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					AGENTS F F R                                                        NE




  A CARD-BASED GAME MECHANIC FOR DARK
AND DARKLY HUMOROUS ROLE-PLAYING GENRES
(THIS GAME SYSTEM IS NOT ASSOCIATED IN ANY WAY WITH, NOR IS AN ATTEMPT TO PROFIT
   FROM, THE NAME OF, AND TRADEMARKS ASSOCIATED WITH, THE BLUE OYSTER CULT.)
CHARACTER:                                       HOLE CARD:                             LEAGUE:

                  PHYSICAL ASPECTS, SKILLS          MENTAL ASPECTS, SKILLS              CHARACTER LIKENESS AND
                        AND POWERS                      AND POWERS                             PROFILE

                 PHYSIQUE                        SPIRIT
 POWER




                 DEFTNESS                        CUNNING
 FINESSE




                 RESOURCES                                        DEVICES               HT.:                   WT.:

                 NETWORK                                                                HAIR:                  EYES:
 MISCELLANEOUS




                 ADVANTAGES                                                             AGE:                   DOB:
                                                                                        ALIAS(ES):



                 FOLLOWERS                                                              JOB:
                                                                                        EARNINGS:


2 through 9 Cards: face value                    HOLE CARD:                             ODDS:   Automatic               0-10
Ace: 1                                                   Trade for a new hand.                  Even                    11-20
Jack: 11                                                 Nullify Up The Sleeve card.            Fair                    21-30
Queen: 12                                                Declare a Key Moment.                  Long                    31-40
King: 13                                                 Recover cards (up to value).           Astronomical            41-50
Ace of Spades: Death if discarded as damage              Cheat death.                           Insane                  51+
Bedpost Queen: offense and defense in melee      CARD RECOVERY:                                 Additional Target       +2
Suicide King: offense and defense at range               Hearts & Diamonds: Heroes.             Unskilled               +5 or
One-Eyed Faces: 20 (PERCEPTION ONLY)                     Clubs & Spades: Villains.                                      greater
Joker: Wild Card. Double Down without fatigue.           Ace of Spades: Nobody.                 Range, Trick Shot       varies
Dead Man’s Hand: Death if discarded as damage                    27
                                                         Queen of Hearts: Everybody.                        (Dealer discretion)
THE AGENTS OF FORTUNE GAME MECHANIC
A CARD-BASED SYSTEM FOR DARK OR DARKLY HUMOROUS GRAPHIC NOVEL ROLE-PLAYNG SUBGENRES
By Glen Lyons

Because of all the attempts to duplicate pseudo-reality with rules and situational exceptions, the
game systems I enjoyed in my youth, the ones where character generation takes half a day, have
become ones where I sit around listening to my arteries harden during the multiple sessions it
takes to complete a one-minute fight scene. It’s not that these game systems are bad. They
sucked me into FRPGs in the first place, after all. It’s just that I’m more interested in storytelling
than mechanics, and that I’m more interested in a game than a lifestyle.
What’s a lifestyle, you ask? A lifestyle is where a game publisher releases a half-dozen core
rulebooks at thirty bucks a pop, pukes out a monthly supplement in the same price range, and
then nullifies your previous purchases by updating the system to keep their cash flow
consistent. Not that I’m thinking of anyone in particular, mind you….
In 1998, TSR published the Marvel SAGA system. It’s a beautifully simplistic mechanic whose
cards create the feel of four-color comics. Sadly, that look just didn’t fit the grittier comic-
book/graphic-novel subgenres—e.g., war stories, urban gritty, Westerns. While I was
lamenting this fact during an evening commute, the Agents of Fortune system came to me. It’s
based off the premise that gambling is pervasive to the sub-genres mentioned above, and that
randomness in gaming makes the typical FRPG a game of chance.

                Mae West: Is poker a game of chance?
                W.C. Fields: Not the way I play it.
                                                   — My Little Chickadee (1940)


The Contents
        Characters and Their Abilities                                                        2
        The Cards                                                                             2
        Character Design Standards                                                            3
                Card Selection, Determining League, Determining Aspects                       3
                Converting Pre-Existing Characters, Determining Skills                        4
                Example Skills List                                                           6
                Determining Powers                                                            8
        More Character Design Standards: The Care and Feeding of Your Hole Card               12
        Can You Believe This? (What The Dealer Gets Away With)                                12
        Special Rules For Special Powers: The Joker Suit                                      13
        Character Drawbacks                                                                   14
        The Game and the Jargon                                                               15
                Mental/Mystical Combat, Injuries and Death                                    16
        Sequence of Events                                                                    20
        The Q&A Hole                                                                          24
        Earnings and Character Improvement                                                    26
        Appendix: Example Characters (Generated and Converted)                                27
        Inside Covers: Blank Character Sheet and Dealer Reference Chart


                                                  1
The Game, In A Nutshell
Agents of Fortune uses standard playing cards instead of dice. Your Hand simulates your skill,
luck, stamina and health—all at once. Run out of cards, you’re in deep kimchee. You go
unconscious, and you run the risk of death. Of course, if you discard the wrong cards as
damage, that could kill you just as dead.
Your character has four Aspects representing his or her physical and mental Power and Finesse,
a League determining which extra cards he or she can play, and a myriad of other characteristics
tied to these stats. If you draw your Hole Card to replace a card, or get dealt it at the beginning
of the session, you can keep it face down in front of you for later use. Of course, the Joker is
wild in game play, so that can sub for a Hole Card—most of the time.
You take actions by playing a card from your hand and adding its Rank, and that of a Skill or
Power, to that of an Aspect. If the card matches the Governing Suit of an Aspect, Skill or
Power, you can then add an additional card from the House Deck—and keep adding such cards
as long as you keep drawing the Governing Suit. Your total determines your action’s success
against the Odds set by the Dealer—aka, the GM, the person with the power over life and death
in this game.
You draw cards to replace those played, but not those discarded for Damage or Fatigue. If your
League allows, you may play additional cards, or you may take Fatigue damage by Doubling
Down (playing an additional non-edge card) or Going All In (throwing down your entire hand).
Be careful of what’s in your hand, as certain cards are bad ideas to discard.

               Last night I stayed up late playing poker with Tarot cards.
               I got a full house and four people died.
                                                      — Steven Wright

The Cards
Cards from 2 to 10 have the suit and rank as other standard card games. Jacks count as 11,
Queens 12 and Kings 13. This game, however, gets creative with the rest of the deck:
Ace: In play, its value is 1, but in character generation it is 11. If one plays the Ace of Clubs for
damage, that’s serious injury. If you play the Ace of Spades for damage, you’re dead.
Joker: As with poker, this is a wild card. You can use it to Double Down with impunity—i.e.,
play it as a push with a value and rank equal to what you’re playing—or duplicate your Hole
Card. As a House Card, it’s whatever the Dealer wants it to be, and immediately goes Up The
Sleeve at the end of a Hand. As a character-design card, it allows for Special Powers.
Bedpost Queen: The Queen of Spades adds to both offense and defense when played for a
melee combat action. Playing the card, however, counts as your defensive action for that Hand.
One-Eyed Faces: The King of Hearts, Jack of Hearts, and Jack of Spades each count as 20 when
played for perception tests only.
Suicide King: The King of Hearts adds to both offense and defense when played in missile
combat. However, playing the card counts as your defensive action for that Hand.
Dead Man’s Hand: The aces and eights from the black suits, with either a five or nine of
Diamonds, comprise this hand. Obviously, you don’t want to Go All In or discard as damage.


                                                  2
Character Design Standards                                      EXAMPLE CHARACTER
WHAT’S IN THE CARDS FOR YOU?                                       GENERATION
                                                               Cards Dealt: Q , K , J , Q , A ,
Each player draws 13 design cards (10 if a low-powered                A , 2 , 3 , 5 , 7 , 9 , 10 ,
campaign), or converts an existing character from                     and 10 .
another game system by using the conversion chart at
                                                               Set Aside For League and Powers:
the top of the next page. Additional cards may be
                                                                      Q , K , J , and Q .
granted by taking one or more Drawbacks (see p. 14).
                                                               Available For Aspects and Skills:
Card Selection: Set aside any face or wild cards (i.e.,              A ,A ,2 ,3 ,5 ,
King, Queen, Jack, and Joker). These will come in handy               7 , 9 , 10 , and 10 .
for determining League, Skills, and Powers.
                                                               Cards Assigned To Aspects:
If you have drawn no face or wild cards, you can                      3 and 5 in Physique (rank 8)
combine card values to get the equivalent of a face or                A in Deftness (rank 11)
wild card (Joker = 20). If you have a total number of face            2 and 7 in Cunning (rank 9)
and wild cards greater than nine, then the lowest face                9 in Spirit (rank 9)
cards and the Joker may be assigned to Aspects. Cards
assigned cannot be re-used later.                              Card Assigned To League:
                                                                     J , for Penny-Ante.
Determining League: The number of face cards you               Cards Unused: A , 10 , and 10 .
assign here, determines your League—provided you are
not converting a character from another system. Either
way, determining one’s League is of paramount                     Character League
importance. A character’s League allows him or her to          Cards    League             Edge Cards
play additional cards without Doubling Down or Going             0      Mook                   N/A
All In, provided each additional card’s Rank is less than        1      Penny-Ante          Aces only
or equal to the highest allowed by that League (see middle       2      Loose Cannon           A, 2
                                                                 3      Rounder               A, 2, 3
inset).
                                                                 4      High Roller          A, 2, 3, 4
The player from the example at right (see top inset) selects
the J in order for her character to become Penny-Ante.
                                                                   The Aspect Matrix
Determining Aspects: The four Aspects range in value                      PHYSICAL         MENTAL
from 2 to 11, or 13 if the Dealer (GM) prefers to run a
higher-powered game. Players can place as many as two
                                                               POWER
cards in each Aspect to determine each one’s respective                     PH               SP
Rank, or players can convert a pre-existing character as
per the tables below.
                                                               FINESSE
It is not necessary for the cards’ suit to match that of the              DE              CU
Aspect, but the total value of the cards must not exceed
the Dealer’s upper limit set for that Aspect. For example, our player from the inset at right has
nine non-face, non-wild cards with which to determine Aspects: A , A , 2 , 3 , 5 , 7 , 9 , 10 ,
and 10 . The player can opt to use the aces for 11’s in two Aspects, or she can hold them for
the Skills and Powers phases. In her case, she places A in Deftness, 3 and 5 in Physique, 9
in Spirit and 2 and 7 in Cunning.



                                                  3
Chart 4: Converting Characters Over To the Agents of Fortune Mechanic
AOF Aspect          Champions/Hero             V&V             DC Heroes           d20/D&D      MSHAG
   Physique       (STR+CON+BOD+REC)/3       (STR+END)/2       (STR+BOD)/2         (STR+CON)/2     STR
   Deftness             DEX+SPD                Agility        (DEX+INT)/2           Dexterity    AGIL
   Cunning            (INT+EGO)/2            Intelligence     (INT+MIND)/2        (INT+WIS)/2     INT
   Spirit           (EGO+PRE+REC)/2         (CHA+INT)/2       (SPI+MIND)/2        (WIS+CHA)/2    WPR
 League =         (Experience Earned)/100    (Level/4)-1      (Hero Points)/7       (Level/4)    Edge

  USE THE FORMULAE IN THE FIRST TABLE TO DETERMINE THE RESULT IN THE SECOND
 Example: A Champions character with 10 REC and 20’s each in STR, CON and BOD would total 70,
  which, when divided by 3 per the Champions/Hero formula above, equals 23. On the table below,
 that result of 23 would equate to an Agents of Fortune Physique of Rank 10 (Threshold). Player and
 Dealer will work out between themselves which Aspect Rank fits the conversion formula result; if
      the conversion result had been 25, that would have been on the line separating 10 from 11.
   AOF Aspect Rank             Champions         V&V         DC Heroes          d20/D&D 3.5     MSHAG
2-3         Weak                    4-7           6-8            0-1                6-9           1-2
4-5         Average                8-12          9-11            2-3               10-11          3-4
6-7         Above Average          13-17         12-16           4-5               12-15          5-6
8-9         Peak Human             18-22         17-20           6-8               16-18          7-8
10-11       Threshold              23-27         21-24          9-10               19-23         9-10
12+         Superhuman              28+           25+           11+                 24+          11+


Converting Pre-Existing Characters: Conversion from another game system will be a
consensus between the Dealer and player as to what best represents the character’s capabilities.
Although the above chart is necessary, and guidelines for conversion exist in subsequent charts,
the consensus method for assignment of Skills and Powers by-passes the need for design cards
altogether.

Determining Skills: For each Aspect, the character can have up to 11 skills. The Agents of
Fortune Mechanic is very free-form when it comes to skills (see p. 6), as they depend upon the
character’s approach:
            Physique (Clubs) is the measure of a character’s physical power. A boxer, brawler,
            knife fighter, or axe murderer would fight from a position of strength. Mountain
            climbers, wrestlers, and marathon runners may also employ Physique.
            Deftness (Diamonds) is the measure of a character’s physical finesse. A martial artist,
            gunfighter, archer, pickpocket, or fencer would employ Deftness to their advantage.
            Spirit (Hearts) is the measure of a character’s mental (and mystical) power. This is
            the measure of a character’s willpower and expressiveness. Magicians and
            mentalists have made this attribute their own, as have artists, performers and
            charlatans. Athletes who endure by force of will do well here.
            Cunning (Spades) is the measure of a character’s intellect (i.e., mental finesse) and
            perceptiveness. Detectives and scientists live by it, as do hackers, snipers, and
            scholars. Athletes whose approach is more strategic than physical do well here.
Are you totally unskilled if you don’t have a skill listed on your sheet? It doesn’t mean you
can’t use it, unless it’s something so totally out of character concept that there’s no way it’s
applicable. No Wild West gunslinger or crack dealer is going to be able to decipher Stephen



                                                         4
Hawking’s most intricate equations. It’s up to the
Dealer to change the Odds of an unskilled action,             Character Generation
either by adding difficulty cards or bumping up the               In Progress
difficulty level to a different category (see “Odds,” The
                                                             Cards Burned: A , 2 , 3 , 5 , 7 , J , 9 .
Game and the Jargon, p.18). Please note that this rule
also applies to using Powers that lack an operating          Available For Assignment to Skills:
skill—e.g., Teleportation without Dimensional                       A , 10 , and 10 .
Navigation.
                                                             Aspects:
It would be to the player’s advantage to spread out
                                                                 Physique, rank 8
their skills among the Aspects, and to keep skill slots
                                                                 Deftness, rank 11
in reserve in the event the player wants innate
                                                                 Cunning, rank 9
(mutagenic) Powers. For example, the various skills of           Spirit, rank 9
a martial artist could be divided among Physique
(weapons and holds), Deftness (acrobatics, unarmed           Cards Assigned to Skills:
combat and thrown weaponry), Cunning (blind                          10 in Physique (8 skills)
fighting) and Spirit (ch’i). Another example would be
                                                                     A in Deftness (9 skills)
the skill set of a con man: acting (Spirit), appraisal
(Cunning) and sleight-of-hand (Deftness). A cat                      10 in Cunning (8 skills)
burglar would likely have climbing (either Physique or               Spirit, 6 skills
Deftness), lockpicking (either Deftness or Cunning)
and at least three Cunning skills (e.g., security systems,   Re-Allocation: 2 skills each from
electronics and appraisal). Also, a character’s approach     Physique, Deftness and Cunning.
to a skill could determine which Aspect governs it—
                                                             Skills Chosen:
e.g., firearms could be seen as Gunplay (Deftness) or
Marksmanship (Cunning), and a Martial Arts style                 Physique (8)—Climbing, Brawling
                                                                 (armed and unarmed), Knives,
could be hard (Physique) or soft (Deftness). Characters
                                                                 Athletics (extreme sports), Athletics
with innate powers will need skills with which to
                                                                 (triathlete), Swinging, and Athletics
operate their powers more effectively (e.g., Light               (sprinting).
Control for a laser blast); these, too, will depend on the       Deftness (9)—Acrobatics, Gunplay,
character’s approach.                                            Martial Arts, Stealth, Security
                                                                 Systems, Thrown Weaponry, Quick
Assign cards to each Aspect to determine the number
                                                                 Draw (per Iaido, p. 7), Escape Artist,
of skills. The character from the example on p.3 places          and Vehicles (cars).
the 10 in Physique, 10 in Cunning and A in                       Cunning (8)—Marksmanship, Trivia,
Deftness. If she so chooses, she can bring in a face or          Gunsmith, Perception, First Aid,
wild card and divide its value among multiple aspects,           Gadgetry, Shadowing, Gambling.
or she can do the same with any card that has a                  Spirit (6)—Intimidation, Bargaining,
double-digit value. In this case, she generates 6 Spirit         Performance (Burlesque), Self-
skills by taking 2 from each other Aspect—i.e., she now          Hypnosis, Survival, Sixth Sense.
has a character with 8 Cunning, 8 Physique and 9
                                                             Set Aside For Powers:
Deftness skills. Because she has a clear design goal in
                                                                     Q , K , and Q .
mind, she leaves no skill slots open for later.




                                                 5
PHYSIQUE                            DEFTNESS                             SPIRIT                             CUNNING
Athletics:                          Archery/Kyudo                        Animal Handling                    Marksmanship
        Diving                      Boxing                               Fine Arts:                         Physical Sciences:
        Swimming                    Climbing                                      Painting                           Archaeology
        Acrobatics                  Gunplay                                       Portrait Sketch                    Avionics
        Leaping                     Javelins/Spears                               Cartoonist                         Astronomy
        Sprinter                    Knife-throwing                                Photography                        Biology
        Distance Run.               Vehicle skills:                               Fiction Writer                     Botany
        Marathon                            Car                                   Memoirist                          Chemistry
        Triathlete                          Sm. Plane                             Poet                               Cryptography
        Wrestling                           Motorcycle                            Lyricist                           Cybernetics
        Weightlifting                       Jumbo Jet                             Scriptwriter                       Genetics
        Extreme (any)                       Jet Fighter                           Editor                             Geology
Boxing                                      Bomber                       Performance skills:                         Mathematics
Brawling (unarmed)                          Truck                                 Acting                    Medical Sciences:
Brawling (armed)                            Tank                                  Dance                              Biochemistry
                                                                                  Burlesque                          Forensic Med.
Climbing                                    Boat
                                                                                  Mime                               Medicine
Knives                                      Freighter
                                                                                                                     Radiology
Claws                                       Tanker                                Opera
                                                                                                                     Psychology
Teeth                                       Submarine                             Violinist
                                                                                                                     Toxicology
Thrown Weapons                      Athletics:                                    Pianist
                                                                                                                     Immunology
Martial Arts                                Diving                                Guitarist
                                                                                                            Social Sciences:
Martial Arts Weapons:                       Swimming                              Rock Vocals
                                                                                                                     Economics
        Chain                               Acrobatics                            Ballet                             Demographics
        Sickle (kama)                       Leaping                               Director                           Sociology
        Compound                            Sprinter                              Poet                               Genealogy
        Sai                                 Tennis                       Bargaining                                  Criminology
        Fans (tessen)                       Skiing                       Persuasion                                  Law
        Shuriken/darts                      Surfing                      Seduction                          First Aid
        Batons/Escrima                      Extreme (any)                Oratory                            Paramedics
        Nunchaku                    Martial Arts                         Intimidation                       Gambling
        Katana                      Martial Arts Weapons:                Command                            Perception
        Wakizashi                           Iaijutsu/Iaido               Meditation                         Animal Handling
        Nodachi                             Sickle (kama)                Hypnosis                           Business
Bladed Weaponry                             Fans (tessen)                Self-Hypnosis (7+)                 Strategy
Polearms                                    Shuriken/darts               Ki/Ch’i Focus
                                                                                                            Tactics
Swords                                      Batons/Escrima               Occult                             Disguise
Knives                                      Nunchaku                     Eidetic Memory
                                                                                                            Trivia
Archery (compound)                  Fencing/Swordplay                    Sixth Sense
                                                                                                            Gadgetry
Police Subdual Arts                 Thievery:                            Espionage:
                                                                                                            Security Systems
Bludgeons                                   Sleight-of-Hand                       Shadowing
                                                                                                            Weaponsmith
Strangulation                               Gambling                              Disguise
                                                                                                            Survival
Leverage                                    Stealth                               Deception
                                                                                                            Shadowing
Shockwave (12+)                             Shadowing                             Security Syst.
                                                                                                            Speed of Thought (7+)
Intimidation                                Lockpicking                           Cryptography
                                                                                                            Police Procedure
Swinging                                    Concealment                           Perception
                                                                                                            Area Knowledge
Improvised Weaponry                         Security Syst.               Survival
                                                                                                            Organizational Kn.
                                    Improvised Missiles                  Speed of Thought (7+)
                                                                                                            Cultural Kn.
THE FINE PRINT: In no way is the above chart a complete list of skills. Skills in italics are outlined on the following page. Skills
in bold italics are disciplines that cannot be used if not already on the character sheet. Those skills which are underlined, are
Comprehensive Skills which we will discuss in the Powers section. Their subskills may be purchased individually as Skills.




                                                                 6
Eidetic Memory could become a real headache for players and Dealers alike. Worst-case
scenario, this could require both player and Dealer to keep a campaign diary in order to
establish the veracity of the player/character’s memory.

Hypnosis is chiefly a non-combat skill. It requires a relaxed and/or mostly compliant subject.
Odds against use in combat are, at best, Astronomical. Self-Hypnosis requires a Spirit of 7 or
higher and is best used for healing purposes, either physically or psychically. Because of the
time necessary to psych oneself up, it is an exclusively non-combat skill.

Iaijutsu/Iaido is the art of the quick draw, specifically in East Asian swordplay. Possession of
this skill allows one to add their Spirit or Cunning rank, whichever is higher, to Deftness and to
card-play for purposes of initiative. The Quick Draw variant, which adds card-play to Deftness,
is for gunslingers or knife-throwers.

Ki/Ch’i Focus is a skill which allows a character to perform incredible physical feats. The player
must play a card face-up, provided it is less than or equal to the House Draw (or is the
character’s Hole Card), and leave it in front of himself/herself. The rank of the card is the
duration in Hands that the character can add his/her Spirit to Physique or Deftness—and it is
the added difficulty of a Physique Test against losing a card to fatigue at the end of the
duration.
Should the card played be from the Hearts suit, draw a card from the House Deck. This card
adds its full rank to the duration but only adds a quarter of its value to the Odds of the
Physique Test.

Shockwave requires a Physique of 12 or greater. It is essentially a “brick trick” where the attacker
strikes the same surface with which the targets are in contact. Those within 30 feet are knocked
off their feet and take falling and stunning damage as per the successful card-play result. The
Odds against success are determined by the range and the number of targets.

Sixth Sense can be a variation on Danger Sense, or it can be a bargain-basement version of
Cosmic Awareness. It is supposed to be vague and/or confusing, akin to lucid dreaming, and it
is almost always in the Dealer’s control.

Speed of Thought requires a Spirit or Cunning of 7 or greater that is the highest of that character’s
Aspects. That Aspect then adds to card-play and to Deftness for initiative with physical actions,
Cunning (or Spirit, if the high Aspect is Cunning) for mental and mystical actions.




                                                 7
Determining Powers: Generally, powers in Agents of
                                                                Character Generation
Fortune are devices, weapons, super-skills, character
resources, or an uncanny talent. If the player so
                                                                    CONTINUED
chooses and the Dealer consents, players may select             Cards Burned: A , A , 2 , 3 , 5 , 7 ,
innate powers resulting from mutation or alien birth.                  9 , 10 , J , and 10 .
Face and wild cards are required for the purchase of
any and all powers. Our player from the example on              Set Aside For Powers:
                                                                        Q , K , and Q .
p. 3 (see inset) has just three cards left: Q , K , and Q .
More about her later in this section.
When selecting powers, ask yourself the following ten
questions about your character:
                                                               POWER                 PURCHASE COST
                                                               Über-Skill            Any combination of
   1. Should your character have an Über-Skill? An
                                                                                     2 face and/or wild
       Über-Skill, noted on the character sheet with a
                                                                                     cards.
       USK, is one which has not one but four
                                                               Uncanny Talent Any King or Queen.
       Governing Suits. Any card you play is trump,
                                                               Comprehensive         Any Jack.
       but the subsequent cards you draw from the              Skill
       House Deck must be of that Aspect’s suit in
                                                               Resources             Any non-face card
       order to continue the string of trump. The                                    for 2-11 times the
       Dealer is encouraged to limit the number of                                   average income, or
       Über-Skills to no more than one per every two                                 any face card with
       or three players—and even that may be too                                     suit and rank
       common for the higher-powered campaigns.                                      determining Wealth
   2. Should your character have an Uncanny                                          (see p. 10).
       Talent? An Uncanny Talent is a Skill which has Network
       a second trump suit reflecting either raw power         Advantages            Any face card, with
       or sheer finesse. Players note its presence on a        Followers             suit and rank
       character sheet with a UNC and the symbol of            Devices               determining quality
       the second suit next to the skill. Characters are       Enhanced Senses (see pp. 10-11).
       limited to one Uncanny Talent per League                Innate Powers
       Rank—e.g., Mook, 0; Penny-Ante, 1; Loose Cannon, 2, etc.
   3. Does your character have one or two Comprehensive Skills? A Comprehensive Skill,
       which usually is underlined on a character sheet, is a broad category representing a
       character’s comprehensive training or savant nature. A Comprehensive Skill takes up
       one skill slot. Under a Comprehensive Skill, characters are allowed a number of sub-
       skills equal to the half the Rank of the governing Aspect. (For example, Dr. Mercury is a
       super-genius scientist with Rank 13 Cunning and Comprehensive Skills in Physical and Medical
       Sciences—and 14 sub-skills, sciences divided equally between the two broad categories.)
   4. What are your character’s Resources? Is your character worse off than most, better off,
       or wealthy? How wealthy, on a scale of 1 to 13, is your character? Bear in mind that the
       scale varies with the campaign setting. Poverty, by the way, is a Drawback (see p. 14).
   5. Does your character have a Network? If so, does that network have influence, or the
       ability to grant favors (e.g., make arrest warrants disappear, get charges dropped, alter criminal
       records, forge very authentic-looking documents, obtain abnormal equipment)? If the Network
       can grant favors, how often or what is the chance? Your Network can add to your
       ability to obtain information and/or favors, which is pitted against the Odds that the
       Dealer sets. When you have a Network, the Odds are easier by one category.



                                                   8
   6. Does your character have any Advantages? Does your character hold any professional
       licenses, work for a government agency, or run a corporation? If the character works for
       a government agency, for example, is there an equipment allowance or a license to kill?
   7. Does your character have any Followers? This could be the Mook who cleans the
       supercharged muscle car your character drives, or it could be an organization.
   8. Does your character have any Devices that are rare, customized and/or hard to repair or
       replace? If so, what can they do? If they are weapons or armor, consult Chart 10 (p. 11).
       If they are enhanced senses, consult Chart 11 (p. 11).
   9. Does your character have any Enhanced Senses? Really? Do the character’s senses
       represent innate physical traits or a rare/customized device rather than, say, the honed
       observation of someone with the Perception skill? These Enhanced Senses (see Charts 9
       and 11, pp. 10-11) would add an enhancement bonus to the appropriate Aspect
       governing Perception. Unskilled, that Aspect is raw Cunning. For certain senses, or
       perception in general, the Aspect in question is either Cunning or Spirit.
   10. Does your campaign’s Dealer allow Innate Powers—e.g., mutagenic, psionic, magical,
       cybernetic? Normally, powers enhance, or are linked to, their governing Aspect, but
       they can be independent. If so, they must have a governing suit:
            Clubs governs blunt weapons, fire, radiation, powered armor.
            Diamonds governs plants, animals, earth, electricity, motor vehicles.
            Hearts governs water, ice, the Void, magic, mentalism, healing.
            Spades governs air, perception, bladed melee weaponry, surveillance devices.
            The Joker governs powers which the Dealer must strictly control, if allowed at all:
            Luck Manipulation/Control, Probability Manipulation, Intangibility, Immortality,
            Clairsentience, Cosmic Awareness, Time Travel/Control. These powers have their
            own rules and are enumerated elsewhere (Special Rules for Special Powers, p. 13).
       Powers linked to Aspects may have a number of stunts equal to the Aspect Rank.
       Anything that is a weapon or device generally operates off of the character’s skill; it’s
       not just the powder load or the slug size or the weight of the blade. Cards devoted to
       weapon generation have a skill bonus result as per Chart 10 (p. 11), to be decided by the
       player and Dealer.
How does one determine a Power? Let’s use our player
                                                              Character Generation
from p. 3 as an example. She has three face cards. She
                                                                  COMPLETED?
decides to burn her King and Q for an Über -Skill,
which she declares will be Acrobatics. This leaves the       Cards Used in the Powers Phase:
Q , which she decides will be Regeneration linked to                K and Q , for Über-Skill
Physique (rank: 8).                                                 Skill (Acrobatics).

Alternately, she could have used the Q to purchase a                   Q for Regeneration
mutagenic power. If she chose an Energy Blast instead                  (Physique) at rank 8.
of Regeneration, it could have been, for example, a laser
at a +4 Bonus to either Physique or Spirit, depending on the interpretation of the bolt’s source.
If the latter, she would then have had to draw a card to determine its intensity, and then assign
it a trump suit as outlined on the previous page (e.g., Clubs for the laser).




                                                9
Chart 9: Conventional Agents of Fortune Character Powers
Rank/Suit    Wealth       Network             Advantage           Follower(s)        Sense   Device/Power
                        Even your          Superspy with a       You have            +10       Special
             100,000+   network’s          license to kill,      enough
                        Networks have      Head of State,        Followers that
            times the
                        Networks.          Head of Major         they also are a
             average
                        You’re as close    Religious/Secret      Network.
            campaign    to Omniscience     Order, Head of a
              income    as normal          Major Corporate
                        people ever get.   Group
             50,000     +12 on Info        Diplomatic            Mixed group          +9         +6
K                       and Favors         Immunity, Crime
                                           Kingpin
                                                                 (incl. 2 from
                                                                 your League,
                        Tests
                                                                 Aspects -1 each).
             25,000     +11 on Info        Government            Mixed group
K                       and Favors         Official, Crime
                                           Boss, Major
                                                                 (incl. 1 from
                                                                 your League,
                        Tests
                                           Celebrity             Aspects -1 each).
             12,500     +10 on Info        High Military         Same League,         +8
K                       and Favors         Rank, Judge,
                                           Interational Police
                                                                 Aspects -2 each,
                                                                 -2 Skills/Powers
                        Tests
                                           Powers
              6400      +9 on Info and     Nobility (High),      Same League,
K                       Favors Tests       Ultra-Secret
                                           Clearance
                                                                 Aspects -2 each,
                                                                 -3 Skills/Powers
              3200      +8 on Info and     Black Ops Special     Mixed group (4       +7         +5
Q                       Favors Tests       Equipment
                                           Allowance
                                                                 or more at one
                                                                 League down).
              1600      +7 on Info and     Government            Mixed group (13
Q                       Favors Tests       Official (Low)        or more Mooks).

              800       +6 on Info and     National Police       Multiple             +6         +4
Q                       Favors Tests       Powers, Minor
                                           Celebrity, Major
                                                                 someones at one
                                                                 League down
                                           Corporate CEO         and Aspects -2.
              400       +5 on Info and     Nobility (Low),       Someone one          +5
Q                       Favors Tests       Top Secret
                                           Clearance, Rank in
                                                                 League down
                                                                 from you
                                           Religious Order or    (Aspects -2
                                           Secret Society        ranks).
              200       +4 on Info and     Concealed             Mutliple Mooks       +4         +3
 J                      Favors Tests       Weapons Permit,
                                           Local Police
                                                                 (6-12), or
                                                                 someone one
                                           Powers,               League down
                                           Knighthood            from you
                                                                 (Aspects -3
                                                                 ranks).
              100       +3 on Info and     Professional          Mutliple Mooks       +3         +2
 J                      Favors Tests       License (doctor,
                                           lawyer, private
                                                                 (2-5), or someone
                                                                 one League
                                           eye), Security        down from you
                                           Clearance, Member     (Aspects 3 ranks
                                           of Secret Society     below yours).
               50       +2 on Info and     Professional          Mook with            +2         +1
 J                      Favors Tests       License (engineer,
                                           pilot, architect),
                                                                 Aspects 3 ranks
                                                                 below yours.
                                           Standard Military
                                           Equipment
                                           Allowance (legally)
               25       +1 on Info and     Press Pass, Special   Mook with            +1
 J                      Favors Tests       Computer Access,
                                           Teacher Certifcate
                                                                 Aspects 4 ranks
                                                                 below yours.




                                                    10
Chart 10: Weapon and Armor Bonuses
  Skill Bonus                        Weapon                                              Armor
Jack    +1 to +3     rocks, needles, brass knuckles, punch-          heavy leather, wooden shield,flak jacket, riot
                     daggers, slingshots, whips, broken bottles,     shield, chainmail, light exoskeleton,
                     small knives, arrows (shortbow), zip            abnormally resilient skeletomusculature
                     guns, small-caliber pistols, standard
                     knives, hand crossbows, light crossbows
Queen   +4 to +5     boomerangs, medium-caliber pistols,             bullet-resistant glass, Kevlar, medium
                     needle guns, short swords, spears, kukri,       exoskeleton, tough skeletomusculature
                     hand axes, arrows (longbows), heavy
                     crossbows, stun guns, submachineguns,
                     high-caliber or Magnum pistols,
                     longswords
King    +6           assault rifles, hunting rifles, two-handed      field plate, stone skin, metal shields, ludicrous
                     swords, medium crossbows, battle axes,          alloys, metallic skeleton
                     arrows (composite compound bows)



Chart 11: Enhanced Senses Bonuses
Enhanced Sense           Visual                    Aural                     Tactile                Olifactory
Jack    +1 to +3   Anywhere from            Ability to pick out a      Ability to identify     Ability to identify a
                   20/15 to 20/5 Vision     conversation 10-30         machines by             single ingredient by
                   to a telescopic or       feet away in a             vibration, or to pick   smell or taste.
                   microscopic vision of    crowded room.              up voices just by
                   up to 10-power                                      touching a wall.
                   magnification.
Queen   +4 to +6   Telescopic or            Ability to pick out a      Ability to listen to    Ability to notice and
                   microscopic vision up    whispered                  conversations in        identify pheromones,
                   to 100-power             conversation 10-30         the next room, just     or to identify
                   magnification.           feet away in a             by touching the         ingredients at a
                                            crowded room, or to        wall.                   distance.
                                            detect subtle vocal
                                            changes at a normal
                                            volume.
King    +7 to +9   Telescopic or            Ability to hear a          Can read a              Ability to analyze
                   microscopic vision up    conversation across        newspaper or book       and identify any
                   to 1000-power            an auditorium. As a        by touch.               scent or taste
                   magnification.           device, this would be                              anywhere in a room,
                                            a parabolic mike.                                  or in the open at a
                                                                                               distance of 10 yards.
Joker     +10      Telescopic or            Ability to pick up         Can read pages          Ability to analyze
                   microscopic vision       conversations              from an ink-jet         and identify any
                   greater than 1000-       anywhere in a              printer by touch, or    scent or taste
                   power magnification.     crowded stadium, or        notice the impact of    anywhere in a
                   As a device, this        pick out one               a punch thrown          banquet hall, or in the
                   would be a stationary    conversation a mile        100 yards away.         open at a distance of
                   observatory telescope    away. As a device,                                 50 yards.
                   or a satellite camera.   this would be a laser-
                                            guided microphone.




                                                       11
More Character Design Standards
THE CARE AND FEEDING OF YOUR HOLE CARD

There are twelve face cards the player can choose as a significator, or Hole Card. Criteria can be
anything: resemblance of the character to the face card, thematic elements involving the
governing suit of the character’s powers or Aspects, etc.
The player who drew the design cards displayed in the inset, selects the Suicide King (King of
Hearts) as her Hole Card, despite the likelihood that she will play a character whose gender
matches hers, because she intends to create a “gun platform” character. Similarly, a player who
wishes to design a martial artist could select the Bedpost Queen, the Suicide King because of the
sword in the portrait, or a dark-haired face card because it’s close to a Tarot significator. The
possibilities are boundless.
Your character’s nature determines this one. You can discard your Hole Card, if you have
obtained one (see p. 2), to accomplish one of five objectives:
   1. Trade in for a new hand.
   2. Nullify the Dealer’s use of an Up The Sleeve card.
   3. Recover a number of cards, up to maximum hand size, as long as the running total of the
      cards drawn do not exceed the value of the card. For example, if your hole card is a
      Suicide King and you’ve drawn a 5 and a 7, you still can draw another card.
   4. Cheat death—i.e., nullify the effects of discarding the Ace of Spades or a Dead Man’s
      Hand.
   5. Declare a Key Moment—i.e., place a moratorium on Up The Sleeve cards for the duration
      of the Hand while acting first among all characters. (If more than one character declares a
      Key Moment, then the Dealer must adjudicate a tiebreaker according to card rank and suit order.)
      While a Joker can substitute for a Hole Card, it absolutely positively cannot be used for
      this purpose.


Can You Believe This?
WHAT THE DEALER GETS AWAY WITH

Your Dealer has the power over life and death in this game. He or she also has veto power over
certain characters, skill combinations or power combinations. The Dealer also narrates the
game and campaign. To quote one of the Ferengi Rules of Acquisition, it never hurts to suck up
to the boss.
As with gambling, the house doesn’t exactly play fair. The rules allow your Dealer to break
them when he or she sees fit, in the following manner:
   1. Collect all face and wild cards played, but not those discarded for damage, for future
      use as Up The Sleeve cards.
   2. Add cards from the Flop, Turn and/or River to opponents’ initiative, tests or actions.
   3. Play a face or wild card to negate a trump streak.
   4. Play a wild card to transform any discard into the Ace of Clubs, causing an Injury.
   5. Add cards from the Flop, Turn and/or River to the Odds against a player character’s test
      or action.
   6. Add the Villain’s League (0 if a scene’s Villain is a Lead Mook) to all actions and tests.


                                                 12
Special Rules For Special Powers: The Joker Suit
All of the following powers represent a potential for the character to unbalance the campaign,
which is why they are represented by the Joker card instead of a governing suit. (When The Joker
is played as an action for one of these powers, it counts as 13 and trump.) Unless with the expressed
permission of the Dealer, or through conversion of the character from another game system,
selection of one of the powers below requires the player to dedicate The Joker and a face card to
the selected power.

Luck Manipulation/Control: This power is always at Rank 13. The standard luck power affects
only the character in question. Once per Hand, the player may play ask the Dealer if the Flop
cards meet or exceed a total of 13. If they do, the character gets control of them and can use
them to affect only the character’s actions at any time during the remainder of the scene. The
Dealer can prevent relinquishing the Flop cards by expending an Up The Sleeve card. At Long
Odds or greater, the character can attempt to affect the actions of allies and opponents.
Attacking or defending with luck constitutes Luck Manipulation. Unlike standard luck, the
character must play a card as an action in order to take control of the Flop. The total of that
card, any edges and the rank of the power must meet or exceed the total value of the Flop cards.

Probability Manipulation: Another Rank 13 power, this enables characters to control reality for
a brief period of time by taking control of the Dealer’s current Up The Sleeve cards. Difficulty of
this action is determined by the total of the House Card and the Flop. Once the player has
control of the Up The Sleeve cards, he or she may burn one to declare an improbable action or
event as an action during a Hand. Within reason, the Dealer retains veto power.

Intangibility/Diffusion: The character’s rank in this power (always 13) adds to attempts to
evade damage or pass through material items. For example, a character with a Deftness of 11
would have a base 24 to avoid an attack prior to card-play. If the power is somehow active
while the character is incapacitated, the power rank adds to the character’s ranks in Physique.

Immortality: This power is always at Rank 13 and comes with the Achilles Heel drawback (i.e.,
there’s a way to permanently kill the character). It enables the character to come back from
lethal damage, provided the character is removed from the source of the damage. At the base
level, the character still is susceptible to disease and heals at a normal rate. During character
design, the player must designate additional cards to add the ability to regenerate, to resist
diseases and/or poisons, and (face card only) to remove the Achilles Heel. Resistances and
regeneration are at a separate rank.

Clairsentience: This power, measured as a Perception bonus, can really mess up a mystery,
which is why it’s strictly regulated. Base difficulty of a Clairsentience Perception Test is
modified by range.

Cosmic Awareness/Danger Sense: The character may play a card at any time in an attempt to
tune into the cosmos. If the card-play result meets or exceeds the House Card and any
additional modifiers, the character may ask one question per Hand. Connection to the cosmos
for extended periods of time—i.e., in excess of three seconds (one Hand)—is dangerous, and so
the character must play cards as a Spirit Test against the mental damage from sensory and/or


                                                 13
information overload. The simpler, low-yield version of this power, Danger Sense, enables the
character to make Perception Tests to detect danger.

Time Travel/Control: The power rank adds to the character’s Ante total, and the character may
attempt to travel through time. Base difficulty of this action is determined by the number of
characters affected plus the cube root of the number of minutes traveled.

Dimensional Shift: Characters attempting to travel the multiverse face difficult odds (i.e., a
base 20 for a familiar place, 30 if targeting a specific dimension, before adding in the House
Card). If the character wishes to take along passengers, add in the difficulty modifier for
additional targets. Dimensional travelers should never be allowed to use this power as a means
of traveling between places in this universe; characters will end up back where they started.


               Never bet on baseball.
                                  — Peter Edward Rose



Character Drawbacks
As mentioned in the character-design section, it is
possible to get additional design cards by taking a       Cashing In Your Drawback
                                                        (or, the screwed, blued and tattooed table)
Drawback. This drawback can be anything from
paralysis or missing limbs to psychoses, bad luck,      DRAWBACK FACTOR                      VALUE
or rigid moral or ethical codes. Player and Dealer      Minor impairment                         2
must agree in the design phase as to the value of       Intermediate impairment                  5
the Drawback. The player then draws a number of         Great impairment                         8
cards until he or she has at least equaled the total    Infrequent (e.g., color-blindness)      +0
value of the Drawback.                                  Occasional (e.g., phobia)               +2
                                                        Frequent (e.g., illiteracy)             +3
Players who take Drawbacks must realize that the
                                                        Constant (e.g., paralysis)              +5
cost of buying it off, if plausible to do so, is
prohibitive: ten Earnings Points per rank of design     Example: Overconfidence (great
card drawn. Also, one can take a second                 impairment, frequent), a Drawback value of
Drawback, but it will be at half value yet cost the     11. Our player from Page 3 draws the 2 and
same to buy off as the first one.                       4 . She can thus continue drawing design
                                                        cards, because her total ranks from her card
Remember that player whose progress we’ve been          draw (6) have not yet matched or exceeded
tracking? Well, she’s not entirely satisfied with the   the total Drawback value. Next draw is the
character she’s created so far. She has decided to      J , for a total of 17 ranks, and the player is
take a Drawback. Reasoning that a character             finished drawing additional design cards.
whose ability to dodge attacks has few equals, and      She allocates the J to make her Athletics
this might lead to some cockiness, she opts to take     comprehensive, the 2 to max out her
Overconfidence. How would this impair her               Deftness skills, and the 4 toward extra Spirit
character, and how often? Given that the                skills. In order to buy off this Drawback, she
Drawback could get her into situations she might        will have save up 170 Earnings Points. Good
be hard-pressed to get out of, I’d say it’s a great     thing she didn’t draw a Joker, or else she
                                                        would have to save up 260. See page 27 for
impairment occurring frequently.
                                                        the finished product.


                                                14
               Cards are war, in disguise of a sport.
                                                 — Charles Lamb, Essays of Elia (1832)


The Game And The Jargon
RULES OVERVIEW FOLLOWED BY GLOSSARY

Take two standard playing-card decks, adding one per every two additional players. Shuffle
them together—very thoroughly, including every Joker. This is your game mechanic.

Players add card-play values to their Aspects (attributes) to determine the outcome of actions
and tests. The Dealer does the same for Mooks, Innocents and Villains, only his or her card-play
comes from the House Card, the Flop, the Turn and the River. Whenever a card is played, that
player replaces it with a card from the House Deck—unless it is discarded as damage from
combat wounds, Doubling Down or Going All In. Time elapses in seconds, with each Hand
representing three seconds.

Each Hand you play begins with the Dealer laying down the House Card face up and the Flop,
           Turn and River cards face down. The House Card determines the Odds of actions
           and tests, in combination with the opposition’s attributes. It also determines the
 SUIT
           opposing Mooks’ initiative and, when added to the appropriate attribute and/or a
ORDER
           card from the Flop, that of the Villain. Players Ante to determine their characters’
           initiative order, and they draw from the House Deck to replace that card. If, at any
           time, a player draws their Hole Card, they must place it face down on the table in
           front of them and draw a new card for their hand.

             Once the Dealer and players determine initiative, the character with the highest
             acts first. In the event of a tie, the player with the highest suit order goes first,
             whether the higher order is of cards played or, if the cards are from the same suit,
             of Aspect. Characters are allowed one movement, one Action and one Defense per
             Hand, each of which they may hold but not carry over into the next Hand (combat
             turn). Characters are allowed one free Perception Test, which they can declare at
             any time.

Any damage sustained is resolved as it happens, with characters discarding a number of cards
equal to or exceeding the damage. The player’s hand size is reduced by that number of cards
until a House Card draw of Hearts or Diamonds, or, in the event of a serious injury, the
character receives the appropriate medical attention. The suit of the House Card determines
recovery cards. Heroes recover a single card on a draw of Hearts or Diamonds, Villains on a
draw of Clubs or Spades. On a draw of the Ace of Spades, no one recovers. On a draw of the
Queen of Hearts, everyone recovers.

Players who are out of cards go unconscious at the end of the Hand. They stay that way until
they recover a card due to a favorable House Card draw, assistance from another character, use
of a Hole Card, use of a healing or regenerative power or device, or a reasonable facsimile
thereof. Regenerative characters will regain an extra card when the suit favors them.




                                                15
Once all actions and results are resolved, the Dealer must collect all played face and wild cards,
for his later use (Up The Sleeve), before a new Hand begins.

Mental/Mystical Combat: If the Mental or Mystical Attack has a physical manifestation—e.g.,
elemental magic or a telekinetic force blast—then the attack targets Deftness and Physique.
Otherwise, Cunning- and Spirit-based attacks will affect the target’s similar Aspects.

Just as Deftness is key to evading Physical Attacks, so is Cunning for Mental and Mystical
Attacks. Spirit is the resistance attribute, a mental/mystical version of Physique. The same
principles apply, just to different attributes. Depending on whether an attack is more power-
or finesse-based determines whether it uses Spirit or Cunning.

Characters with mental or mystical powers are extremely rare, which means that defenses
against such are almost as scarce. In the interest of game balance, the Suicide King and Bedpost
Queen are exclusive to physical combat, and there is no mental/mystical equivalent of either
card. The One-Eyed Faces Rule applies for purposes of perception, and, in this respect, it can
help a mentally- or mystically-based character—but not enhance its attacks.

Injuries (Ace of Clubs Discarded) and Death: If a discard of the Ace of Clubs results in an
Injury, then the Dealer must draw a card from the House Deck to determine its severity: cut or
bruise (any Ace except Spades), sprain (2-7), strain (8-10), break/rupture/internal bleeding
(face card) or Death (Ace of Spades). Based upon their nature, some attacks or environmental
effects may cause Injuries without the Ace of Clubs being discarded. For damage from lethal
weapons, the Dealer will draw a card from the House
Deck (see inset) and narrate the effects. Characters who       Dealer Injury Draw Chart
regenerate by themselves, or heal others, will face a
certain base level of Odds against overcoming the injury. Hearts or Diamonds: Graze or minor
                                                               injury. Character recovers one card per
Either way, the Dealer will narrate the effects.
                                                              hour, or per Hand if regenerating.
A character who sustains an Injury plays with at least        Base Odds for Regenerators:
one less card until receiving medical treatment. If the       Automatic (5).
character has healing or regenerative powers, the injury      Clubs: Serious injury. Character
remains until a successful Regeneration or Healing Test       recovers one card per day, per minute if
against Long or greater Odds. Characters who take             regenerating.
enough damage to reduce them to the negative of their         Base Odds for Regenerators: Even (15).
Health Score or beyond, are in grave need of medical          2 to 10, Spades: Very serious injury.
attention at a trauma center. Characters who are              Character recovers one card per week,
reduced to double the negative of their Health Score, are     per hour if regenerating.
dead.                                                         Base Odds for Regenerators: Fair (25).

Characters whose health is based upon the number of           Face Card, Spades: Potentially fatal
cards in their hand, however, are luckier—to an extent.       injury requiring immediate medical
They go unconscious at the end of a Hand in which they        attention. Recovery as per 2 to 10 of
run out of cards, but any injuries they sustain are based     Spades, above.
                                                              Base Odds for Regenerators: Long (35).
upon Dealer narration and adjudication. Injuries from
lethal weapons will obviously take longer to heal, as will    Ace of Spades: Character ist kaputski.
any damage suffered while a character is unconscious.




                                                 16
Action: Fairly self-explanatory. This is an attack or skill usage (see Test) that a character
performs upon his or her initiative.

(Going) All In: If the odds are Astronomical or worse, you do have the option of going all in.
Play your entire hand. Just don’t play the Dead Man’s Hand (aces and eights from the black
suits with either a five or nine of Diamonds), okay?

Ante: This is the initiative tie-breaker phase of a hand. Players add card-play to one of their
Aspects. Physical actions require Deftness, Mental actions require Cunning.

Aspects: Your character’s attributes—i.e., Physique, Spirit, Deftness and Cunning. The aspects
are Physical, Mental, Power and/or Finesse in nature:
           Physique (Clubs) is the measure of a character’s physical power.
           Deftness (Diamonds) is the measure of a character’s physical finesse.
           Spirit (Hearts) is the measure of a character’s mental (and mystical) power.
           Cunning (Spades) is the measure of a character’s intellect (i.e., mental finesse).

Dealer: More than just the person who deals out the cards and flips up the House Card (q.v.),
he or she is responsible for adjudication and narration—i.e., the Dealer has the power over life
and death in this game. The Dealer also has final veto power, and the ability to set Earnings.

Defense: Characters may evade attacks actively or passively. Active evasion consists of a
declared block, dodge or deflection involving card-play added to the appropriate Aspect.
Passive evasion consists of merely the character’s Deftness against a physical attack, Cunning
against a mental or mystical attack. Defenses are declared against the first incoming attack and
carry over until the next Hand. Subsequent attacks are at a +2 Odds against penalty, not
including the skill rank of the attacker. If a character is unable or unwilling to put up a Defense,
then damage applies against the relevant Power Aspect (i.e., Physique or Spirit).

Double Down: Push your action—and your luck—by playing an additional card you do not get
back until the rules allow you to. Free advice: Do not push with the Aces of Spades or Clubs.

Earnings: Your character’s experience points determine its ability to change the character sheet,
cheat death or buy a new hand. More on these concepts later.

Fatigue: When a character Doubles Down or Goes All In, he or she plays with a decreased hand
size due to fatigue. Only cards played for actions and edges, not pushing, may be recovered
until a House Card draw of Hearts or Diamonds.

Favors Test: This is a character’s attempt to use his or her force of personality (Spirit) to obtain
certain benefits with minimal strings attached. Odds vary as per the Dealer’s adjudication, but
the test is one difficulty level higher without a Network.

Flop: Three cards the Dealer has at his or her disposal during a Hand; he or she can employ
them as necessary to increase the difficulty of unskilled actions or assign additional damage
from environmental effects (e.g., explosions or toxic chemicals). These cards are dealt face
down and are replenished as they are used.


                                                 17
Hand: (1.) The cards held by a player. These cards are a combined pool of skill, luck, health
and endurance. (2.) The round of action between the changing of the House Card, where
actions occur in an initiative order determined by card-play. (3.) That thing on the end of your
arm.

Hole Card: Your character’s nature determines this one. You can discard your Hole Card, if
you have one, to accomplish one of five objectives:
   1. Trade in for a new hand.
   2. Nullify the Dealer’s use of an Up The Sleeve card.
   3. Recover a number of cards, up to maximum hand size, as long as the running total of the
      cards drawn do not exceed the value of the card. For example, if your hole card is a
      Suicide King and you’ve drawn a 5 and a 7, you still can draw another card.
   4. Cheat death—i.e., nullify the effects of discarding the Ace of Spades or a Dead Man’s
      Hand.
   5. Declare a Key Moment—i.e., place a moratorium on Up The Sleeve cards for the duration
      of the Hand while acting first among all characters. (If more than one character declares a
      Key Moment, then the Dealer must adjudicate a tiebreaker according to card rank and suit order.)
      While a Joker can substitute for a Hole Card, it absolutely positively cannot be used for
      this purpose.

House Card: This is the Dealer’s draw. It helps determine the Odds governing an action.

Information Test: This is a character’s attempt to use his or her force of personality (Spirit) to
obtain valuable in-game information. Odds vary as per the Dealer’s adjudication, but the test is
one difficulty level higher without a Network.

Injury: If a player discards the Ace of Clubs as damage, he or she has sustained an injury. That
player’s character thus plays with at least one less card until receiving medical treatment or
healing normally. If the character has healing or regenerative powers, the injury remains until a
successful Regeneration or Healing Test against Long or greater Odds.

Innocents: Non-player characters who are a vital part of the heroes’ story, more than mere
Mooks. Since Innocents don't have card hands, they get 15 Health Points each. If an Innocent
dies as part of collateral damage, this will have great consequences for the heroes.

League: This is the character’s level of expertise, which allows the character’s player to play a
second “edge” card. Leagues are Penny-Ante (edge only with an Ace), Loose Cannon (2 or
lower), Rounder (3 or lower) or High Roller (4 or lower). Drop your League card before any
other cards played.

Mooks: Non-player characters who are just part of the scenery. They get 15 Health Points each
to simulate their card hands, and none of their Aspects are higher than Rank 7.

Odds: This is the difficulty factor of an action or test: Automatic (difficulty factor of 10 or less),
Even (11-20), Fair (21-30), Long (31-40), Astronomical (41-50) and Insane (51 or more).




                                                  18
Perception Test: This is a skill action that may be taken out of initiative order once per Hand,
and, in some cases, it can determine whether characters are Surprised in combat.

Rank: (1.) Numerical value of a
                                            Rank    Weight      Distance    Speed      Time         Volume
playing card. (2.) Numerical value
                                              1     1 lb.       30 feet     1 mph      00:00:03.0   1 cu. ft.
of an Aspect, as per card value. (3.)         2     8 lbs.      60 feet     4 mph      00:00:06.0   8 cu. ft.
Numerical value of a skill or power,          3     27 lbs.     120 feet    8 mph      00:00:12.0   27 cu. ft.
representing said power or skill’s            4     64 lbs.     100 yds.    16 mph     00:00:30.0   64 cu. ft.
limits. The table at right is a rough         5     125 lbs.    200 yds.    25 mph     00:01:00.0   125 cu. ft.
guide for different types of powers:          6     216 lbs.    ¼ mile      36 mph     00:02:00.0   216 cu. ft.
                                              7     343 lbs.    ½ mile      49 mph     00:05:00.0   343 cu. ft.
telekinetic (weight), displacement
                                              8     512 lbs     1 mile      64 mph     00:10:00.0   512 cu. ft.
(distance), motive (speed), temporal          9     729 lbs.    2 miles     81 mph     00:20:00.0   729 cu. ft.
(time), and miscellaneous elemental           10    ½ ton       4 miles     100 mph    00:40:00.0   1000 ft.3
or transmutational (volume). The              11    1331 lbs.   8 miles     121 mph    1:30:00.0    1331 ft.3
weight column also is a character’s           12    1728 lbs.   16 miles    144 mph    3:00:00.0    1728 ft.3
maximum unencumbered carrying                 13    1.1 tons    32 miles    169 mph    6:00:00.0    2197 ft.3
                                              14    1.4 tons    64 miles    196 mph    12:00:00.0   2744 ft.3
capacity. For each multiple, cut the
                                              15    1.7 tons    125 miles   225 mph    1 day        3375 ft.3
character’s movement rate in half.            +1    (cube)      x2          (square)   x2           (cube)

River: This is the Dealer’s hole card for the Villain, used when the Turn doesn’t appear to be
enough of an edge. It is dealt face down but, when needed is turned face up and left in play for
the duration of a Hand.

Surprised: If a character fails a Perception Test at the beginning of an ambush, they may not
Ante until after the attacking characters have acted. Bump up the Odds of evading an attack by
one category or more.

Test: This is a skill or power action, taken in initiative order. Perception Tests are the exception
to this rule; characters get to take their first one in a Hand at any time.

Turn: This is the Dealer’s edge card for the Villain. It is dealt face down but, when the Villain
first appears, is turned face up and left in play for the duration of the Villain’s participation in
the scene.

Up The Sleeve: This is the Dealer’s stash, gleaned from face and wild cards played (but not
discarded). At his or her discretion, the Dealer may burn an Up The Sleeve card to:
    a. substitute for the Turn, River or House Card for the duration of a Hand.
    b. increase the Odds of a single action or test by the value of that card.
    c. add to a Villain’s initiative score (i.e., get the drop on the heroes) per the value of that card.
    d. stop a trump streak before the draw of the next card from the House Deck.

Villain: The primary antagonist for a scene and/or adventure. Because the Villain doesn’t have
a card hand per se, he or she gets the same Health Points as Mooks plus the sum of his or her
Aspect ranks.




                                                   19
               If you cant’t identify the sucker after the first
               twenty minutes, it’s you.
                                                    — Anonymous



Sequence of Events
AN AGENTS OF FORTUNE HAND

1. Dealer turns up House Card and deals Flop, Turn and River.
       Hearts or Diamonds: Heroes may replace one card discarded as damage during
       previous hand.
       Clubs or Spades: Villains recover lost Health Points.
       Ace of Spades: No one recovers.
       Queen of Hearts: Everyone recovers.

2. Ante For Initiative.
Players act in descending order of Aspect (Cunning for mental actions, Deftness for physical
actions). If any character has Iaido, Iaijustu, Speed of Thought or Quick Draw, their total Initiative
must be declared before card-play begins this Hand. Also, a character whose Ch’i/Ki has
enhanced his or her Deftness acts physically as per the enhanced Aspect.
In the event of a tie, the Dealer will resolve per suit order of cards played, or of Aspects. If
there is still a tie, the parties draw from the House Deck until the tie is resolved.

3. Resolve Actions.
Characters act in initative order from fastest to slowest. Players discard cards to simulate
damage and/or exhaustion. Players draw from the House Deck to replace any cards played for
actions, not those discarded.

3a. Defenses.
Characters react to the first incoming attack. In the event of multiple attacks or attackers, the
Dealer may adjust the Odds by a minimum of +2 per additional attack(er). Characters not
defending subtract their Physique, not their Deftness, from incoming attacks.

3b. Damage Resolution.
While damage is resolved as it occurs, characters who are out of cards drop unconscious at the
end of the Hand.

4. Reset.
Dealer collects any played face and wild cards before turning up new House Card.


Let’s see how this works in action.

The Ambush:
Player 1: Rounder (can play 3 or less as edge card).
Player 2: Loose Cannon (can only play an Ace or a 2).


                                                  20
The Opposition: a mob goon (Villain) and four Mooks who are hiding behind boxes in the
warehouse. The Mooks all have Health Scores of 15, the Villain 28. They use the Villain’s
Stealth (Deftness) of 5.
House Card: 10 . The Heroes face Even Odds (Deftness 5 + House Card 10 = 15) against the
opposition’s Stealth.
The Flop: 9 , 6 , 6 .
The Turn: 9 . (Remember, we’re playing with multiple decks shuffled together.)
The River: 8 .
Player 1’s Hand: K , Joker, 3 , A , Q .
Player 2’s Hand: J , 2 , 4 , 5 , 7 .

Perception Test:
Player 2 plays J , which is a One-Eyed Face (20). With his Cunning of 6, that’s a 26 against 15.
He knows where everyone is, and he declares that his character is warning Player 1’s. He then
draws 4 to replace the One-Eyed Jack. No one is Surprised.

Ante:
Opposition uses Villain’s Quick Draw (Deftness) of 5 for a result of 15. Player 1, who also has
Quick Draw, drops Q for a 19 (12 + Deftness 7). Bad guys have the drop on only one of the
Heroes—barely.

Initiative Order:
Player 1 (19), Villain (15), Player 2 (Deftness 7), Mooks (Deftness 5). Had the Dealer so chosen,
he could have played one of his Flop cards to ensure he had the drop on both characters.

Player 1’s Attack:
Player 1, realizing he and his buddy are outgunned, drops a League Card (A ), Joker and
Suicide King for a Gunplay action of, pardon the pun, 38 (13 + 13 + 1 + Deftness 7 + Pistol 4).
He faces Fair Odds (23) of hitting every bad guy (House Card 10 + Villain’s Deftness 5 + 8 for
the Mooks). Since the Joker was played, the Double Down doesn’t result in exhaustion. Player
1 draws 5 , 10 , 8 to replace every card dropped.

Damage Resolution:
Subtract the Odds from the Gunplay Action result. Since it’s a positive number (15), all targets
take that much damage. This drops the Mooks before they can even move, provided the Dealer
doesn’t drop the Flop to absorb damage for up to three of them. The Dealer declines to do so,
and the Mooks go unconscious at 0 Health each.

Notes:
Since Player 1 dropped the Suicide King, he has just established his defense for the remainder
of the Hand. It’s his Gunplay action of 34 (pistol’s rating of +4 doesn’t apply), narrated as the
character pulling a John Woo. All that’s missing are the doves flying between the two sides.
Since the Mooks don’t have card hands, they drop unconscious upon damage resolution. Had
the Villain taken enough damage to drop, even with card-play from the Dealer, he would not
have gone out until the end of the Hand.



                                                21
The Villain Attacks:
The Villain’s Gunplay is 13 (House Card 10 + Deftness 5 + Pistol 5 – 5 Unskilled – 2 for second
target), which means the players face Even Odds of evading. The Dealer decides to make it
interesting by throwing in The Flop—all three cards (9 , 6 , 6 )—and change the Odds to Long
(Gunplay 13 + Flop 21 = 34).

Player 1’s Defense:
Player 1’s character, his duster flying around and behind him, has already established his
defense. Since the Villain did not exceed Player 1’s Gunplay Action result, that character takes
no damage.

Player 2’s Defense:
Player 2 is in a pickle. He doesn’t have much of a hand for evading: J , 2 , 4 , 5 , 7 .
However, he can twist at the right moment to mitigate damage from the Villain’s fusillade. The
character has Acrobatics, so the player declares a dodge and gambles on getting enough trump
by playing 4 and his League Card (2 ). “Hit Me!” The suit is that governing Deftness, so he
draws 10 from the House Deck for a total Acrobatics Test result of 23 (10 + 4 + League Card 2
+ Deftness 7) and then draws A and A to replace the 4 and 2 . Sucks to be him.

Damage Resolution:
Player 2’s character takes 11 points of damage, which means that the player must discard cards
which at least equal that amount. Thankfully, he just happens to have the J . He keeps 5 , 7 ,
A and A .

Since the attack came from a lethal weapon, the Dealer must draw from the House Deck to
determine severity of the injury. Player 2 lucks out, again, because the 3 (graze) indicates he’ll
be down a card for at least the next hour, provided he doesn’t incur any other injuries.

Player 2’s Counterattack:
Player 2 wisely clears his hand of the aces to avoid getting killed. The Gunplay Action result of
20 (Played Card 7 + League Cards 2 + Gunplay 7 + Pistol 4), however, barely misses the Villain
because the Dealer threw in the Turn (9 ). Player 2 draws 3 , J and 4 to replace cards played
before the Dealer collects all face and wild cards played at the end of the Hand.

The Dealer Collects:
The Dealer now has the Joker, Suicide King, and Q for his use in subsequent Hands.

House Draw, New Hand:
The Dealer draws the 3 to determine Odds, and recovery. He also draws the 10 , J , A . to
replace the Flop cards he played last Hand. Player 2 does not get to draw a card. Player 1, who
suffered no damage, also does not. The Villain is still down 15 Health out of 28.

Player 1’s Hand: 5 , 10 , 8 , 3 , 2 .
Player 2’s Hand: 5 , 3 , J , 4
House Card: 3 .
The Flop: 10 , J , A .




                                                22
Ante:
Opposition uses Villain’s Deftness 5 for a result of 8, but, since the House Draw is a bit paltry,
the Dealer throws in the J for a result of 19. Player 1 drops his League Cards (3 , 2 ) and the
10 for a 22 (15 + Deftness 7). The Dealer has to decide whether to burn any more Flop cards if
the Villain has any chance of escaping. Player 1 draws 7 , 9 , and A .
To ensure a quick getaway attempt, the Dealer drops the rest of the Flop to give the Villain 30.

Initiative Order:
Villain (30), Player 1 (22), Player 2 (7).

The Villain Attempts An Escape:
The Villain flees the scene. He slams a door behind him.

Player 1 Pursues:
The Rounder doesn’t bother checking if the door is locked. He kicks it open—or does he? The
Odds against are Even (House Draw 3 + Material Hardness 10 = 13). Player 1 plays 9 , which
is trump. He draws another card off the House Deck, which also is trump (K ). The next card
is 2 , which is not trump. His total Physique Test result is 31 (7 Physique + 9 + 13 + 2), which
doesn’t splinter the door but does smash the switchplate off the doorframe and sends the door
flying open. Player 1 draws 7 to replace his card-play.

Player 2 Attacks:
Since Player 1’s character has stopped—i.e., he has finished his actions—it is now up to Player
2’s character to stop the Villain. Moving to the open door, he cranks off a few quick rounds.
He plays J , which is trump. The draw off the House Deck is also trump (10 ), as is the next
card (Q ), and the next after that (K ). The next card is a J , which is not trump. Player 2’s
Marksmanship action result is an astounding 58 (Gunplay 7 + 11 + 12 + 13 + 11 + Pistol 4). He
draws A to replace the card he played.

The Odds against hitting the Villain were Automatic (8), but Player 2 had no idea what else the
Dealer had available. He can’t see the face-down Turn (9 ) and River (8 ) cards.

Resolution:
The Dealer could negate this critical hit if he has cards with a total value of 51 or more. Besides
the River (8 ), he has 38 Up The Sleeve cards (Joker, Suicide King and Q , assuming he decides
to use the Joker as a King). Despite having only a total of 46, he could still mitigate the damage
being done. Also, he could have rendered this whole paragraph moot by using any of the Up
The Sleeve cards to stop Player 2’s trump streak, but this is a minor Villain and he might need
the Up The Sleeve cards next scene for a more powerful Villain.

So, the Dealer allows the 58 to stand. Minus the Odds, that’s 50 points of damage against a
remaining Health of 13. Player 2 blows the Villain’s brains out.




                                                23
               The house doesn't beat the player.
               It just gives him the opportunity to beat himself.
                                                   — Nick the Greek


The Q&A Hole
EXEGESIS ISN’T A SKIN DISEASE

How fast do characters move? How does that determine enhanced movement powers?
Characters are assumed to be able to cross a room and take a swing at an opponent in the space
of a three-second Hand. Assume that’s a base running speed of 10 feet per second, or roughly a
Running Power at Rank 3. Also assume that a character can go into a full sprint equivalent to
Rank 4—or 5, if the character has Olympic-level Physique (8 or higher)—and that he or she has
a running jump of Rank 1 (30 feet). Characters can swim at Rank 1 (1 mph).

How does Agents of Fortune handle ranged combat?
It depends on which end of the gun the characters find themselves. If the character is the
attacker, each range category represents an increase in the Odds against him or her. If the
character is defending, increased range decreases the Odds against the defensive action taken.
Example: The ideal range of a thrown knife is roughly 30 feet, and the Odds of hitting a mook
at up to that distance are Even (11-20 difficulty due to evasion and a stiff breeze). If that Mook
runs out to 50 feet, the Odds shift one category to Fair (21-30). Should that Mook jump on the
back of a truck and end up at more than 60 feet away, the Odds go up again—to Long (31-40).
The truck speeds away, the Odds could shift to Astronomical and then Insane very quickly.
Lesson: If your character has a ranged weapon, be sure to list its ideal range on the character
sheet for future reference.

How would one adjudicate tricky maneuvers?
Use the following rule of thumb: For every degree removed from the base maneuver, it’s one
category of increased Odds.
Example: Let’s say a Player Character wants to snatch a speeding bullet out of midair.
Regardless of whether the PC has the Deftness to pull it off (ideally 10 or higher), does the
character have the ability to block or deflect? If so, how many degrees removed is a bullet grab
from a simple block? My guess is three if the character simply can block: one for a deflection
(swatting the bullet aside), one because of the reflexes needed to close a hand around a tiny
object traveling at or above Mach 1, and one just to be able to spot said object.
Another example: A martial artist wants to block and grab, redirecting an opponent’s
momentum into a throw or joint lock. Is this in line with the character’s declared martial art? If
not, does the character also have Wrestling as a skill? Has the character already attacked this
Hand? Let’s say the answers to the question are all affirmative. How many degrees removed
from the base block maneuver is the block and grab? Since the character has already acted this
Hand, it’s two. Had the character delayed until this block and declared the offensive action, it
would have been one.
Third example: A gunslinger wishes to nail a Mook who’s behind cover, using three ricochets to
bounce the bullet behind the Mook and nail him in the back. How many degrees for this one?
Assume it’s one per ricochet, then subtract one for attacking the Mook from behind.


                                                24
What if a card has two or more uses or values?
Declare which one you’re using before that card hits the table. The card can only be used for
one purpose at a time.
Example: Assume you have a character whose Hole Card is a Suicide King. That card has six
different uses. Keep it in reserve or burn it as a combat card?

What if a character discards the Ace of Clubs as damage from a mental or magical attack that
does not have a physical manifestation?
Narrate the effects based upon the Injury Draw. Instead of a sprain or bruise, perhaps the
character is dazed, disoriented, semi-conscious. Maybe a strain represents temporary amnesia,
and a break or rupture an aneurysm. For more mystically-oriented attacks, perhaps there’s a
curse involved.

How does Agents of Fortune handle poisons, drugs and environmental effects?
Narrate the effects, but use your judgment regarding the damage. Perhaps a toxic gas is a
Physique Test against having hand size reduced by one until exposure ends—and discard of the
Ace of Spades represents a serious reaction to the toxin. (See answers to the previous question for
narrating injury effects.) Perhaps a hallucinogenic drug requires a Perception Test, at Long or
greater Odds, every Hand to distinguish reality from illusion. Physique Tests against drowning
and suffocation could involve a certain level of Odds against losing a card, with the Odds
increasing by one category each minute.

How do you smash inanimate objects in Agents of Fortune?
The Dealer sets the Odds of this happening, based upon his or her opinion of the material
strength of the object in question and whether it would be realistic—yes, even for a cinematic or
comic-book campaign. Can a martial artist punch through an inch-thick steel door? Can a
laser-projecting energy blaster knock down a brick wall? Well, the martial artist could transmit
the shock of a punch through an intervening barrier to someone resting against it, and the
blaster could cut through the brick wall but not knock it down.

How do you operate the Über-Skills and Uncanny Talents in Agents of Fortune?
With cards, and very carefully at that.
Seriously, though, the auto-trump nature of the Über-Skill and the second trump suit of the
Uncanny Talent sound more complicated than they really are. Essentially, with an Über-Skill,
whichever card the player plays from his or her hand is trump. With an Uncanny Talent, a
player can play a card from a designated second suit as trump. In both cases, the resulting
card drawn from the House Deck must be of the Aspect’s, Skill’s or Power’s governing suit in
order to continue a trump streak.
Example: Two characters have Stealth, one as an Über-Skill and one as an Uncanny Talent.
Player 1 drops a 2♣, when the Deftness suit is Diamonds. This is still trump, because this
player’s Stealth is part of a Thievery Über-Skill. The first card off the House Deck is a 4♦, which
is trump, but the streak stops cold when the next card is a 7♠. Player 2 drops a 10♠, which
matches the Uncanny Talent’s second trump suit, but the streak stops with the draw of a 2♠ off
the House Deck. The second trump suit only counts for the card played from the player’s hand.




                                                25
Earnings and Character Improvement
Character development is through Earnings. But you knew that.
In order to ensure some semblance of game balance, and to be fair to character designers, the
cost of cheating death isn’t as prohibitive as that of drawing a healing card out of turn. There
also should be some incentives to bank experience, play in character, protect innocents, describe
actions, and do what’s necessary to succeed. Also, it should be highly difficult to advance your
character; otherwise, everyone would be a High Roller with Aspects of 13 each.
Note that it is possible to have negative Earnings. This is called a deficit. Characters who
descend past -100 Earnings temporarily become Mooks with no ability to play edge cards. At a
deficit of -250 or more, the transformation is permanent, and the characters’ Aspect Ranks max
out at 7.

              Experience Table                                           Character Improvement Table
   (Insert REALLY BAD Hendrix Pun Here)                                  (Going Shopping With Your Earnings)
AWARD CATEGORY                                       VALUE              CATALOG ITEM                                       COST
Base Participation Award                                  1             Buy A New Card                                        1
Key Moment Award                                          1             Cheat Death                                          3
Extraordinary Style Bonus                                 1             Increase Rank By +1 (0-1 range)                       3
Extraordinary Success Bonus                               2             Buy A New Hand                                       5
Innocent(s) Harmed Penalty                           -1 each            Increase Rank By +1 (2-4 range)                       5
Innocent(s) Killed Penalty                           -2 each            Increase Rank By +1 (5-7 range)                      7
“It’s Not Entirely Your Fault!” Mitigation              x¾              Change Costume                                       10
“It’s Not Your Fault!” Mitigation                       x½              Heal/Refresh (Draw Card)                             10
“We’re With Stupid!” Mitigation                         x¼              Increase Rank By +1 (8-10 range)                     10
Partial Failure Penalty                              -1 to -3           Increase Rank By +1 (11+ range)                      15
Out of Character Penalty                             -1 to -3           Advance To Loose Cannon                              25
Disruptive Player Penalty                                -5             Make A Skill Comprehensive (see p. 8)                50
Willfully Stupid Player Penalty                         x2              Acquire An Uncanny Talent (see p. 8)                 75
Cowardice/Abysmal Failure Penalty                       -10             Render A Skill Über (p. 8, max. 1)                  100
Mitigating factors include honest accidents and factors                 Advance To Rounder                                  125
beyond player/character control. Disruptive players who                 Advance To High Roller                              625
insist on doing stupid shit will be penalized, as will be fellow        Add Sidekick, HQ, Device or Vehicle                varies
players who don’t help rein them in.                                    Buy Off Drawback                                   varies

                                                                        Sidekicks, Headquarters and Vehicles cost 1 Earnings Point
                                                                        per value of design card drawn.
                                                                        Devices cost 3 Earnings Points per value of desgn card
                                                                        drawn.
                                                                        Buying off Drawbacks will cost 10 points per value of design
                                                                        card drawn, also 10 per card if it is the second Drawback.




                                                                   26
CHARACTER:                                            HOLE CARD:                                 LEAGUE:
     THE NEON DRAGON                                       BEDPOST QUEEN                              PENNY-ANTE (1)
                  PHYSICAL ASPECTS, SKILLS              MENTAL ASPECTS, SKILLS                     CHARACTER LIKENESS AND
                        AND POWERS                          AND POWERS                                    PROFILE

                 PHYSIQUE                        8    SPIRIT                                 9
                 Climbing                               Intimidation
                 Brawling (armed)                       Bargaining
                 Brawling (unarmed)                     Performance (Burlesque)
                 Knives                                 Performance (comedy)
 POWER




                 Athletics (CS)                         Performance (dance)
                 Swinging                               Self-Hypnosis
                 Martial Arts Weapons (chain)           Survival
                 Leverage                               Sixth Sense
                                                        Hypnotism
                 Innate Power: Regeneration             Ch’i Focus



                 DEFTNESS                        11   CUNNING                                9
                 Acrobatics (USK)                       Marksmanship
                 Gunplay                                Trivia
                 Martial Arts (taijiquan)               Gunsmith
 FINESSE




                 Security Systems                       Perception
                 Thrown Weaponry                        First Aid
                 Quick Draw                             Gadgetry
                 Escape Artist                          Shadowing
                 Vehicles (cars)                        Gambling
                 Vehicles (motorcycles)
                 Stealth
                 Sleight-of-Hand

                 RESOURCES                  1                         DEVICES                    HT.: 5’ 5”               WT.: 105 LBS.

                 NETWORK                                                                         HAIR: BLONDE             EYES: GREEN
 MISCELLANEOUS




                                                       This is the character designed
                 DRAWBACK               PSYCH                                                    AGE: 19                  DOB: 8-8-2008
                                                       between pages 3 and 16, a PC for
                 Overconfidence—frequently and         a near-future urban dystopian             ALIAS(ES):
                 greatly impairs judgment (170).       campaign. Note the lack of
                                                       Devices; these will be real-world
                                                       items purchased with money. The
                 FOLLOWERS                                                                       JOB: DANCER AT CUPCAKE ROYALE
                                                       character's Network will be added
                                                       with Earnings Points.                     EARNINGS:


2 through 9 Cards: face value                         HOLE CARD:                                 ODDS:     Automatic               0-10
Ace: 1                                                        Trade for a new hand.                        Even                    11-20
Jack: 11                                                      Nullify Up The Sleeve card.                  Fair                    21-30
Queen: 12                                                     Declare a Key Moment.                        Long                    31-40
King: 13                                                      Recover cards (up to value).                 Astronomical            41-50
Ace of Spades: Death if discarded as damage                   Cheat death.                                 Insane                  51+
Bedpost Queen: offense and defense in melee           CARD RECOVERY:                                       Additional Target       +2
Suicide King: offense and defense at range                    Hearts & Diamonds: Heroes.                   Unskilled               +5 or
One-Eyed Faces: 20 (PERCEPTION ONLY)                          Clubs & Spades: Villains.                                            greater
Joker: Wild Card. Double Down without fatigue.                Ace of Spades: Nobody.                       Range, Trick Shot       varies
Dead Man’s Hand: Death if discarded as damage                 Queen of Hearts: Everybody.                              (Dealer discretion)
                                                                        5
CHARACTER:                                              HOLE CARD:                                  LEAGUE:
     DR. MERCURY                                             KING OF SPADES                              ROUNDER (3)
                  PHYSICAL ASPECTS, SKILLS                 MENTAL ASPECTS, SKILLS                    CHARACTER LIKENESS AND
                        AND POWERS                             AND POWERS                                   PROFILE

                 PHYSIQUE                        10     SPIRIT                                 11

                 Police Subdual Arts                    Command
                 Improvised Melee Weapons               Self-Hypnosis
                 Leverage                               Intimidation
 POWER




                 Thrown Weapons                         Espionage (CS)
                 Climbing                               Athletics (endurance sports)
                 Athletics (triathlete)
                 Athletics (extreme sports)

                 Natutal Armor +2
                 (resilient skeletomusculature)



                 DEFTNESS                        6      CUNNING                                13
                 Acrobatics                             Gadgetry (USK)
                 Vehicles (cars)                        Physical Sciences (CS)
                 Vehicles (motorcycles)                 Medical Sciences (CS)
 FINESSE




                 Vehicles (jet aircraft)                Biology (UNC: )
                 Gunplay                                Mathematics (UNC: )                         Dr. Mercury began his superheroic career after
                 Improvised Missile Weaponry            Tactics                                     a lab accident turned him into a creature of
                 Stealth                                                                            liquid metal. Within two years, and with the
                                                        Speed of Thought (+11 Initiative)           help of the alien Gwai’ir, the Alabama-born
                                                        Marksmanship                                scientist had purged the metals from his system,
  This character is from a four-color supers                                                        regained some semblance of a normal human
  campaign where he's an amalgam of Reed
                                                        Linguistics                                 form, and regained his sharp intellect.
  Richards and Nick Fury. Note that the                 Police Procedure                            Quote: “American by birth, Southern by the
  Devices are paid-for in order to conform to           Law                                         Mercy of Allah!”
  genre conventions and game balance.
        RESOURCES               J (25)                                  DEVICES                     HT.: 6 FEET                   WT.: 180 LBS.

                 NETWORK                   +8           CHESS SMARTSUIT:                            HAIR: BLACK                   EYES: BROWN
 MISCELLANEOUS




                                                                  Body Armor +2
                 ADVANTAGES                K                      Knuckle Guards (Melee +2)         AGE: 31                       DOB: 7-7-75
                                                                  Resistance To Gases +6
                 Ultra-Secret Clearance, Professional             Resistance To Cold/Fire +6        ALIAS(ES):
                 License (medicine), International                Satellite Uplink, Radiation           HAROUN GHATTARY, M.D., PH.D.
                 Police Powers, Paramilitary Rank                 Immunity, Vocal Interface
                                                        CHESS B.F.G. POWER RIFLE +6
                 FOLLOWERS                 K            CHESS BLASTER +4                            JOB: SCIENTIST/SUPERHERO
                                                        RANGEFINDER GOGGLES
                 Per Paramilitary Rank of Archbishop              Marksmanship/Gunplay +2           EARNINGS:
                 in CHESS                                         Resistance To Blinding +6                               70
                                                                  IR/UV/Passive Sonar Imaging
2 through 9 Cards: face value                           HOLE CARD:                                  ODDS:     Automatic               0-10
Ace: 1                                                          Trade for a new hand.                         Even                    11-20
Jack: 11                                                        Nullify Up The Sleeve card.                   Fair                    21-30
Queen: 12                                                       Declare a Key Moment.                         Long                    31-40
King: 13                                                        Recover cards (up to value).                  Astronomical            41-50
Ace of Spades: Death if discarded as damage                     Cheat death.                                  Insane                  51+
Bedpost Queen: offense and defense in melee             CARD RECOVERY:                                        Additional Target       +2
Suicide King: offense and defense at range                      Hearts & Diamonds: Heroes.                    Unskilled               +5 or
One-Eyed Faces: 20 (PERCEPTION ONLY)                            Clubs & Spades: Villains.                                             greater
Joker: Wild Card. Double Down without fatigue.                  Ace of Spades: Nobody.                        Range, Trick Shot       varies
Dead Man’s Hand: Death if discarded as damage                             1
                                                                Queen of Hearts: Everybody.                               (Dealer discretion)
CHARACTER:                                           HOLE CARD:                              LEAGUE:
     EBRAIM LEVANTO                                       BEDPOST QUEEN                           HIGH ROLLER (4)
                  PHYSICAL ASPECTS, SKILLS              MENTAL ASPECTS, SKILLS               CHARACTER LIKENESS AND
                        AND POWERS                          AND POWERS                              PROFILE

                 PHYSIQUE                        6   SPIRIT                             10
                 Athletics (Acrobatics)               Espionage (CS) (UNC )
                 Athletics (Leaping)                  Animal Handling
                 Athletics (Diving)                   Fine Arts (Poet)
                 Athletics (Swimming)                 Survival
 POWER




                 Bladed Weaponry                      Speed of Thought (Init. +8)
                 Swords                               Instruction
                 Swinging                             Command




                 DEFTNESS                        7   CUNNING                            7
                 Swordplay (USK)                      Business
                 Thievery (CS)                        Strategy
                 Martial Arts Weapons (CS)            Area Knowledge (Italy)
 FINESSE




                 Improvised Missiles (CS)             Area Knowledge
                 Knife-Throwing                              (Ottoman Empire)                Ebraim Levanto is a middle-aged
                 Gunplay                              Cultural Knowledge                     widower whose services as a mercenary
                 Boxing                                      (Ottoman Empire)                still are in great demand, despite his
                                                                                             semi-retired status as a merchant.
                 Archery                              Organizational Knowledge               Gheto Vecchio’s best-known resident
                 Horseback Riding                            (Catholic Church)               hopes, despite being old enough to know
                 Demolitions                          Medical Sciences (Medicine)            better, that his services to the likes of the
                                                                                             Borgias and Medicis will make life
                                                      Physical Sciences (Chemistry)          better for the Jews of Venice.

                 RESOURCES           Q (3200)                         DEVICES                HT.: 5’ 7”              WT.: 160 LBS.

                 NETWORK               +12                                                   HAIR: BLACK             EYES: BROWN
 MISCELLANEOUS




                                                     In addition to urban dystopic campaigns,
                 DRAWBACK          SOCIAL STIGMA     Swashbuckling and Sword-and-Sorcery
                                                                                                AGE: 43      DOB: 1599
                 Religious minority in 1643 Italy;   Fantasy are two other genres that tend to ALIAS(ES):
                 restricted movements. Impairs       employ real-world devices. However, they
                 occasionally and greatly (150).     also may call for unusual Drawbacks, and
                                                     any spell-casting or magic items will have
                 FOLLOWERS                 Q                                                    JOB: APOTHECARY/MERCHANT
                                                     to be purchased as per the rules for
                 Mixed Group (13 or more             superheroes.                               EARNINGS:
                 Mooks, 4 Loose Cannons)                                                                          110

2 through 9 Cards: face value                        HOLE CARD:                              ODDS:    Automatic               0-10
Ace: 1                                                       Trade for a new hand.                    Even                    11-20
Jack: 11                                                     Nullify Up The Sleeve card.              Fair                    21-30
Queen: 12                                                    Declare a Key Moment.                    Long                    31-40
King: 13                                                     Recover cards (up to value).             Astronomical            41-50
Ace of Spades: Death if discarded as damage                  Cheat death.                             Insane                  51+
Bedpost Queen: offense and defense in melee          CARD RECOVERY:                                   Additional Target       +2
Suicide King: offense and defense at range                   Hearts & Diamonds: Heroes.               Unskilled               +5 or
One-Eyed Faces: 20 (PERCEPTION ONLY)                         Clubs & Spades: Villains.                                        greater
Joker: Wild Card. Double Down without fatigue.               Ace of Spades: Nobody.                   Range, Trick Shot       varies
Dead Man’s Hand: Death if discarded as damage                Queen of Hearts: Everybody.                          (Dealer discretion)
                                                                      3
CHARACTER:                                                HOLE CARD:                                 LEAGUE:
DOMINIC “THE CHEF” SPANNO                                      SUICIDE KING                               ROUNDER (3)
                  PHYSICAL ASPECTS, SKILLS                    MENTAL ASPECTS, SKILLS                 CHARACTER LIKENESS AND
                        AND POWERS                                AND POWERS                                PROFILE

                 PHYSIQUE                        9        SPIRIT                             10
                 Knives                                    Command
                 Boxing                                    Seduction
                 Brawling (armed)                          Intimidation
                 Brawling (unarmed)                        Espionage (CS)
 POWER




                 Strangulation                             Persuasion
                 Improvised Melee Weaponry                 Bargaining
                 Athletics (CS)                            Instruction




                 DEFTNESS                        7        CUNNING                            9
                 Gunplay (UNC: )                           Marksmanship (USK)
                 Quick Draw                                Accountant (UNC: )
                 Demolitions                               Law
 FINESSE




                 Lockpicking                               Police Procedure                          Dom knows where a lot of bodies are
                                                                                                     buried, but he ain’t tellin’ you. After
                 Gambling                                  Organized Crime                           years “painting houses,” whatever
                 Sleight-of-Hand                           Knowledge                                 that means, the Government gave him
                 Vehicles (cars)                           Linguistics                               an offer he couldn’t refuse. Rather
                                                                                                     than rat out his family, he’s found a
                                                           Epicure (connoisseur)
                                                                                                     new racket—whacking the Black Hats
                                                           Business                                  for Uncle Sam. Who says wiseguys
                                                           Strategy                                  aren’t patriotic?


                 RESOURCES             J (200)                             DEVICES                   HT.: 6’1”              WT.: 215

                 NETWORK                 +11                                                         HAIR: WHITE            EYES: BROWN
 MISCELLANEOUS




                 ADVANTAGES              Q                                                           AGE: 60                DOB: 2-14-46
                                                     Here's a super-agent from a tongue-in-
                 Black Ops Special Equipment         cheek campaign where the government             ALIAS(ES):
                 Allowance, Top Secret Clearance,    recruits criminals for plausible deniability.          PAULI TORCHIA,
                 Organized Crime Figure              Devices and weapons in this campaign                   ALDO FRANCHI
                                                     are mostly real-world, either purchased
                 FOLLOWERS                                                                           JOB: “ACCOUNTANT”
                                                     with resources or loaned out per an
                                                     equipment allowance.                            EARNINGS:
                                                                                                                         50

2 through 9 Cards: face value                             HOLE CARD:                                 ODDS:   Automatic               0-10
Ace: 1                                                            Trade for a new hand.                      Even                    11-20
Jack: 11                                                          Nullify Up The Sleeve card.                Fair                    21-30
Queen: 12                                                         Declare a Key Moment.                      Long                    31-40
King: 13                                                          Recover cards (up to value).               Astronomical            41-50
Ace of Spades: Death if discarded as damage                       Cheat death.                               Insane                  51+
Bedpost Queen: offense and defense in melee               CARD RECOVERY:                                     Additional Target       +2
Suicide King: offense and defense at range                        Hearts & Diamonds: Heroes.                 Unskilled               +5 or
One-Eyed Faces: 20 (PERCEPTION ONLY)                              Clubs & Spades: Villains.                                          greater
Joker: Wild Card. Double Down without fatigue.                    Ace of Spades: Nobody.                     Range, Trick Shot       varies
Dead Man’s Hand: Death if discarded as damage                              2
                                                                  Queen of Hearts: Everybody.                            (Dealer discretion)
CHARACTER:                                               HOLE CARD:                                 LEAGUE:
     KAGERYU                                                  QUEEN OF HEARTS                            HIGH ROLLER (4)
                  PHYSICAL ASPECTS, SKILLS                  MENTAL ASPECTS, SKILLS                  CHARACTER LIKENESS AND
                        AND POWERS                              AND POWERS                                 PROFILE

                 PHYSIQUE                        7       SPIRIT                             8
                 Boxing                                   Performance Arts (dancing)
                 Climbing                                 Performance Arts (acting)
                 Bladed Weaponry                          Performance Arts (singing)
                                                          Seduction
 POWER




                                                          Ki Focus
                                                          Sixth Sense
                                                          Occult

                                                          Innate: Ki Blade +6
                                                                    Lethal and Non-Lethal Attack
                                                                    (active only during Ki Focus)




                 DEFTNESS                        13      CUNNING                            9
                 Thievery (CS) (USK)                      Social Sciences (history)
                         Concealment, Shadowing,          Social Sciences (philosophy)
                         Sleight-of-Hand, Stealth,
                         Security Systems, Lockpicking    Social Sciences (sociology)
                                                          Physical Sciences
 FINESSE




                 Martial Arts (UNC: )
                 Iaido (+9 Base Initiative)                       (archaeology )(UNC: )
                 Athletics (CS)                           Appraisal
                         incl. Acrobatics                 Cryptography
                 Martial Arts Weapons (CS) (UNC: )        Cryptolinguistics                         Members of the Matsui clan have been
                                                                                                    empowered by kami to protect
                                                          Marksmanship
                 Innate: Running (linked)                                                           innocents and the earth for at least the
                                                          Perception                                past 10 centuries. Jori is the most recent
                 Innate: Diffusion (linked)
                                                          Tactics                                   in that line, and is currently a stalwart
                         (cannot employ Running)
                         Invisibility +4, Affect Solid    Weaponsmith (melee)                       member of the Guardians of Earth.

                 RESOURCES                    1                           DEVICES                   HT.: 5’ 6”               WT.: 110

                 NETWORK                     +8                                                     HAIR: BLACK              EYES: BROWN
 MISCELLANEOUS




                                                         KATANA +4
                 ADVANTAGES                  Q                                                      AGE: 26                  DOB: 1980
                 Rank in Secret Order (superhero         SUBTERRANEAN SCANNER:                      ALIAS(ES):
                 group Guardians of Earth), access             ENHANCED SENSE +7                             MATSUI JORI
                 to classified information                     (SONAR)

                 FOLLOWERS                               CHESS BLASTER +4                           JOB: ARCHAEOLOGIST
                                                                                                    EARNINGS:
                                                                                                                          85

2 through 9 Cards: face value                            HOLE CARD:                                 ODDS:     Automatic               0-10
Ace: 1                                                           Trade for a new hand.                        Even                    11-20
Jack: 11                                                         Nullify Up The Sleeve card.                  Fair                    21-30
Queen: 12                                                        Declare a Key Moment.                        Long                    31-40
King: 13                                                         Recover cards (up to value).                 Astronomical            41-50
Ace of Spades: Death if discarded as damage                      Cheat death.                                 Insane                  51+
Bedpost Queen: offense and defense in melee              CARD RECOVERY:                                       Additional Target       +2
Suicide King: offense and defense at range                       Hearts & Diamonds: Heroes.                   Unskilled               +5 or
One-Eyed Faces: 20 (PERCEPTION ONLY)                             Clubs & Spades: Villains.                                            greater
Joker: Wild Card. Double Down without fatigue.                   Ace of Spades: Nobody.                       Range, Trick Shot       varies
Dead Man’s Hand: Death if discarded as damage                             7
                                                                 Queen of Hearts: Everybody.                              (Dealer discretion)
CHARACTER:                                           HOLE CARD:                                  LEAGUE:
     GEOFFREY EAGLE HEART                                 ONE-EYED JACK                               HIGH ROLLER (4)
                  PHYSICAL ASPECTS, SKILLS              MENTAL ASPECTS, SKILLS                    CHARACTER LIKENESS AND
                        AND POWERS                          AND POWERS                                   PROFILE

                 PHYSIQUE                            SPIRIT
                                                 9                                          9
                 Athletics (CS)                       Sixth Sense (UNC: )
                 Brawling (armed)                     Command (UNC: )
                 Brawling (unarmed)                   Deception
                 Boxing                               Intimidation
 POWER




                 Climbing                             Oratory
                 Knives                               Navigation (celestial)
                 Thrown Weaponry                      Navigation (terrestrial)
                 Leverage                             Seduction
                 Bludgeoning                          Persuasion
                                                      Self-Hypnosis
                                                      Linguistics


                 DEFTNESS                        9   CUNNING                                11
                                                                                                 Geoffrey Eagle Heart is a born
                 Vehicles (CS)                        Strategy (USK)                             strategist and a born leader.
                 Acrobatics                           Tactics (UNC: )                            Sometimes, he appears to be six
                 Gunplay                              Social Sciences (history)                  steps ahead of the enemy.
 FINESSE




                 Martial Arts                         Social Sciences                            He wanted to be an archaeologist,
                         (hybrid: d’har, aikido,              (xeno-anthropology)                but the galaxy had other plans for
                         muay thai)                   Perception                                 him. Don’t call his bluff—because,
                 Martial Arts Weapons (d’har)         Physical Science                           even if he is bluffing, it’s to buy
                 Martial Arts Weapons                         (archaeology)                      time for something even nastier.
                         (Iaijutsu)                   Speed of Thought (+9)
                 Knife-Throwing                       Spacecraft Systems                         Quote: “Timing and location are
                 Missile Weaponry (ship)              Marksmanship                               my trump suits.”

                 RESOURCES            J (100)                        DEVICES                     HT.: 6’ 1”               WT.: 180

                 NETWORK                +7                                                       HAIR: BLACK              EYES: BROWN
 MISCELLANEOUS




                 ADVANTAGES             K                                                        AGE: 41                  DOB: 3-31-2342
                 High Military Rank, Ultra-Secret                                                ALIAS(ES):
                 Clearance, Regional Police Powers


                 FOLLOWERS                 K                                                     JOB: STARSHIP CAPTAIN
                 Mixed Group (hundreds of                                                        EARNINGS:
                 Mooks, 12-20 Loose Cannons, 4                                                                         150
                 Rounders)
2 through 9 Cards: face value                        HOLE CARD:                                  ODDS:     Automatic               0-10
Ace: 1                                                       Trade for a new hand.                         Even                    11-20
Jack: 11                                                     Nullify Up The Sleeve card.                   Fair                    21-30
Queen: 12                                                    Declare a Key Moment.                         Long                    31-40
King: 13                                                     Recover cards (up to value).                  Astronomical            41-50
Ace of Spades: Death if discarded as damage                  Cheat death.                                  Insane                  51+
Bedpost Queen: offense and defense in melee          CARD RECOVERY:                                        Additional Target       +2
Suicide King: offense and defense at range                   Hearts & Diamonds: Heroes.                    Unskilled               +5 or
One-Eyed Faces: 20 (PERCEPTION ONLY)                         Clubs & Spades: Villains.                                             greater
Joker: Wild Card. Double Down without fatigue.               Ace of Spades: Nobody.                        Range, Trick Shot       varies
Dead Man’s Hand: Death if discarded as damage                         6
                                                             Queen of Hearts: Everybody.                               (Dealer discretion)
CHARACTER:                                            HOLE CARD:                                 LEAGUE:
     INCANDESCENT                                          QUEEN OF HEARTS                            PENNY ANTE (1)
                  PHYSICAL ASPECTS, SKILLS             MENTAL ASPECTS, SKILLS AND                    CHARACTER LIKENESS
                        AND POWERS                             POWERS                                   AND PROFILE

                 PHYSIQUE                        9    SPIRIT                                 6
                 Brawling (unarmed)                    Animal Handling
                                                       Fine Arts (photography)
                                                       Hypnosis
 POWER




                 DEFTNESS                        10   CUNNING                                6
                 Equestrian                            Literature
                 Light Control                         Physical Sciences (optics)
                 Acrobatics                            Computers
 FINESSE




                 Athletics (swimming)                  Mixology

                 Light Control +6:
                        Laser, Strobe, Force
                        Field, Light Body (becomes
                        Intangible and has Speed 10
                        Flight), Hynotic Pattern,
                        Control Ambient Light,
                        Purification (vs. toxins)

                 RESOURCES                 3                            DEVICES                   HT.: 5’ 7”               WT.: 115 LBS.

                 NETWORK                   +3                                                     HAIR: BLONDE             EYES: GREEN
 MISCELLANEOUS




                 ADVANTAGES                                                                       AGE: 23                  DOB: 1983
                                                                                                  ALIAS(ES):
                                                                                                         NATALIA GÄL


                 FOLLOWERS                                                                        JOB: STUDENT
                                                                                                  EARNINGS:
                                                                                                                        20

2 through 9 Cards: face value                         HOLE CARD:                                  ODDS:     Automatic               0-10
Ace: 1                                                        Trade for a new hand.                         Even                    11-20
Jack: 11                                                      Nullify Up The Sleeve card.                   Fair                    21-30
Queen: 12                                                     Declare a Key Moment.                         Long                    31-40
King: 13                                                      Recover cards (up to value).                  Astronomical            41-50
Ace of Spades: Death if discarded as damage                   Cheat death.                                  Insane                  51+
Bedpost Queen: offense and defense in melee           CARD RECOVERY:                                        Additional Target       +2
Suicide King: offense and defense at range                    Hearts & Diamonds: Heroes.                    Unskilled               +5 or
One-Eyed Faces: 20 (PERCEPTION ONLY)                          Clubs & Spades: Villains.                                             greater
Joker: Wild Card. Double Down without fatigue.                Ace of Spades: Nobody.                        Range, Trick Shot       varies
Dead Man’s Hand: Death if discarded as damage                          4
                                                              Queen of Hearts: Everybody.                               (Dealer discretion)
..VILLAIN:..                                     ..HEALTH POINTS:..                            ..LEAGUE:.. LOOSE CANNON
                          KISMET                                             39                   (ALL ACTIONS ARE AT +2)
                 PHYSICAL ASPECTS, SKILLS          MENTAL ASPECTS, SKILLS                             VILLAIN LIKENESS
                       AND POWERS                      AND POWERS                                     AND DESCRIPTION

                PHYSIQUE                 9       SPIRIT                           10
                Bludgeoning                      Performance Art (acting)
                Boxing                           Seduction
                Climbing                         Espionage (CS)
                Leverage                         Occult
POWER




                Martial Arts Weapons (CS)        Self-Hypnosis
                Natural Weaponry (nails/claws)
                                                 Innate: Probability Field +3
                Natural Weaponry (teeth)                Probability Manipulation—
                Strangulation                           Focused Luck Manipulation (can
                Swinging                                change the House Draw to the
                                                        larger of three cards), Animated
                                                        Image (dragon tattoo on back),
                                                        Steal PC Hole Card, Replace
                                                        Aspect (one of her aspects is at 13)
                                                                                               Eurasian female, early 20s, 5’9” tall,
                                                        Field acts as Body Armor +3.           130 pounds, green eyes, dyes hair


                DEFTNESS                         CUNNING                                            VILLAIN BACKSTORY
                                         12                                       8
                Athletics (extreme)              Ricochet (USK)                                The daughter of a French-Canadian
                Athletics (Acrobatics)           Computers                                     TOTEM sleeper agent and a Thai-
                Archery                          Gadgetry                                      American banker, Kismet followed in
                Escape Artist                    Marksmanship                                  her mother’s footsteps and became a
FINESSE




                Gunplay                          Medical Science (Genetics)                    TOTEM infiltrator in CHESS as a
                Martial Arts                     Medical Science (Toxicology)                  biomedical ethics intern at Johns
                Quick Draw                       Medical Science (Immunology)                  Hopkins. To prove her loyalty to
                Vehicles (cars)                  Paramedics                                    TOTEM, she had her twin sister
                Vehicles (motorcycles)           Survival                                      Fortune dissected for medical
                Vehicles (boats)                 Tactics                                       experimentation. It is Fortune’s
                Thievery (CS)                    Trivia                                        brain matter that made the core of the
                                                                                               devastating Chaos Bomb that once
                                                                                               fractured reality. Kismet herself has
                                                                                               the ability to alter probability, which
                                                                                               is bad enough, but she focuses on the
                RESOURCES           J (50)                    DEVICES
                                                                                               big picture for TOTEM and its
                NETWORK            K (+12)       HAND CROSSBOW +2                              merger partner InterCrime—
                                                        NUCLEAR GRENADE BOLT +6                acquiring WMDs for rogue states
                ADVANTAGES            Q                 SWINGLINE THROWER                      and rogue corporations.
                                                 SNIPER RIFLE +5                               ALIAS(ES):
                Black Ops Special Equipment
                                                        DRY ICE SLUGS                                    KISMET AROUNPRADITH
                Allowance, Rank in Secret
MISCELLANEOUS




                                                 KILLER PRESS-ON NAILS +1
                Society (TOTEM-InterCrime),             POISON 8
                Special Computer Access          KILLER LIPSTICK:
                                                        POISON 8
                                                        HYPNOTISM 8                            GROUP AFFILIATION:
                FOLLOWERS                Q                                                           TOTEM-INTERCRIME
                Multiple Mooks (6-12) plus a     ANIMATED IMAGE (SEE ABOVE)      DRAWBACKS:
                Penny-Ante lieutenant with             HEALTH 13, ARMOR +6,
                                                       ASPECTS TOTAL 13 (VAR.),
                Aspects 2 ranks below hers.
                                                       CLAWS +5, TEETH +4,
                                                       BREATH WEAPON +4,
                                                       ENHANCED SENSES +2,
                                                       TELEPATHIC LINK TO KISMET
                                                              1
..VILLAIN:..                                ..HEALTH POINTS:..         ..LEAGUE:..

                 PHYSICAL ASPECTS, SKILLS     MENTAL ASPECTS, SKILLS         VILLAIN LIKENESS
                       AND POWERS                 AND POWERS                 AND DESCRIPTION

                PHYSIQUE                    SPIRIT
POWER




                DEFTNESS                    CUNNING                        VILLAIN BACKSTORY
FINESSE




                RESOURCES                             DEVICES
                NETWORK
                ADVANTAGES
                                                                       ALIAS(ES):
MISCELLANEOUS




                                                                       GROUP AFFILIATION:
                FOLLOWERS

                                                                       DRAWBACKS:




                                                      1
               Agents of Fortune Game System Mook Control Sheet

Generic Mook Type 1             HEALTH:
PHYSIQUE:
DEFTNESS:
CUNNING:
SPIRIT:
DEVICES:
MISC./NOTES:

Generic Mook Type 2             HEALTH:
PHYSIQUE:
DEFTNESS:
CUNNING:
SPIRIT:
DEVICES:
MISC./NOTES:

Mook #1:                        HEALTH:
PHYSIQUE:
DEFTNESS:
CUNNING:
SPIRIT:
DEVICES:
MISC./NOTES:

Mook #2:                        HEALTH:
PHYSIQUE:
DEFTNESS:
CUNNING:
SPIRIT:
DEVICES:
MISC./NOTES:

Mook #3:                        HEALTH:
PHYSIQUE:
DEFTNESS:
CUNNING:
SPIRIT:
DEVICES:
MISC./NOTES:

Mook #4:                        HEALTH:
PHYSIQUE:
DEFTNESS:
CUNNING:
SPIRIT:
DEVICES:
MISC./NOTES:
                       Place House Draw Here                                                 Place House DECK Here


                       AGENTS OF FORTUNE DEALER REFERENCE CHART




                                                                                                                                                             PLACE FLOP CARD #1
                      SUIT                                                                   SEQUENCE OF EVENTS IN A
                     ORDER                             ODDS                                          HAND
                                     Automatic                       10 or less            1.     House Draw, Flop, Turn and River




                                                                                                                                                                    HERE
                                     Even                            11-20                 1a. Resolve Healing/Refreshment
PLACE TURN CARD




                                     Fair                            21-30                           If House Draw is…
                                                                                                               Hearts & Diamonds: Heroes.
                                     Long                            31-40                                     Clubs & Spades: Villains.
                                                                                                               Ace of Spades: Nobody.
                                     Astronomical                    41-50                                     Queen of Hearts: Everybody.
     HERE




                                     Insane                          50 or more            1b. Perception Test(s)
                                     Additional Targets              +2 each               2. Determine Initiative
                                     Unskilled                       +5 or more            2a. Ante For Initiative Tie-Breakers
                                     Range                           varies                3.     Resolve Actions In Initiative Order




                                                                                                                                                             PLACE FLOP CARD #2
                                     Trick Shot                      varies                3a. Damage Resolution
                                     NOTE: Modifiers to additional adds are at the         4.     Collect Played Face & Wild Cards
                                     Dealer’s discretion, and may include extra cards
                                     played from the Flop, Turn and/or River.                                        Reset




                                                                                                                                                                    HERE
PLACE RIVER CARD




                            The Aspect Matrix
                                   PHYSICAL MENTAL
     HERE




                     POWER                                                               PLACE COLLECTED FACE AND
                                   PH                SP                                    WILD CARDS FACE DOWN


                     FINESSE
                                   DE                CU




                                                                                                                                                             PLACE FLOP CARD #3
                       The Agents of Fortune Quick Reference Universal Rank Table
                     Rank    Weight      Distance         Speed        Time         Volume Physique            Deftness        Spirit        Cunning
                      1      1 lb.       30 feet          1 mph        00:00:03.0   1 cu. ft.                     Don’t Ask                  IQ 50 or less
                                                                                                                                                                    HERE
PLACE DISCARD PILE




                      2      8 lbs.      60 feet          4 mph        00:00:06.0   8 cu. ft.     Below Average Human Achievement            IQ 51-70
                      3      27 lbs.     120 feet         8 mph        00:00:12.0   27 cu. ft.       (lifting, reaction time, willpower)     IQ 71-90
                      4      64 lbs.     100 yds.         16 mph       00:00:30.0   64 cu. ft.       Average Human Achievement               IQ 91-100
                      5      125 lbs.    200 yds.         25 mph       00:01:00.0   125 cu. ft.      (lifting, reaction time, willpower)     IQ 101-110
                      6      216 lbs.    ¼ mile           36 mph       00:02:00.0   216 cu. ft.   Above Average Human Achievement            IQ 111-130
      HERE




                      7      343 lbs.    ½ mile           49 mph       00:05:00.0   343 cu. ft.     (lifting, reaction time, willpower)      IQ 131-150
                      8      512 lbs     1 mile           64 mph       00:10:00.0   512 cu. ft.     Olympic Level or              Peak       IQ 151-170
                      9      729 lbs.    2 miles          81 mph       00:20:00.0   729 cu. ft.    Professional Athlete          Human       IQ 171-190
                      10     ½ ton       4 miles          100 mph      00:40:00.0   1000 ft.3     Olympic Champion or                        IQ 191-210
                                                                                                                                Threshold
                      11     1331 lbs.   8 miles          121 mph      1:30:00.0    1331 ft.3     World Record Athlete                       IQ 211-230
                      12     1728 lbs.   16 miles         144 mph      3:00:00.0    1728 ft.3                                                IQ 231-260
                      13     1.1 tons    32 miles         169 mph      6:00:00.0    2197 ft.3           Superhuman Achievement               IQ 261-290
                      14     1.4 tons    64 miles         196 mph      12:00:00.0   2744 ft.3        (lifting, reaction time, willpower)     IQ 291-320
                      15     1.7 tons    125 miles        225 mph      1 day        3375 ft.3                                                IQ 321-350
                      +1     (cube)      x2               (square)     x2           (cube)
                                                                                    28
AGENTS F F R                                                        NE




  A CARD-BASED GAME MECHANIC FOR DARK
AND DARKLY HUMOROUS ROLE-PLAYING GENRES
(THIS GAME SYSTEM IS NOT ASSOCIATED IN ANY WAY WITH, NOR IS AN ATTEMPT TO PROFIT
   FROM, THE NAME OF, AND TRADEMARKS ASSOCIATED WITH, THE BLUE OYSTER CULT.)

				
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posted:6/25/2011
language:English
pages:40