standard, 5 ranks. Two successive failures means the character cannot continue.
Prerequisites: (Rank 2) Dex 0. (Rank 3) Dex +2, Wit 0. (Rank 4)
Dex +4, Wit +1, Wil 0. (Rank 5) Dex +4, Wit +2, Wil +1. Hurl* - Normally, a character may throw a hand-sized object (let’s
assume a tennis ball sized rock) up to 15m plus 2m per point of
Strength or minus 2m per point of negative Strength. If he wishes
Prestidigitation* - This skill is used for a number of ‘tricks’ from to throw something farther, a successful Hurl check is required,
making pennies appear behind children’s ears to picking pockets. adding [2+1]m to the maximum range. To throw with any degree
These are generally opposed actions against the target’s Notice of accuracy, use the Throw skill feat. However, a Hurl check can be
check, although someone may be looking for a Sleight Of Hand and used to extend the range of thrown weapons - add the additional
use a Spot check instead. Other modifiers should also be applied distance to the ‘extreme’ range bracket so this wouldn’t affect the
depending on how tough the trick is to carry off. Stealing a fat short, medium or long ranges.
wallet from a back pocket may not be too tough, but filching the
same wallet from an inside pocket might have a –2 modifier. Trying
to steal someone’s watch while they’re wearing it might have a –8 Fast Travel* - There are standard distances a person can move in
modifier. Such actions rarely take more than a few seconds. a given period of time – 2m per second walking, 4m per second
running and 6m per second sprinting. If he wishes to travel faster, a
successful Fast Travel check is required. Each success adds a quarter
Stealth to the distance traveled in the time, up to double.
Cost: Standard, 5 ranks.
Prerequisites: (Rank 2) Wit 0. (Rank 3) Wit +2, Dex 0. (Rank 4) Surgeon
Wit +4, Dex +1, Wil 0. (Rank 5) Wit +4, Dex +2, Wil +1.
Cost: Standard, ranks 4 and 5 only.
Prerequisites: First Aid (Rank 3). (Rank 4) Int +4, Wil +1, Dex 0.
Conceal Item - This is the skill for hiding objects and other people. (Rank 5) Int +4, Wil +2, Dex +1.
This is used as an opposed action against any observers’ Notice or
Search. The check is made when Notice/Search is used. Concealment
may take anywhere from a couple of seconds to a minute. Emergency Surgery* – When a patient enters negative Health,
surgery is required. If a character has access to at least a field medic’s
kit and sterilizing agents, he may attempt to heal a patient in this
Items that are not easily concealed may have a negative modifier state – as long as the treatment begins within a day of the wound
while others are not concealable at all. Other negative modifiers being inflicted (2 days at Rank 5). The process takes one hour per
include trying to move with the concealed object on your person negative point of Health the patient has taken. The surgeon suffers a
and hasty concealment. –1 modifier for every Health level of damage below zero his patient
has suffered (every 2 Health levels of damage below zero at Rank
Sneak – The art of not being seen while moving. As long as the 5).
character remains in the same conditions (in the shadows, in a
room with lots of cover, even on a crowded street) and does not Failure means that the surgeon is unable to do anything more for
move faster than a walking pace, he may attempt to Sneak. This the patient. Success means that the patient will heal [1+1/2] Health
is an opposed action against Notice (or Spot if a sentry is looking after two days of rest, up to 0 Health. If he does not rest fully, then
for intruders). Modifiers of +2 to –6 may be applied to the sneaker he loses one point of potential benefits per action check attempted.
based on the conditions in which he is sneaking. The director may The surgeon may not try surgery on the same patient twice unless
also decide that Sneak actions are not possible at all, for instance in the patient becomes rewounded.
the middle of an open field while being watched.
For extras (who don’t go to negative Health), a surgeon can follow
Strategy the above Emergency Surgery routine as a form of super first aid,
Cost: Standard, 5 ranks. but with a –1 modifier for every Health level of damage, and healing
Prerequisites: (Rank 2) Int 0. (Rank 3) Int +2, Wil 0. (Rank 4) Int 2 points of damage for each success.
+4, Wil +1, Wit 0. (Rank 5) Int +4, Wil +2, Wit +1.

44
Survival a check, he may Search for the next four hours. If that fails, the trail
Cost: Standard, 5 ranks. has been lost. Tracking in urban environments is impossible unless the
Prerequisites: (Rank 2) Wit 0. (Rank 3) Wit +2, Wil 0. (Rank 4) situation is exceptional (the opponent is bleeding noticably, etc).
Wit +4, Wil +1, Int 0. (Rank 5) Wit +4, Wil +2, Int +1.
Wilderness Survival – This is the skill of getting by in the regions Cover Tracks* - A person being tracked may try to avoid leaving traces.
of the world untouched by man. Surviving without proper supplies While this prevents him or his team from moving faster than a walking
requires a check at the end of each day. If failed, the character and pace, it allows an opposed check against anyone following. Each non-
his colleagues each take one physical stun damage representing tracker in a group adds a –1 penalty to the Cover Tracks action.
exposure, hunger or thirst. This damage is only recovered when the
character returns to civilization and spends a full day recovering Unarmed Combat
for each point of damage. If the check succeeds then the character Cost: Standard, 5 ranks.
has hunted food, found fresh water, etc for [1+1] people - he may
choose which members of the party get the benefit, and he does not Prerequisites: (Rank 2) Str 0. (Rank 3) Str +2, Wit 0. (Rank 4) Str +4, Wit
have to include himself. +1, Dex 0. (Rank 5) Str +4, Wit +2, Dex +1.

This system approximates survival in general terms. More detailed This is the skill of attacking without a weapon. Unarmed combat
systems are also possible, calling for individual checks when the encompasses a whole range of fighting styles. In general terms it includes
character hunts, builds a shelter, etc. Bear in mind that other feats boxing and brawling/wrestling, and without additional training it is
might be equally used for some of these activities; for instance the assumed that the character is not a martial artist. Unarmed combat
character might use Tracker to hunt rather than Survival. generally deals only stun damage so is unlikely to be as deadly as weapon-
based combat. However, where weapons are forbidden or where the
character doesn’t wish to kill his opponent, pugilism and wrestling may
System Rigger be ideal.
Cost: Standard, ranks 4 and 5 only.
Prerequisites: Security (Rank 3). (Rank 4) Int +4, Wil +1, Wit 0. Attack - Action time is dependent on the type of attack.’ gets the following
(Rank 5) Int +4, Wil +2, Wit +1. text added: ‘Attacks against armed opponents are at -2 because the
unarmed attacker has less reach than someone with a weapon.
This feat is identical to Security, but the character may add the
relevant modifier for his rank in this feat to Set Security checks Dodge – Unarmed Combat can be used to deflect incoming Unarmed
(rather than +3), which only take him half the normal time to Combat attacks instead of using the Dodge feat. The effect is the same as
perform, and which give a negative modifier of [2+1] to prospective a Dodge against those attacks.
infiltrators (rather than [1+1]).

Tactics
Cost: Standard, 5 ranks.
Prerequisites: (Rank 2) Wit 0. (Rank 3) Wit +2, Wil 0. (Rank 4)
Wit +4, Wil +1, Int 0. (Rank 5) Wit +4, Wil +2, Int +1.
General Feats
Formulate Tactics* – A successful 75 Tick action check allows [1+1] Alertness
combatants within hearing range a +1 bonus to attack and –1 to Cost: Standard, 3 ranks.
enemy attacks against them for the rest of combat. At the time of the Prerequisites: (Rank 1) Wit +1. (Rank 2) Wit +3. (Rank 3) Wit +5.
action the character must bark out orders to his team members. For
example, “Kenton, push forward down the left. Johannes, down the Alert characters are able to move before they realize there’s a need to get
right. Everyone else, pick your targets and fire from your positions”. out of the way. Sudden shifts to high action states don’t bother them at all.
If any of the team fails to broadly follow his instructions, then the Each rank provides a +3 bonus to a character’s reaction time check.
effect is immediately lost for that person. If the character using
Tactics is not the team’s combat leader, he gets –2 to his check. Only
one set of tactics can be in place at a time on a character. Awareness
Cost: Standard, 3 ranks.
Throw Prerequisites: (Rank 1) Wit +1. (Rank 2) Wit +2, Int +1. (Rank 3) Wit
+4, Int +3.
Cost: Standard, 5 ranks.
Prerequisites: (Rank 2) Dex 0. (Rank 3) Dex +2, Str 0. (Rank 4)
Dex +4, Str +1, Wit 0. (Rank 5) Dex +4, Str +2, Wit +1. Here’s a feat for archeologists, scouts, and copy-editors who’re in tune
with easily overlooked details. At (Rank 1) the character may add +1 to
any Search check. At (Rank 2) this becomes a +2 modifier and now it
This is the skill of attacking with thrown weapons such as spears improves both his chance at Spot and Search checks. At (Rank 3) the
and rocks. It is the skill of throwing accurately rather than for pure modifier is bumped up to +3 and affects Spot, Search, and Scrutinize
distance, which is the Hurl action (see the Strong Body feat). checks.
Attack - Action time is dependent on the weapon. Beginner’s Luck
Cost: Free.
Tracker Prerequisites: Starter Feat.
Cost: Standard, 5 ranks.
Prerequisites: (Rank 2) Wit 0. (Rank 3) Wit +2, Int 0. (Rank 4) Wit Beginner’s Luck can be used to make a single action automatically
+4, Int +1, Wil 0. (Rank 5) Wit +4, Int +2, Wil +1. succeed as a basic success or to make a single action check against the
character fail. As an upper-level cosmic boon, Beginner’s Luck can even
Tail – Following a target at a discrete distance is a similar action to be used if the action has already resolved as long as the results haven’t
Track (see below), but at a +2 modifier. The target is allowed a Notice been applied. It may be used to change the result of a disaster or an
check as an opposed action versus the Tail every five minutes. If a extraordinary success. After use, this feat is removed and the character
character has ample cause to suspect he is being tailed, he is allowed may never have another Beginner’s Luck. If the feat isn’t used before the
an opposed Spot check instead. character has a Karma value of 200, then the feat is lost. We have to grow
up eventually, right?
Track* - Finding a person, animal or vehicle in the wilderness is
based on ground conditions, the target’s speed, size, and lead time. Endurance
Tracking checks should be made immediately after the tracking Cost: Standard, 5 ranks.
starts, and then every four hours thereafter. If the character fails Prerequisites: (Rank 2) Con 0. (Rank 3) Con +2. (Rank 4) Con +4.
(Rank 5) Con +5.

45
With this feat, hard labor becomes hard fun! Each rank provides +1 The powers that be have really taken a liking to the character. Twice
to all Stamina checks. per session the character may use Karma to add a card to his action
check even if it’s a disaster. Additionally, whenever the character draws
Extremely Fortunate a 1, he gets a +2 modifier to the second card drawn for the purpose of
Cost: 6K preventing disaster. This doesn’t make the character immune to bad
luck, but it’s a start. This use of the feat doesn’t cost Karma. This feat
Prerequisites: Restricted Feat. Spi +3. Fate On Your Side, replaces the Favored and Lucky feats.
Fortunate.
Income
The character is blessed by good fortune. Twice per session the
character may use Karma to draw a card and remove that amount Cost: Standard, 5 ranks.
from an action check that affects him, even if it’s an extraordinary Prerequisites: Restricted Feat. (Rank 3) needs Social Standing (Rank
success. This counts as a use of Karma for that session, as normal. 1). (Rank 4) needs Social Standing (Rank 2). (Rank 5) needs Social
Additionally, whenever an opponent draws a 1 in an action check Standing (Rank 3).
targeting the character, that opponent gets -2 to the second card
drawn for the purposes of determining disaster. This doesn’t tend The character has access to regular funds. (Rank 1) represents the
to be enough to turn one’s battles into a slapstick routine, but equivalent of $500 per month. (Rank 2) pays $1,500 per month.
nevertheless indicates a charmed life. This use of the feat doesn’t (Rank 3) pays $3,000 per month. (Rank 4) pays $5,000 per month.
cost Karma. (Rank 5) pays $7,500 per month. A character with Social Standing
(Rank 1) also tends to have Income (Rank 1), scaling up through the
This feat replaces the Fate On Your Side and Fortunate feats. ranks. However, that’s not a hard, fast rule. A character may take this
feat up to 3 times, representing three different income streams, but a
character may have no more than 3x his Social Standing in ranks of
Fate On Your Side Income (minimum 3). In this way, a character with Social Standing
Cost: 3K (Rank 3) could have Income (Rank 3), Income (Rank 4) and Income
Prerequisites: Restricted Feat. Spi +1. (Rank 2) simultaneously. The character starts the game with a year’s
worth of his Income in the bank or the equivalent in forward-paid
Characters with this feat were born under good stars, saved a rent and board. This feat should be written up under the ‘Possessions’
burning orphanage in an earlier life, or something. Whenever an heading of the character sheet, and as a result doesn’t count towards
opponent draws a 1 in an action check targeting the character, that the character’s feat limit.
opponent gets -1 to the second card drawn for the purposes of
figuring whether the action was a disaster or not. This feat doesn’t Indomitable Spirit
guarantee that enemies will get disasters, but makes it more likely Cost: 20K
that they will suffer them. Prerequisites: Spi +3. The character may not have Indomitable Will.
Favor This character is the real deal, the shining example of the uplifting
Cost: Standard, 5 ranks. strength of the human spirit. Motivational speakers tremble in envy,
Prerequisites: Restricted Feat. wishing they had his reserves of never-say-die. The character may
choose to take 3 points of non-preventable spiritual stun damage
Someone owes the character a favor. The favor’s quality and ease to redraw the card for any of his action checks, which replaces the
of use depends on the initial Karma cost. Regardless of any other previous card drawn. This may be done multiple times for the same
complications, each favor may only be called on once. The director action check, but the last card is always the one used for the action
and player should work out in advance who owes the favor, and check total. If a 1 or 10 is drawn at any point, the character may not
the ways it could help the character. Generally, this favor should use Indomitable Spirit to redraw that card. Instead, a second card is
be collectable whenever the character needs it, with as little fuss drawn (as usual with 1s and 10s).
as possible.
Indomitable Will
Example: Favor (1K) A corrupt policeman could help the character Cost: 20K
see the files on a sensitive Internal Affairs case. Big Favor (3K) Prerequisites: Wil +3. The character may not have Indomitable
The mayor of a significant town could get the characters jobs in Spirit.
trusted roles or arrange a pardon for a serious crime. Really Big
Favor (5K) A famous ambassador could broker a ceasefire in a long- By the sheer act of wanting something hard enough, characters with
standing war that will last a month and give the character time to go this feat can make it so. The character may choose to take 3 points of
adventuring in a former war zone. mental stun damage (non-preventable) to redraw the card for any of
his action checks, which replaces the previous card drawn. This may
Favored be done multiple times for the same action check, but the last card is
Cost: 3K always the one used for the action check total. If a 1 or 10 is drawn at
Prerequisites: Restricted Feat. Spi +1. any point, the character may not use Indomitable Will to redraw that
card. Instead, a second card is drawn (as usual with 1s and 10s).
The powers that be have taken a liking to the character. Beyond
the normal uses of Karma the character may, once per session, use Influence - Various
Karma to add a card to his action check total even if it’s a disaster. Cost: Standard, 5 ranks.
This counts as a normal use of Karma for that session. Prerequisites for Influence gained after character creation: (Rank
2) Pre 0. (Rank 3) Pre +2, Int 0. (Rank 4) Pre +4, Int +1, Wil 0. (Rank
Fortunate 5) Pre +4, Int +2, Wil +1.
Cost: 3K
Prerequisites: Restricted Feat. Spi +1. There is one influence for each combination of major backgrounds
and homelands in the world (e.g. for the modern world that might
The character is blessed by good fortune. Once per session the be US military, Japanese organized crime, etc), and each represents
character may use Karma to draw a card and remove that amount influence with one specific contact.
from an action check that affects him, even if it is an extraordinary
success. Beyond character creation, Influence feats may not be purchased with
Karma in the normal way. When a character makes a new, promising
Greatly Favored contact during a story, the director may offer the chance for the
Cost: 6K character to immediately spend the appropriate amount of Karma
to increase his Influence by one step in that area. Alternatively, the
Prerequisites: Restricted Feat. Spi +3. Favored, Lucky. director may decide that the character would have to work to develop

46
the contact into Influence outside of the story, which requires a makes a Fate check to determine if it’s any good. Extra successes
downtime action as described in the Fast Talk feat. might indicate lots of tidbits of information, or a few of wider value
or of special relevance to the character. The character has no control
Exert Influence* - Influences may be called upon once per over what he gets each week, but providing appropriate leverage
session to gather information that isn’t generally available or to may provide positive modifiers. It’s up to the director to provide
make special resources available (although the character will still appropriate rumors and stories. However, the information should
need to pay for the goods or accept heavy penalties). Negative be a mix of what the character can use and public interest stories.
modifiers depend on how difficult and dangerous it is for the The character did pay a chunk of Karma though, so some pieces
contact to help. Normally, such requests take one or more days should distinctly aid the character in the story or help establish side
to process. plots for personal gain.

Iron Will Nimble Fingers


Cost: Standard, 5 ranks. Cost: Standard, 3 ranks.
Prerequisites: (Rank 2) Wil 0. (Rank 3) Wil +2. (Rank 4) Wil Prerequisites: (Rank 1) Dex +1. (Rank 2) Dex +3. (Rank 3) Dex
+4. (Rank 5) Wil +5. +5.

Being tough as nails doesn’t mean too much without an The character is expert at actions that require manual dexterity
attitude to match. Iron Will provides an extra reserve of rather than the agility of the full body. This includes things like
mental fortitude. Each rank provides a +1 modifier to Resolve fixing vehicles, crafting fine statues, and picking locks. At (Rank 1)
checks. he gains a +1 modifier to such actions. At (Rank 2) this becomes
+2 and when doing sleight of hand (or cheating while gambling),
onlookers get -2 to checks to see the subterfuge. At (Rank 3)
Keen Sense the manual dexterity modifier becomes +3 and the penalty for
Cost: 1K to 3K onlookers spotting sleight of hand (or cheating while gambling)
Prerequisites: None. becomes -4.

The character must choose one sense, although this feat may Resources
be taken multiple times for a different sense each time. The Cost: Standard, 5 ranks.
feat costs 1K for smell, 2K for hearing, and 3K for sight. The Prerequisites: Restricted Feat. (Rank 3) needs Social Standing
character may add +1 to any action check that would benefit (Rank 1). (Rank 4) needs Social Standing (Rank 2). (Rank 5) needs
from that sense being acute. While the character may take Social Standing (Rank 3).
this feat for touch or taste at the cost of 1K, most stories
have relatively few uses for those senses. As a result the
character gets an additional +1 modifier to make up for the This feat is to make sure that the story’s focus is on more exciting
infrequency of use. matters than the characters balancing their checkbooks. Each time
a character with Resources wants to make a small purchase he
does a Fate check with a +2 modifier, to which he may also add
Lucky his rank in this feat. He can buy the item as long as it is worth up
Cost: 3K to his rank in this feat multiplied by $[20+10]. If he fails, he’s left
Prerequisites: Restricted Feat. Spi +1. his wallet at home and someone else will need to cover him on this
purchase, or he can use his permanent cash from his Income feat
Whenever the character draws a 1, he gets +1 to the second or adventuring loot. On a disaster, he discovers he hasn’t balanced
card drawn for the purposes of determining disaster. This his budget as well as he thought, and cannot use any Resources
feat doesn’t make the character immune to disasters, but it for the rest of the story. Each time he uses this feat after the first
does make them easier to handle. Lucky!

Lucky Beyond Measure


Cost: 9K
Prerequisites: Restricted Feat. Spi +5. Extremely
Fortunate, Greatly Favored.

Luck beyond measure can be your greatest pleasure.


Up to three times per session the character may use
Karma to draw a card and remove that amount from
an action check that affects him, even when the action
was an extraordinary success. The character may also
use Karma up to three times per session to add a card
to his action check even if it’s a disaster. Additionally,
whenever an opponent draws a 1 in an action check
targeting the character, he gets -3 to the second card
drawn for the purposes of figuring whether the action
was a disaster or not. Finally, whenever the character
draws a 1, he gets +3 to the second card drawn for the
purposes of figuring whether the action was a disaster
or not. This feat replaces the Extremely Fortunate and
Greatly Favored feats.

Network Of Spies
Cost: 5K
Prerequisites: Restricted Feat. Cha +1. Int 0.

The character has a series of unnamed contacts around


the city or region where he lives, which he could
replicate anywhere given a month. The information
they provide is reasonably reliable and timely, acting
as a personal rumor mill. Each week, the character
receives an update with basic news from the area - he

47
time, there is an incremental -1 modifier to his Fate check total, so
it becomes tougher and tougher to keep spending. At the end of
each story (or five sessions if the story goes longer), the incremental
Negative Feats
negative modifier resets. This feat should be written up under the
‘Possessions’ heading of the character sheet, and as a result doesn’t Here are three examples of negative feats: an extreme
count towards the character’s feat limit.
physical one, a regular social one, and a serious
Sixth Sense mental one. These are examples for you to build
Cost: 10K upon. People have all sorts of problems, all of them
Prerequisites: Spi +2.
a source of inspiration for negative feats. Don’t go
The character is attuned on some basic level with the universe, and overboard though. There’s a fine line between heroic
has a form of ‘danger radar’. Whenever he is in imminent danger, flaws, tragic flaws, and being flat-out unplayable.
the director makes a Fate Check for him. If it succeeds, then the
character feels uneasy, sensing the danger. More successes, and the If your character’s flaws are getting in the way of
director may indicate some details – direction, distance or even your fun or turning routine chores into greased
the vague nature of the threat. If the check is a disaster then the
character senses nothing, but also feels danger at an inappropriate pig-chasing ordeals, you’re better off without them.
time during the session. Unless your group goes for that kind of thing.
Social Standing
Blind
Cost: Standard, 5 ranks.
Cost: -15K
Prerequisites: Restricted Feat.
Prerequisites: Restricted Feat.
No matter the background of the character, some people are better
thought of in the community than their peers. That said, a hard-on- The character cannot see and automatically fails action checks involving
his-luck noble is likely to have more Social Standing than a well- vision. In instances when other senses can give some clue to the blind
respected farm hand, just because he’s a noble. While aristocrats and character’s location, he may be able to attempt most actions at a –5 penalty.
high rollers can go through the game without this feat, they would For other characters this would be a –8 modifier, but blind characters
need to justify it in the same way as a character with the ‘peasant’ have learned to hone their other senses to partially compensate, and are
background would need to justify having it higher than (Rank 1). only as inconvenienced as a sighted character acting on a dark night.
In a social action, the character with higher Social Standing may
add a modifier to his check equal to the difference in ranks of Social Personality Trait - Various
Standings. Thus, an army captain with Social Standing (Rank 3) Cost: Slight (worth -2K). Pronounced (-4K). Extreme (-6K).
could add +1 to his social checks against a village priest with Social Prerequisites: Restricted Feat. The director is advised to allow each
Standing (Rank 2). If the priest were in disgrace (had no Social character to only have one Personality Trait feat so that they don’t
Standing feat), this would be +3. This feat should be written up overwhelm the character.
under the ‘Brief Description’ heading of the character sheet, and as
a result doesn’t count towards the character’s feat limit. There are three ranks of personality trait: Slight, Pronounced and
Extreme. Examples of suitable personality traits include: compulsive,
Special Possession intolerant, loyal, phobic, overconfident, and thrill-seeker. Each condition
Cost: 1K or more contains many permutations based on their source and focus. Any
Prerequisites: Restricted Feat. time the character tries to act against his chosen personality, he must
make a Resolve check, with a -2 modifier if it is Pronounced and -4 if
The character possesses an item (or set of items) of value. The value Extreme. The director should apply additional modifiers depending on
of the item dictates the cost of the feat, and the details of exactly how flagrant a violation of his personality it would be to avoid it. Thus
what the item is should be agreed with the director. Each Karma a character with Pronounced Claustrophobia may get a -6 modifier for
point of Special Possession feat means that the character has an getting into a tiny closet adding to his initial –2 for a total modifier of
item worth $1,500 or part thereof. This feat should be written up -8. People with Pronounced Claustrophobia don’t tend to get into many
as the item or assorted goods it represents under the ‘Possessions’ tiny closets! Succeeding on the Resolve check means that the character
heading of the character sheet, and as a result doesn’t count towards has briefly triumphed over himself. Failure, and the character takes 2
the character’s feat limit. Mark the value of the goods with the mental stun damage per point he failed the Resolve check, but may still
item. If lost, the Karma value of the character needs to be adjusted act against his personality trait as long as he hasn’t incapacitated himself
down by the appropriate amount, because he no longer has his in the process. Characters who defy their personality trait more than
key possession. Examples of items might be a masterwork set of once in any session should be treated with suspicion by the director
electronic lockpicks, a motorbike, a pair of hand made gold-plated unless they have excellent reasons for doing so.
pistols, or a one-of-a-kind drop-dead-gorgeous evening dress from
Milan’s hottest new designer (including matching shoes and bag). Prone To Confusion
This feat may be taken multiple times for different items, and is a Cost: -10K
common one for the director to award as an additional bonus for Prerequisites: Restricted Feat. Max Int +1. Max Wil 0.
completing a story or sub-plot successfully.
Whether the character suffered a blow to the head as a child, has a
Spiritual Fortitude mental illness, or is simply uninterested in the common perception of
Cost: Standard, 5 ranks. the surrounding world, he gets easily disoriented. When faced with a
Prerequisites: (Rank 2) Spi 0. (Rank 3) Spi +2. (Rank 4) Spi +4. situation where there are multiple important stimuli (such as several
(Rank 5) Spi +5. people talking at the character at once) he must make a Resolve check.
Normally, there’s a +2 modifier if the situation isn’t especially tense, but
Either this character has looked terror in the eye often enough to be in situations where there are many stimuli in fast-moving or dangerous
better prepared, or he has some reason not to be as worried as most circumstances, the modifier is not valid. If he fails his Resolve check, the
people. Each rank provides a +1 bonus to all Bravery checks. character cannot concentrate on any of the information around him and
begins to shut down. The more important effects should be roleplayed,
but the suffering character also takes two points of mental stun damage
Powers for each point by which he fails the Resolve check and gets a –2 modifier
to Bravery checks until the end of the scene.
Wondering where to get started with
designing supernatural feats for your
world? Check out Powers And Worlds,
a free download from www.talisman-
48 studios.com

Potrebbero piacerti anche