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Artificial Exotics
Artificial Exotics
Artificial Exotics
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Contents
Welcome to the Anti-Verse!............................................................................................................................ 4
Artificial Exotic: Mutant, Monster and Myth, oh my! .................................................................................... 4
The Exotic Life................................................................................................................................................ 5
Character Creation......................................................................................................................................... 10
Suits ............................................................................................................................................................... 11
Other Traits ................................................................................................................................................... 14
Back Story ..................................................................................................................................................... 17
Factions ......................................................................................................................................................... 21
Powers ........................................................................................................................................................... 25
Draw .............................................................................................................................................................. 31
Combat .......................................................................................................................................................... 32
Circumstances........................................................................................................................................... 33
Tearing it Up............................................................................................................................................. 33
Collateral Death ........................................................................................................................................ 34
Gear ............................................................................................................................................................... 35
Gadget ...................................................................................................................................................... 37
Sample Gadgets ........................................................................................................................................ 41
Extras............................................................................................................................................................. 42
Aeon ......................................................................................................................................................... 42
Ancient Exotic .......................................................................................................................................... 42
Homeless Superior.................................................................................................................................... 43
i00i ............................................................................................................................................................ 43
Mere Mortals ............................................................................................................................................ 44
Steppin’ Razor .......................................................................................................................................... 45
Ziggy and the Plague from Mars ................................................................................................................... 46
Contributions by Mathew Herbert, Telly Herbert, Stacey Moll, Aaron Vissers, Daniel Weightman.
Interior Artwork within this book is stock art produced by LJP Designs (pages 4, 6, 12, 14, 16, 26, 29, 32,
34, 38, 46) and Team Frog Studios (pages 8, 40).
Some artwork in this book is ©2005 Team Frog Studios, used by permission.
Some artwork in this book is ©Louis Porter, Jr. Design used by permission.
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All the latest Exotic news • Volume 1, Issue 1 • September 2014
Welcome to the Anti-Verse!
A rtificial Exotics is a Superhero a role-playing set in the Anti-Verse. Players within the game take on
the role of Artificial Exotics; Super-humans with amazing abilities – not necessarily heroes or
villains nor those tied to a particular universe, but Superpowers and Super-beings in general. In
many ways, Artificial Exotics is a demythologization of the Superhero genre, stripping away the
lore and legacy of any one fictional universe and getting to the heart of the Superhero genre - costumed
supermen. Between the players and the Game Master, you are free to craft any kind of mythology you wish
or none at all... the Universe is yours.
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displaying their Powers, in other words – just of neutral ground, allowing Artificial Exotics of
being who they biologically are - makes mere any Faction to gather within its walls without
mortals feel exactly what they are; weak, frail, tearing the walls down. Other Masquerade Clubs
temporary – bags of meat that slowly, as time are Faction-exclusive.
goes on, coming apart at the seams. There is an
innate envy and jealousy that mere mortals feel.
They look for reasons to hate and fear an Exotic,
and quite often find them. Just as mere mortals
are weak and frail, so are the cities they build for
themselves. The casual actions of, along with
careless and oh-so-frequent battles between
Artificial Exotics, can not only cause massive
property damage; they cost human life, usually
without notice, knowledge or thought. On
attaining Origin, an Artificial Exotic is both a
god and a leper, an orphaned and exiled
champion of society.
The petty paper pushing of mere mortals –
government regulations and the like – attempt to
limit, corral and otherwise shackle Artificial
Exotics and their abilities and yet, because of the
strange and unknowable nature of Origin, and
the wide variety of Powers this is a near
impossible task. More often than not it requires
one Artificial Exotic to stop another and most
governments resort to fighting fire with fire,
Exotic with Exotic.
Costumes
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Deputy
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It is the Watchdog’s job to keep other Artificial terms, the Deputy is meant to stop Super-
Exotics straight. Unlike the Deputy, the criminals after they rob a bank, commit a murder
Watchdog is an unofficial, community based or whatever. The Watchdog, however, is meant
position amongst Exotic society. In the simplest to stop it from happening to begin with.
Group Dynamics
Families fight. Anyone with siblings will tell you that. Throw Faction politics into the mix and you’ve
got a volatile cocktail for infighting between player characters within your role-playing group. The
Game Master can also suffer from the lack of a default quest-giver or other means of delivering the
hook in a game session. Some groups might do well with cross loyalties, lies, backstabbing and
cynical disinterest along with a more tentative line of action. Others might not. In any case, there are
a few tactics that a group might introduce to help manage dynamics:
∋ The group as a whole might select a Faction. This would give the entire
group a common outlook or perspective. Alternatively…
∋ Each player might select their Faction secretively and keep is so. That way
the group has no reason to, openly and directly conflict with each other until
the narrative moment is right.
∋ The city might be set up as a “kingdom” with the Father operating as a sort
of “monarch.” Factions might fight and backstab, but are linked to a
common project that is then transferred to the players.
∋ The Game Master might give the group a shared Back Story. Each player
would then be obligated to place at least one point in it. This would link all
characters together to a single event, moment, place, or individual that could
be used as the basis of a fellowship.
∋ Employing Family members of Position (Father or Mother, Untouchable,
Deputy, etc) as default quest givers can be a good tool for the Game Master.
Like most individuals of importance in social and cultural groups, Position
holders have tasks and responsibilities to attend of varying degrees of
difficulty, priority and demand – some of which can be delegated to less
important Family members such as player characters. While the rewards of
this service or the penalty for failure may not be direct in the sense of Faction
related Status a few notes about who the player characters have helped,
hindered, scorned or failed can turn a careless word or unsuccessful
undertaking into a big problem later on down the track. For instance, saying
“I’m busy” to an Untouchable means that individual is out of touch when the
character needs them later on. A neat twist on this one could be to make the
player characters Family members of position with quests coming to them
instead of assigned.
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Character Creation
Characters in Artificial Exotics are Supers, men General Powers Table
and women with amazing abilities dwelling in
both within and on the sub-cultural fringes of Card Power
mainstream society and serving Factions whose Two Awareness
agendas may or may not be in the best interests Three Attack
of their nation and civilization. Each character is Four Boom Skill
controlled by a single player, with the group of Five Boom Suit
players as a whole mediated by the Game Six Communication
Master. The game mechanics employ standard Seven Defense
decks of playing cards, complete with both Eight Evironmentalism
Jokers. Each player and the Game Master require Nine Flight
their own deck. Ten Speed
Joker Luck
Each character possesses five core Suits that
define most of their abilities – Clubs, Diamonds, Players are given twelve points to purchase
Hearts, Spades and Joker. Suits represent the Powers, spent in any way they wish.
general activities of the character’s mind, body
and social graces. All Suits begin character
creation at a rating of one, but are increased as
creation progresses. Characters additionally
possess several additional traits; Back Story,
Defense, Identity, Loathing, Powers, Resources,
Status and Vitality. These denote how the 3. Specific Suit ratings then determine the
character acts, reacts and copes in certain character’s Defense, Identity, Loathing,
circumstances such as bodily damage, Faction Status and Vitality as detailed in the
interaction or when their Exotic status is suspect
“Other Traits” section. Players may
but also the level and nature of the characters
Powers. Each Suit and Other Trait listed above is trade in Identity for Chips as specified
described in detail within their own section under the traits sub-section.
below. For now, the steps to create a character
are: 4. Characters gain nine points to spend on
1. All Suits, including Joker, begin at a Back Stories, which the player may
rating of one. spend in any manner they wish so long
as any single Back Story does not
2. The player possesses five points with exceed a maximum rating of six.
which they may assign to their Suits.
Each point assigned to a Suit increases 5. Players select for their character one
the corresponding character level. If Faction and gain one point of Status in
three points are assigned to Spades, for said Faction (along with any benefits
instance, then the character’s Spades that come with it).
rating is increased by three. If two
points are assigned Clubs, the 6. The player then determines their
character’s Clubs is increased by two character’s Powers table by combining
and so forth. Increasing Joker costs the General Powers Table with that of
double, so if two points are assigned to their Faction’s Exclusive Powers (note:
Joker, this Suit is only increased by one. Neutrals have an entirely exclusive list).
If four points are assigned to Joker, this The player should Draw one card for
Suit is increased by two and so on. every point of Joker, consulting the
General Powers table (see sidebar) and
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Suits
Artificial Exotics, though far above mere lie is defined by their Suits and each governs
mortals, are hardly close to perfect. Born of physical, mental, interpersonal or social actions.
mortal flesh and blood, the addition of To gain a general sense of where a characters
superpowers definitely improves a raw human’s strengths and weaknesses lay, Suits have a
basic abilities but it hardly extinguishes their number of levels that begin at one and stretch to
faults. Broadly, where the character’s capabilities six. One represents a lightweight or novice
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and world knowledge; calling on individuals the others with silver words, persuade or deceive and
character knows of or displaying familiarity with orate efficiently. Levels in Hearts reflect:
their city and the world at large. As such,
Diamonds can be employed wherever a character 1= You know those awkward people who hang
is looking for a person, place object or specific on the walls at the back of a party not talking to
type thereof, representing the ability of a anyone? A character with this rank in Hearts is
character to call on useful information and one of them. Socially introverted, the character
friendly allies in order to meet their ends. Levels just can’t seem to make a connection.
in Diamonds reflect:
6= Politicians, preachers, public speakers along
1= No human is an island, but some sure are with most social butterflies and competent public
hermits. The phrase “with all your friends” when speakers share this rank in Hearts. This rating in
sitting alone at the table isn’t an insult at this Hearts reflects a character with regular social
level of Diamonds, it’s a description of your life. contact and well developed social skills.
6= Family, community, social clubs, function Hearts Draws can be used to, amongst other
groups, organizations and other such collections things:
of humans all loom large in life for the character. ∋ Charm people with silver words, a
They are known if not by face then by roguish smirk, a wink or other
reputation. gesture and generally make the
character more likeable.
Diamonds Draws can be used to, amongst other
things: ∋ Persuade or deceive others.
∋ Employ social connections across the ∋ Communicate in a practical and
city and world at large. efficient manner.
∋ Locate geographic features, objects and
individuals.
Spades
∋ Manage the media, gossip, scandals and
other such examples of the public Might of arms, nimbleness of the fingers, feats of
opinion. strength, arts of passion and other expressions of
∋ Understand and follow manners and the body; the Suit of Spades governs all physical
protocols within social clubs, activity and Levels in it reflects both physical
strength, dexterity along with master of one’s
subcultures, tribes and other insular
own body. Spades are thus required for savage
groups. might and light-fingered touch. Spades can be
∋ Locate black markets, gangs, criminal used to lift and carry objects, move silently and
organizations and other nefarious hide, pilot vehicles with ease or engage in hand-
groups. to-hand combat. Levels in Spades reflect:
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∋ Lift and carry objects. Joker is a reflection of how lucky the character
∋ Move quietly and remain unnoticed. is. Unlike other Suits, the value of the characters
Joker is drawn on every Draw, even luck Draws.
∋ Operate vehicles effectively.
No penalties are ever applied to the characters
∋ Reach out and thump someone with fist, Joker. Additional points in Joker can only be
knife, sword, claw or other weapon gained at character creation by drawing a Joker
designed for a close range. and cannot otherwise be increased with Chips
like a normal Suit.
Joker
Other Traits
Aside from core Suits, characters have other very few of them have active advertised their
traits which infer various abilities to flesh out the identities to the world. While the character may
character and what they can do. do nothing to conceal their super-self, it still
takes time for the general public to associate the
Defense character’s civilian and super egos as one in the
same.
Defense is the characters reaction time,
determining how good they are at responding to A character’s starting Identity is equal to their
changes in their environment, including the Diamonds plus Hearts.
characters ability to avoid getting hurt. It’s their
ability to make a little helmet with their fists Some individuals – villains, girlfriends, the
when boxing, dive to the ground at the sound of media, and so on – may attempt to uncover a
a shot and so forth. For each point the character characters identity. This can be undertaken as a
has in their Defense trait, any attacks directed at Clubs Draw on the part of the individual,
the character require an additional success. requiring a number of successes equal to the
current Identity of the character. Should this
A character’s Defense are equal to their Clubs Draw succeed, the character’s identity is not in
plus their Spades, halved (rounding down) to a any way reduced. It simply means the individual
minimum of one. undertaking the Draw has successfully unmasked
the character for them. Likewise, certain acts
Identity may actively reduce the character’s Identity
making their true nature easier to discover.
Identity acts a measure of the character’s secret Reduce Identity by one:
identity. Though Exotics quite often act openly,
∋ Whenever the character
scores more than two
successes for a Draw while
in their civilian identity.
∋ Whenever the character’s
civilian identity and Exotic
identity are supposed to be
in the same location.
∋ If the character’s civilian
identity is noticeably absent
or missing while acting as
an Exotic (such as from
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work, home, a party, dinner, school etc). character is not yet a top
priority.
Reduce Identity by two: 7-12 Within the middle stage of
∋ If the character does something overtly Loathing, the character is a
“Super” while in their civilian identity priority for both the Deputy
(i.e. fly, bench press a train, shoot and the Watchdog. Police a
permanently on watch for the
lightning from their hands, etc).
character and there may be a
∋ Whenever the character suffers Wounds Detective or even a task force
in excess of one and survives. assembled to bring the
character in (or simply put
The Game Master may additionally deem other them down). A warning about
circumstances as necessitating a reduction of the character is likely put out
Identity at their discretion. on the local news as a nightly
update.
During character creation, the player may trade 13+ The character is a wanted
in points of Identity for Resources at a rate of criminal, their name regularly
one Resource per one point of Identity. appears on the news and the
police force as a whole is
Loathing actively hunting them. General
attempts to ask for help or aid
Artificial Exotics might wield fantastic Powers, from mere mortals, even close
but they make the mere mortals of the world feel friends and loved ones, fails
self-conscious, weak, anxious and ultimately dismally – though the
inadequate. And while a few are heroes in the character should gain a
eyes of the public, they are one casual act of generous bonus on Hearts
accidental destruction from being a villain. Thus Draws to intimidate (six
Exotics tend to sit in a precarious position, with cards). Chances are both the
every display of Powers or “never ending battle” Watchdog and Deputy will be
potentially adding fuel to the fire. involved in the hunt for the
character.
For each collateral death the character causes
they gain a point of Loathing. As the character’s Loathing begins at zero and drops at a rate of one
Loathing climbs, they begin to receive bad press per Game Session (to a minimum of zero).
in newspapers and on television. As a general
rule of thumb, consult the following table as a Resources
guide to how the characters should be received
within their city: Resources represent the character’s savings and
income, the money they have on hand and in the
Loathing Treatment
1-6 At this stage, the character Saving Up
has made the local news
and gossip. The police are Sometimes a character will wish to purchase something
seeking them, but not that costs more than their Resources allow. The
actively. Rather if the character can attempt to employ Back Stories to do so
character is spotted or for a one-off purchase. A more definite, but slow, way to
runs across law achieve this goal is to simply save for it. In doing so, the
enforcement, they will be character simply waits a number of game sessions equal
pursued and possibly to their Resources divided by the cost of the Gear item
arrested. The Watchdog (including Gadgets).
and Deputy may be called
in to help, but the
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bank. While one represents someone living in employing cards equal to their Diamonds.
poverty, twelve signifies the lap of luxury. Should the sum of successes and existing
However, Resources is the embodiment o their Resources equal or exceed the Cost of the Gear,
possessions and one can assume that the the character purchases a single item of that type.
character has a home, couch, television and other Should they fail, then the character does not have
items appropriate to their lifestyle, job and the income sufficient for the purchase.
standing. Rather, Resources represents the
amount of income a character has free to spend A character’s Resources are equal to double their
on their superhero. For instance, a character Diamonds Suit.
might be the heir to a multi-millionaire with an
enormous trust fund but if every cent and dollar Status
is watched by a fastidious team of accountants,
then the character has very few Resources A character’s Status is their standing in the eyes
available to dedicate to Super-heroics. of their peers within their Faction. When within
the social context of their faction – i.e. at a
meeting, undertaking a mission with others or
at a clubhouse or headquarters – Status is
applied to Hearts and Diamonds Draws as a
bonus.
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Back Story
character to adhere to and undertake on
their behalf along with a certain code of
A Back Story is something in the character’s conduct to uphold.
current situation, background or past before they
∋ Alien (Origin): A creature from
became an Artificial Exotic. While the bulk of
the character’s capabilities are covered by Suits another world, most Alien’s that make
or Powers and augmented by Gear, a Back Story their way in Earth society look exactly
represents something that can heighten the odds like a Human (or at least possess
in the character’s favor in a particular Powers that allow disguise their alien
circumstance pertaining to their Back Story. nature), at least on the surface. As an
Nobody is nobody to everybody, so all Alien, the character has exposure to
characters - Artificial Exotic or mere mortal,
technologies, creatures and societies far
player or non-player – have Back Stories.
beyond the Earthly sphere.
All Back Stories are rated from one through to ∋ Accident (Origin): The character
six. During character creation, characters have gained their powers through some
nine points to spend on Back Stories, purchasing strange mishap that left them
any they wish with the exception of those labeled irreversibly altered. Typically such
Origin. As an event shared in the lives of all
accidents involve some sort of strange,
Artificial Exotics, one point must be spent in this
area. and often experimental, energy source
followed by an unlikely series of events.
It is possible, with the Game Master’s ∋ Bourgeoisie (Profession): To be one of
permission, for players to invent an acceptable the Bourgeoisies is to sit amongst
Back Story for their character. However an billionaires, corporate and crime
extensive list of examples includes:
kingpins, world leaders and other such
∋ Agent Of... (Profession): Agents work
influential individuals.
for someone else, typically a big
∋ Confident (People): The character has
organization of some sort with a cool
an assistant – be it butler, lover, buddy
acronym and an agenda, procedures and
or other – who knows of their identity
operations ongoing that they wish the
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as an Artificial Exotic and aids them in ∋ Exiled (Event): Banished from their
their never ending battles. Such kind - is it species, family, culture,
individuals often do not provide combat nation, organization or other collective
support (being mere mortals), but offer and cultural unit – the character has
encouragement, moral and strategic been cut off from everything they know
support to the character. as home. The character cannot return
home without dire consequences and
∋ Connected (People): Connected in the generally spends their time in the wider
criminal sense, the character with this world than amongst their people.
Back Story has ties to the mafia and the ∋ Galactic (People): The character is
world of organized crime. They might connected to the goings on in the
be a member of a crime family Universe, and possibly the multiverse,
themselves or simply someone with beyond Earth. Such individuals are
close bonds of blood, friendship and quite are just as at home on the decks of
business. space-ships and surface of alien planets
∋ Chosen One (Origin): The character is as they with good old Earth.
the heir to a great Wizard, the glitch in ∋ Hunter (Profession): Generally of the
the system, a spirit of an age, the latest big game variety, the character with this
hereditary champion against evil, or background has stalked and killed
other cosmically ordained individual. animals (and perhaps other things) for
Possessed of a mission and calling, pleasure, sport and/or profit.
Chosen Ones have a special role in the ∋ Hated (Event): Something happened in
universe and destiny to fulfill. the character’s past to make them a less-
∋ Detractor (People): Someone really than-popular superhero. While opinion
doesn’t like the character – in their on the street may vary, reflecting the
mundane or Exotic identity - and will character’s Loathing score, the press are
constantly describe them as constantly framing the character as a
“dangerous” or “evil.” While they may menace and are just waiting for them to
only seldom work directly and overtly slip up.
against the character, the Detractor is ∋ Homeless (People): The character with
constantly on the lookout for an this Back Story spent many years living
opportunity to do so.
∋ Endling (Event): The
character is the last of their
kind; be it species, family,
culture, nation, or other
collective and cultural unit.
Should the character
perish, then their kind will
be extinguished and vanish
into history. As an Endling,
the character is (or at least,
perceives themselves as)
unique and alone in the
entire world.
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without a stable home, typically on the character lost their parents to crime,
street. Relying on the kindness of intrigue, a tragic accident, obsession or
strangers and their fellow some other mishap.
underprivileged gave the character a ∋ Reporter (Profession): Be it a major
firm bond to the homeless of their city, metropolitan newspaper or trashy
regardless of their current financial tabloid rag, the character works or has
status. worked as a journalist.
∋ Law & Order (Profession): Police, ∋ Science (Origin): From radiation to
detectives, lawyers, judges, district evolution, science has many strange
attorney’s and other people who know bugbears from which Artificial Exotics
their way around the law and have spring. Like most Exotic phenomenon,
access to intelligence on crime and the actual science of this background as
criminals share this Back Story. an Origin is somewhat mysterious.
∋ Magic (Origin): The character with this ∋ Scientist (Profession): Real-world
Back Story has obtained their Exotic scientists are experts in technical fields,
abilities through arcane, otherworldly who systematically acquire and apply
forces. This could have resulted from knowledge in their fields. Superhero
years of study and apprenticeship under Scientists, however, are adventurous
some hoary sorcerer, the result of being Renaissance Men – skilled in numerous
a Chosen One (see that particular Back fields, undertaking adventures in the
Story) of some kind or simple through name of civilization and dedicated to
luck. the ultimate ideal of progress itself.
∋ Martial Artist (Profession): Trained in ∋ Sojourn (Event): The character has
the art of laying the smack down, the travelled extensively, exploring both the
character with this background has mundane and Exotic corners of the
learned to use their body as a weapon. world. Throughout their travels, the
∋ Mechanical (Origin): The character is character has met many interesting
a robot, cyborg, android or other form individuals, partaken of many curious
of embodied mechanism. Existing traditions and most of all enjoyed
through synthetic (partially or totally) numerous adventures
biology, the character has a particular ∋ Soldier (Profession): Soldiers are
affinity for machines and their software. trained combatants, having spent a good
∋ Mental Illness (Event): Suffering some deal of their professional life on the
form of long term insanity or mental battlefield and within warzones. Though
illness, the character thinks and most come from a professional army of
perceives the world from a distinct and some sort, some may originate in
particular vantage point. guerrilla bands, rebellion movements,
∋ Nemesis (People): The character as an terrorist groups or militia.
arch nemesis that constantly plays the ∋ Thief (Profession): The character is a
red card to their black, the naught to trained and professional thief, be they
their cross and so on. The character and the petty purse snatcher, Robin Hood or
this foe have probably got a long history the gentleman pilferer. They are
together that may even extend beyond probably regarded as a criminal by most
costumed battles. and are wanted by authorities,
∋ Orphaned (Event): Typically (but not regardless of any good deeds.
always) occurring when very small, the
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Background versus Powers hand determines the impact of the Back Story in
this instance. Jokers during poker Draws for
Let’s put this in context: Powers work all of the time Back Story count as a wild card. Consult the
to the same degree. A character with Attack (Clubs) table below as a guide:
Level Four knows how deadly the lightning from
their finger tips is before they conjure the bolt. Even High Card
if that lightning misses its target, the lightning’s still ∋ One bonus card, point of Identity or
jumped from the fingers with the same voltage as Collateral Death.
before. Backgrounds work to varying degrees. A ∋ One point increase to Resources for a
black ops agent with a rating of six in Soldier can single purchase only.
still slip up in a big way – effectively Drawing a
∋ Position an Extra as having a similar
High Card on their Poker hand. It’s important to
remember everyone has Backgrounds but for the background with the character on which
most part, they’re one of the key elements that a bond maybe developed, i.e. both
separate – in terms of game mechanics – one mere soldiers, orphans, aliens, etc.
mortal (or everyday identity for an Exotic) from ∋ Highly common or probable adjustment
another. Backgrounds are thus mundane, uncertain to event.
and fallible. Powers are absolute!
One Pair
∋ Two bonus cards, points of Identity or
Collateral Deaths.
∋ Two point increase to Resources for a
single purchase only.
∋ Limited/brief history with Extra – i.e.
Using Back Story coincidentally met once and briefly.
∋ Small, but common or probable,
All characters may undertake a Back Story Draw adjustment to event.
to do one of the following actions in areas
relating to one or more of their Back Stories to: Two Pair
∋ Gain a bonus number of cards to a ∋ Three bonus cards, points of Identity or
Draw (your own or another characters). Collateral Deaths.
∋ Obtain an item of Gear via a one- ∋ Three point increase to Resources for a
purchase-only boost to Resources. single purchase only.
∋ Establish or alter an event. ∋ Limited but meaningful history with
∋ Create history with new or existing Extra – i.e. met once and shared a close
Extras. or bonding experience.
∋ Avoid Identity loss. ∋ Slight, but not improbable, adjustment
∋ Reduce the number of Collateral Deaths to event.
resulting from an attack.
Three of a Kind
∋ Anything else the Game Master deems
∋ Four bonus cards, points of Identity or
appropriate.
Collateral Deaths.
To undertake a Back Story Draw, the player ∋ Four point increase to Resources for a
Draws five cards plus an additional card per single purchase only.
Joker. The player’s task now is to build the best ∋ Place an Extra in the same place as the
Poker hand they can. To help achieve this, the character at the same time for an
character may discard and re-Draw a number of
extended period of time and may have
cards equal to the rating of the Back Story
employed in the Draw. The rank of the final crossed paths a few times, i.e. served in
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the same War, went to the same ∋ Once-close, now distant, relationship
university, lived in the same city, etc. with Extra (estranged sibling, distant
∋ Transformation of one minor detail of relative, best friend that moved away,
the event, or one major detail of little etc).
significance. ∋ Significant re-write of an Event (that
gunman isn’t any gunman; it’s the
Straight gunman who killed your family).
∋ Five bonus cards, points of Identity or
Collateral Deaths. Four of a Kind
∋ Five point increase to Resources for a ∋ Eight bonus cards, points of Identity or
single purchase only. Collateral Deaths.
∋ Some, but not extensive, history with ∋ Eight point increase to Resources for a
Extra (worked in different sections of single purchase only.
the same building, lived down the hall ∋ Close relationship with Extra: best
but never spoke, etc). friend, sibling, dire enemy, etc.
∋ Alteration of one or two details of the ∋ Major re-write of an event.
event, all probable.
Straight Flush
Flush ∋ Nine bonus cards, points of Identity or
∋ Six bonus cards, points of Identity or Collateral Deaths.
Collateral Deaths. ∋ Nine point increase to Resources for a
∋ Six point increase to Resources for a single purchase only.
single purchase only. ∋ Close and intimate relationship with an
∋ Situate an Extra as a once-acquaintance Extra – as close as a lover, best friend,
for a specific time in the character’s parent or child.
life; old friend from high school, ∋ Completely re-write an event.
college roommate, childhood buddy,
etc. Additionally, the Game Master may employ
∋ Large but not complete or extensive re- Back Story to link player characters and Extras,
creating the impression of an interconnected
write of event, changing a few major
background and setting. In such circumstances,
details. the Game Master may undertake a Back Story
draw on the characters behalf or those of Extras
Full House and other non-player entities.
∋ Seven bonus cards, points of Identity or
Collateral Deaths.
∋ Seven point increase to Resources for a
single purchase only.
Factions
organization of Artificial Exotics, typically
Here the one about the man with muscles dense consisting exclusively of super-folk – though
and strong enough to go toe-to-toe with a tank, larger and more bureaucratic organizations such
can fly, shoot laser beams from his eyes? What as Hewson-Tanner have dedicated staffs of mere
about the woman born on an island without men mortals in their typing pools, accountancy
or the alien cop? Who wouldn’t want a piece of departments and janitorial staff. Mere-mortals
that action! As long as there have been Artificial seldom act in any meaningful or leadership role
Exotics, interested parties have existed. A within the Faction, however. Factions tend to be
Faction is such a group; an established united in their outlook, philosophy, organization
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Under their unassuming name and the banner of Hewson-Tanner has no real alliance or rivalry
an aerospace, defense and security company, with Justice/Org. Superpowers are expensive and
Hewson-Tanner manufactures and markets arms Hewson-Tanner’s services are often only
of a specialist kind; Exotic weapons – made to affordable to the one-percent – the rich, the
order for most governments. Part arms dealer, powerful and the elite. The fact that Justice/Org
private military contractor, part mercenary outfit, is out there providing a free service to people the
part slave trader Hewson-Tanner push human Profitnauts don’t particularly care about is
evolution and the limits of what it is to be human irrelevant.
and to Exotic extremes.
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Justice/Org is less a firm organization than a Likewise, while the Voyagers Fourth are viewed
loose network of vigilantes who hide behind by Justice/Org as lab-bound academics that
masks and patrol their local streets; the classic constantly ignore the real problems in favor of
superhero shtick. Individual members stay in abstract ramblings through reality, they
contact with one and another through an opaque sometimes also make good partners. Alien
social networking website – Justice/Org – from monstrosities and the failures of super-science
which they derive their name. What members of rarely stay bound in the time and space that
Justice/Org do tends to be varying degrees of birthed them, instead spilling over into the streets
illegal in most countries, so individuals tend to Justice/Org seeks to protect. At these times, the
operate discretely.
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Voyagers Fourth bring their much-needed their eyes to exploration of the globe and by the
expertise. time Columbus “discovered” the Americas the
organization already had a detailed map. Thus in
Exclusive Powers the 16th century, when the majority of the
population were still questioning the extents of
Card Power the globe, the third incarnation of the Explorers
A Illusion arose when Wu Han constructed a rocket and
J Shapeshift became the first astronaut. At this point the
Q Suggestion Voyagers became interested and capable of
K Telepathy space exploration long before the space race of
the 20th century. Having explored science, the
Status Bonus Earth and space the Voyagers Fourth emerged on
April 19, 1947, when a vessel from another Earth
Operating outside, most of the time, the bounds burst through the Fourth Wall and crashed into
of law and order; Justice/Org tends to use its Kansas carrying a single alien-human child, dead
considerable internet clout and psychic mind on arrival but followed by the crystallized
altering Powers to cover the tracks and identity remains of its Earth. In that brief, spectacular
of its members. At the start of any game session, moment of devastated landscape, the Voyagers
a member of Justice/Org gains a number of Forth was born – eyes fixed on the multiverse
points in Identity equal to their Status in and the possibility of other universes to explore.
Justice/Org. This total cannot exceed the sum of
the characters Diamonds and Hearts Suits.
Voyagers Fourth
Nickname: Explorers.
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Powers
Powers are the abilities which separate mere
mortals from mighty Artifical Exotics. All Suit: Clubs or Spades
Powers have an associated Suit which they are
linked and a number of levels ranking the Power Cost per Level: Two.
from one to six. When a Draw is required for the
Power’s use, the associated Suit is employed Eye blasts, sonic screams, claws, atomic punch;
with a bonus quantity of cards equal to the the Attack Power covers all forms of super
Power’s level. powered attacks the character might have. Attack
affects either Clubs or Spades as the Suit
Though their effects are distinct, all Powers are associated with this Power. In this capacity
graded in terms of level. This is a means of Clubs represents ranged Attacks, while Spades
managing the “degree” of effect the Power has in represents melee. Levels in Attack are added to
comparison to other characters with the same the character’s Clubs or Spades for the purposes
Power or other Powers in general. The more of attack draws.
levels the character possesses in a Power the
more potent the effect is. Like Suits, Power On gaining Attack during character creation or as
Levels are ranked between one and six. a Random Power purchased through Chips Draw
a card to determine if the Attack is Ranged (if
Due to their variant use and circumstances, Clubs or Diamonds are Drawn) or Melee (if
Powers have a cost per level. This cost affects Hearts or Spades are Drawn). In the event of a
both the initial purchase of the Power during Joker being Drawn, the player gains free choice.
character creation and the quantity of Chips
required for improvement of a Power.
Awareness
Characters possess twelve points to purchase
Powers at character creation. The cost of a single Suit: Clubs.
level in any Power during character creation is
equal to the Power’s cost per level. Purchasing Cost per Level: Three.
one level in Conjure, for instance, costs four
points (the cost per level) while purchasing three The character with this power is blessed with
levels costs twelve points (the cost per level paid senses above the human average, such as animal-
three times over). like smell or hearing, sonar or a strange “sixth
sense.” Levels in Awareness are added to the
After character creation, Powers may be character’s Clubs for Draws to investigate, spot,
purchased or improved by cashing in Chips. or notice things out of place such as lies, clues
To use a Power a character must have levels and enemies laying in ambush.
placed in it. When a character possesses a Power
at level zero they merely possess the potential to
manifest the Power – not the Power in and of Boom Skill
itself.
Suit: Varies (see below).
Attack
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foes, mentally lift and carry the matter, etc. Most Illusion
uses of in this fashion Elementalism require a
Clubs Draw to do so, adding levels in this Suit: Hearts.
Power. Moreover, with Elementalism may be
employed for “Tearing it Up” (see Combat). Cost per Level: Two.
Should Elementalism add a bonus or aid to With Illusion the character may craft illusions
another character’s Draw, it is counted as a that take on the appearance of any object or
Supported Draw. creature they wish. The illusions maybe purely
image-based, or may also contain sound or
motion. Conjuring and maintaining the illusion is
Environmentalism an active effort on the characters part but aside
from this, under normal circumstances this
Suit: Spades. Power does not require a Draw to be utilized.
Should the illusion be closely examined, actively
Cost per Level: One. challenged or interacted with, attack, be attacked
or otherwise investigated they may require a
On selecting this Power, the player should select Hearts Draw adding levels in Illusion to provide
one type of environment be it aquatic, the a convincing image. Should the Game Master
vacuum of space, jungle, urban, magma or any concede to it, actively challenging an illusion
other type of terrain. The character can survive may be considered an Opposed Draw.
and is adept at navigating one particular type of
environment. Evironmentalism grants the
character immunity to any innately adverse Invisibility
conditions of their chosen terrain; being able to
breathe underwater, generate their own Suit: Spades.
atmosphere in space, never need water in the
desert, etc. Likewise, with this Power the Cost per Level: Two.
character never needs to make a Draw to
casually move through or navigate their chosen Just like it says on the box, the character with
terrain. Should the character be attacked, chased, this Power may turn invisible, vanishing from
fighting adverse weather or other conditions any sight. When invisible levels in this Power are
required Draws gain a bonus equal to the level of added to the character’s Defense and, should
this Power. someone attempt to detect the character, Spades
Draws for the purposes of stealth and hiding.
Flight
Luck
Suit: Spades.
Suit: Joker.
Cost per Level: One.
Cost per Level: Ten.
Flight does what it says on the box. The
character can fly with this Power. Under normal Fate manipulation, future sight, destined for
circumstances, this Power does not require a greatness or something else entirely. Each level
Draw to use. Should the character be struck, the character has in Luck is added directly to the
tackled, encounter raging winds or other characters Joker Suit. Every time the character
circumstances they may require a Draw to uses Joker, they also employ Luck. The two
remain air born or maintain their current cannot normally be used separately, though
trajectory. In such cases, the characters levels in certain effects or Powers may stop Luck’s innate
Flight are added to their Spades. nature.
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Regeneration Speed
Regeneration allows the character to heal This Power grants the character the ability to
wounds with uncanny speed. At the start of each move at unbelievable Speeds. Each level in this
new day, the character may make a Spades Draw Power is added to the character’s Spades for the
with a bonus equal to levels in this Power. For purposes of determining Defense. Additionally,
each success, one Wound is healed. the character is granted an additional card per
Regeneration is useless if the character is dead. level of this Power for Turn order during
combat. The character acts on each card they
have Drawn – granting them multiple actions
Shapeshift within the same combat round.
Suit: Hearts.
Specommunication
Suit: Hearts.
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Boom! Ka-bined!
What happens if a character has both Boom-Skill and Boom-Suit in related areas? Such as Boom-Skill:
Shooting (Clubs) and Boom-Suit: Clubs, Boom-Skill: Con Artist (Hearts) and Boom-Suit: Hearts, Boom-
Skill: Acrobatics (Spades) and Boom-Suit: Spades, and the countless other possible examples. The point of
both Boom-Suit and Boom-Skill is essentially that whatever the focus of the Power is has become
exceptionally easier – mechanically manifesting as a lower difficulty threshold, increasing the characters
abilities to get regular successes. If combined, Boom-Suit and Boom-Skill lower the difficulty required to
gain charged successes (prompting the Draw of an additional card as a reward – or two in the case of a
Super-Charged success). When making a Draw that can be affected by both Boom-Skill and Boom-Suit, the
Power with the higher rating should be engaged to determine success within the Draw itself with the rate of
success determined by that Power. However, regarding the chance of charged successes, employ the lower
of the two Power’s level as a guide and consult the table below:
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With this Power the character may instantly Cost per Level: Ten.
transport themselves from one position to
another within sight, requiring no more thought This Power is flexible, essential covering a
than walking. Each level in this Power is added vastely malleable bodily form, an array of magic
to the character’s Clubs for the purposes of spells, access to universal matter or other “bag of
determining Defense. Likewise, with Teleport tricks.” A character’s total rating in Utility is
the character may move instantly from one equal to their levels in this Power. The character
location to another; defying walls, ignoring that has Utility may purchase instantly any
ladders, ascending stairs in a single step and Power listed in this book any time they wish.
otherwise “popping” from one position to The new Power manifests instantly with Levels
another. Normally Teleporting for the purposes equal to the character’s total rating in Utility.
of movement doesn’t require a Draw. Carrying Only one Power may be purchased at a time and
passengers, particularly vast teleports, this Power remains in use until a new one is
teleporting onto moving platforms and other chosen or willed away by the character.
such circumstances may entail one, however. In
Draw
When performing a Draw, a player draws a
number of cards equal to their appropriate Suit Penalties
value, along with any cards added by Powers.
Every Joker, Ace, Jack, Queen, or King Drawn is Certain circumstances, such as Wounds, inflict
a success. Penalties on Draws. Like Suits, Penalties are
rated from one through to six. Some are applied
The player needs only one success to pass the to specific Suits; others (like Wounds) are
Draw. Once passed, the action goes forward as applied to all actions. For each point of Penalty
the player and character desires. The more the character draws one less card on a Draw.
successes the character gets, however, the more No quantity of penalties may ever affect a
super the result. On a failure, something goes character’s Joker Suit.
awry. Though the specific details are left to the
Game Master, it is generally accepted that the Supported Draws
character’s desired outcome does not occur.
Sometimes two or more characters will want to
During a Draw, when an Ace or Joker is Drawn work together, combing muscle to heave up
the character gains an extra burst of luck. Each buildings or put their brains together to construct
Ace indicates the character has “aced” the Draw a desperately needed device. Should the Game
creating a charged success, in response to which Master deem the situation as appropriate for
the player draws an additional card and sees how multiple characters to act simultaneously, all
many more successes they can accumulate. characters involved make the Draw (or in some
Jokers cause a super-charged success. Not only cases such as Tearing It Up, combine their Suit
does the character gain a success, but they may rating). All successes for this Draw gained by all
also Draw two more cards. characters are counted collectively. Penalties and
bonuses, however, are divided equally amongst
After each Draw, the player should shuffle their all characters (to a minimum of one).
deck.
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Combat
before the other. Re-Draw additional ties.
Once all characters have had their Turn, the
Artificial Exotics, being super, will naturally Round (consisting of an opportunity for each
come into physical conflict with one another character involved in the combat to take a turn)
sooner or later, when that happens combat is complete and the first player gains a subseqent
ensues. Turn.
Turn
Attack
When combat begins everything slows down,
with players taking turns in outlining their Attack Draws may employ Clubs or Spades.
actions and reactions to various events. Each Clubs based attacks tend to represent ranged
action a player undertakes is called a Turn, in strikes and can be undertaken provided the
which a player may do one or two things such as attacker has the appropriate equipment such as a
run to cover, attack, reload or perform whatever firearm or, hell, rock. Spades based attacks are
action in relation to what’s going on. melee and only require a fist.
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Individuals have varying degrees of health and Space within Artificial Exotics is used in an ad-
biological strength. This reflects how well they hog format, demonstrating not a definite measure
have cared for themselves and how high their in feet or inches but a more general idea of
tolerance of pain, injury and discomfort is. location and narrative. In this spirit, if your
Vitality measures that aspect of a character character can see it they can shoot at it, if they
dealing with injury, determining how many can see it, they can generally move there in one
Wounds a character may suffer before they die. action. The area in which combat takes place is
Unlike other Draws, an attack Draw requires a thus a general location (or locations). It is not a
number of successes exceeding the target’s boundary defined by precise measures, but rather
Defense to be successful. For each success on one implied in the Game Master’s description.
this Draw, the character has struck their desired The Game Master is naturally free to stipulate if
target. They then inflict one Wound per success an opponent is too far away to reach on one turn,
in excess of the Target’s Defense. or even so far away that combat can only take
place with long-range rifles and scopes, mental
When Wounded a one card penalty is imposed Powers or other such vast stretches; meaning that
on a character for each Wound suffered. When a without one the fight may be a very one-sided
character has taken Wounds equal to their affair.
Vitality, they are considered dead.
Tearing it Up
Wounds are healed at a rate of one per day, or
two if undergoing medical care and rest. Artificial Exotics are messy folks; they hurl each
other through walls and toss cars about like they
Circumstances were playing dodge ball. Not all Supers are
equally strong and being hit by a car is a lot
Fire, electric shocks, taking the bonnet of a different to being hit by a ten story building. As
speeding vehicle to the face and countless other a general rule of thumb, only those with the
circumstances add extra factors to combat. Boom Suit: Spades, Elementalism, Telekinesis
Regardless of circumstance, any extra factors the Powers can tear their city apart and use it as a
Game Master deems appropriate are rated from weapon (though the Game Master may rule other
one to six, constituting a bonus added to Draws Powers and circumstances appropriate). Use the
for attacks or attacks in their own right. Things following table as a guideline to how much of a
that are moving small, slow, burning, are sharp, bonus various objects of scenery do and who can
aiming carefully with a ranged weapon or wield them as a weapon.
striking softly adds a one card bonus. Likewise; ∋ Boom Suit: Spades, Elementalism,
circumstances that include big objects, fast Telekinesis 0 = Can’t do it. The
motion, burning red hot, razor sharp, point blank character just isn’t powerful enough to
with a ranged weapon or hitting hard add a three lift a car or tear a power-pole from the
card bonus. Generally speaking, six is reserved
ground.
for things that go “boom” on a big scale.
∋ Boom Suit: Spades, Elementalism,
Telekinesis 1-2 = Small things. The
Touch Me! character can tear a lamp post or
parking meter free, lift large rocks or
Not all attacks are meant to do har,. Some such boulders effortlessly, and other objects
as shoves, pushes, trips, grapples, counting coup of a similar size and weight. Using such
and others aim to achieve physical contact for
objects to attack a foe gains the
some specific other purpose. In the case of such
actions, the attacking character employs are character a two card bonus on their
Draw against the defender’s Defense but Attack Draws.
ignoring any Gear based bonus such as Armour. ∋ Boom Suit: Spades, Elementalism,
Telekinesis 3-4 = Big things. The
character can rip enormous trees free
What about Range?
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from their roots, kick over statues, and easily and do often die. That’s why it’s called
toss about cars and trucks and other “Collateral Death.”
objects of a similar size and weight.
On any attack Draw with successes exceeding
Using such objects to attack a foe gains
two, innocent bystanders and civilians are
the character a three card bonus on their accidentally killed. This occurs at a quantity
Attack Draws. equaling one per success exceeding two.
∋ Boom Suit: Spades, Elementalism,
Telekinesis 5-6 = Huge things. The
character can bench press a bus or army Clearing the Streets
tank with ease, even lift and throw
Generally speaking, once a Super-human-smack-
entire buildings and other massive
down begins people begin to vacate the area. At
objects. Using such objects to attack a the Game Master’s discretion, the amount of
foe gains the character a six card bonus successes needed to cause Collateral Death may
on their Attack Draws. be increased by one automatically per round of
combat. This represents mere mortal citizens
Collateral Death fleeing the area. Likewise, the Game Master may
further allow characters to attempt to clear the
Two or more Artificial Exotics smacking down area, undertaking Hearts Draws. If successful,
during cobbering time isn’t a polite affair. the character’s effors further increases the
Things get hairy and dirty and innocent people amount of successes needed to cause Collateral
get caught in the middle. Generally speaking, Death by one. When the amount of successes to
there is always collateral damage in every cause Collateral Death is in excess of ten (that is
instance of super-combat with cars, windows, to say eleven and upwards), the area is
buildings, hotdog stands and so forth getting considered to be empty.
trashed. Mere mortals caught in the middle can
Seclusion?
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∋ True seclusion (barren moon, ancient Collateral deaths remind mere mortals just how
abandoned ruins, etc): Collateral death frail, weak and transient they really are. Each
never occurs. collateral death a character causes instantly
increases the character’s loathing by one.
Consequences
Gear
Special equipment, tools of the trade, and other
Assumed Appropriate Disguise
such items are classed as Gear. While a character
may possess a home, filled with furniture, knick- Even if the player does not purchase a mask for
their character, it is assumed that the character
knacks, collectables and other essentials they
largely (though exceptions to every circumstance will be able to obtain some sort of disguise to
conceal their identity when using Powers.
exist) do not impact on the characters Draws.
Gear, however, adds a bonus to a pre-determined Sunglasses can function equally as a domino
mask, scarf across the face, hood pulled low,
Draw, applied to specific Suits and in most cases
is applied to specific actions only. This means face paint and other readily available means of
disguise can thus function as a makeshift mask in
that when using an item of Gear the character
may Draw extra cards equal to the Gear’s Bonus effect.
rating. Some Gear may also temporarily increase
Traits when worn or used and in the case of
Identity and the like, creates a pool of disposable
points that disappear when used or when the Gear Notes
character removes the Gear (whichever happens
first). Like Suits, Gear Bonus’ are rated from Area
one through six. This Gear works in an area or field of range.
Targets or subjects standing together or near
Item: The type or name of the Gear. each other may be affected by this Gear with a
single Draw.
Cost: Cost of the Gear in terms of Resources.
Auto
Bonus: The amount of cards the Gear adds to a This item works automatically, usually with the
Draw. simple push of one button, or else maximizes the
characters effort. When their character uses Auto
Suit/Trait: Which Suit or Trait the Gear affects. Gear the player Draws double the listed bonus.
Once all cards are Drawn, the player must
Tasks: The nature of the Draw the gear bonus discard cards equal to the bonus. Essentially, this
applies to; shooting, riding, brawling, etc. means by working automatically the Gear is
more likely to lead to a successful outcome.
Notes: Any other information necessary for use
of the Gear. Charged
The Gear with this property is particularly potent
for its function, producing a Charged success on
a King as well as an Ace. This means that when
a King is drawn, an additional card may be
drawn. If combined with Boom Suit and Boom
Skill, then the next lowest card than the lowest
that would grant a charged success generates a
charged success (for example, if an Eight would
generate a charged success then a Seven does
also with Charged Gear).
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Double Up Poor
May be used or worn with another item of Gear The Gear is of poor quality. Aces and Jokers do
of its same type, adding the Bonus of both items not create charged successes and may
together. malfunction when used, breaking and requiring a
replacement if a 2 is drawn during its use.
Pen (Activity)
The Gear imposes its bonus as a penalty on
Draws for the type of action specified in
brackets.
Apparel
Item Cost Bonus Suit/Trait Tasks Notes
Disguise Kit 5 +3 Hearts Bluff/impersonation
Domino Mask 2 +2 Identity Disguise Double up*
Hero Costume 3 +4 Hearts Inspire Double up*
Full-Face Mask 3 +4 Identity Disguise Double up*
Villain Costume 3 +4 Hearts Intimidate Double up*
* This Apparel may also Double-up with Armour.
Armour
Item Cost Bonus Suit/Trait Tasks Notes
Ceramic 6 +4 Defence Protection vs. Attacks
Chain/Flak 3 +2 Defence Protection vs. Attacks
Hard 8 +5 Defence Protection vs. Attacks
Helmet 3 +1 Defence Protection vs. Attacks Double up
Leather 2 +1 Defence Protection vs. Attacks
Plate 5 +3 Defence Protection vs. Attacks
Shield, Large 4 +2 Defence Protection vs. Attacks Double up
Shield, small 3 +1 Defence Protection vs. Attacks Double up
Gadgets
Cost varies, see the Gadgets section below.
Melee Weapons
Item Cost Bonus Suit/Trait Tasks Notes
Blade, Long 6 +3 Spades Melee Attack Draws Auto
Blade, Massive 7 +4 Spades Melee Attack Draws Auto
Blade, Short 4 +2 Spades Melee Attack Draws Auto
Blade, Tiny 3 +1 Spades Melee Attack Draws Auto
Blunt, Large 3 +2 Spades Melee Attack Draws
Blunt, Short 2 +1 Spades Melee Attack Draws
Improvised 0 +1 Spades Melee Attack Draws Poor
Ranged Weapons
Item Cost Bonus Suit/Trait Tasks Notes
Automatic gun 7 +4 Clubs Ranged Attack Draws Auto
Bow 2 +1 Clubs Ranged Attack Draws
Crossbow 3 +2 Clubs Ranged Attack Draws
Pistol 5 +3 Clubs Ranged Attack Draws
Rocket 11 +6 Clubs Ranged Attack Draws Area, Charged
Rifle 6 +4 Clubs Ranged Attack Draws
Slug 7 +4 Clubs Ranged Attack Draws Area
Tools
Item Cost Bonus Suit/Trait Tasks Notes
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*WCD = Wireless Connection Device, such as a smart phone, lap top, I-pad or other item capable of an
internet connection. WCD’s can be used for both the specified Clubs and Diamonds Draws.
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Object
Sovereign
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A Gadget’s Bonus may be applied to a Suit as a equal to its Cost. Should someone be
whole and every time the Suit is Drawn. The within the Gadget – such as a pilot or
Gadget’s Bonus is not permanently entrenched passenger – they take no damage with
into the character, however, meaning that the
attacks directed against them aimed at
Bonus is not added to the Suit for the purposes of
derived Traits such as Defense or Vitality. the Gadget instead.
∋ Charged = The Gadget with this
Trait property is particularly potent for its
function, producing a charged success
Rather than applying it to a Suit, a Gadget’s on a King as well as an Ace. If
Bonus may be applied to a Trait such as Identity, combined with Boom Suit and Boom
Defense, or Resources. In this instance, the
Skill, then the next lowest card than the
Gadget’s Bonus is added to the Trait’s rating so
long as the character wears (Apparel), wields lowest that would grant a charged
(Device) or is attached to it (Integrated) to the success generates a charged success (for
Gadget. example, if an Eight would generate a
charged success then a Seven does also
Step 4: Add Modifiers with Charged Gear).
∋ Double Up = May be employed with
The following Modifications can be added to any
Gadget, increasing the total cost as listed in the another Gadget, adding the Bonus of
above template. All Modifications are optional, both items together.
none need to be added. Modifications are as ∋ Gear = The Gadget is a modified variant
follows: of a standard Gear item or else is a
∋ 1 Use = The Gadget is a one-off, having futuristic variant of it. The Gadget
only a single charge. Once used, it is functions both as the Gear item and the
depleted (generally after a single Draw). Gadget, though their abilities aren’t
∋ Area = This Gadget works in an area or necessarily linked unless the Game
field of range. Targets or subjects Master deems it appropriate. The cost of
standing together or near each other the Gear modification is equal to that of
may be affected by this Gadget with a the designated Gear item.
single Draw. ∋ Impractical Size = The Gadget is
∋ Auto = This item works automatically, enormous, possibly even large enough
usually with the simple push of one to house or carry multiple users at once.
button. When their character uses Auto As such, it cannot be simply carried
Gadgets the player Draws double the with the character but situated in a
listed bonus. Once all cards are Drawn, single space or location. If the Gadget is
the player must discard cards equal to a mode of transport its Function must
the bonus. Essentially, this means by contain some means of locomotion.
working automatically the Gear is more ∋ Location = The Gadget occupies a
likely to lead to a successful outcome. specific fixed location, such as a
Gadgets with the Trait Function cannot building and cannot be moved from said
have the Auto Modifier. location.
∋ Defender = The Gadget blocks and ∋ Multi-target X = The Gadget targets
takes damage in its own right. Robots, multiple foes at the same time. The
vehicles, automated war-machines and number of foes that may be targeted by
other resistance mechanisms all fit this the Gadget is equal to X. The value of
category. The Gadget has Defense equal X is defined by the player.
to half its lowest Function and Vitality
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∋ Multiuser X = The Gadget may be used bigger), calculating the cost of the Gadget is an
by multiple users at the same time. The important factor. Cost is calculated by adding the
number of users that may use the sum of Type, Function, and all Modifications as
outlined on the table below:
Gadget is equal to X. The value of X is
defined by the player. Type Cost
∋ Power Mod X = The Gadget affects a Apparel 3
character’s Powers, either granting Integrated 4
additional levels (even above the Object 2
normal six) or subtracting levels to a Sovereign 1
minimum of zero (thus effectively
Function Cost
taking the powers away). The number Circumstance Function Rating
of Power levels affected by the Gadget Narrative 5
is equal to X. Effects last until the end Suit or Trait Function Rating x2
of combat or, outside of combat, at the
Game Master’s discretion. This Modifications Cost
Modification can even be used to grant Area 1
Auto 1
Powers to Mere Mortals. Power Mod is
Charged 1
always linked to a single, specific, Defender 5
Power. Double Up 1
Gear X
Step 5: Calculate Cost Impractical Size -10 (to a minimum of 1)
Location 1
Cost is a measure not only of the cost for Multi-target +1 per X
components of the Gadget, but also of its general Multiuser +1 per X
difficulty of construction. Not all Artificial Powermod Power’s Cost per Level
Exotics are scientific geniuses. Nor are all of multiplied by X + 5
them wealthy industrialists. As such, cost is not Use 1 -5 (to a minimum of 1)
only a measure of a Gadget’s affordability, but
also the character’s ability to construct it. As Step 6: Pay Cost and Build
characters may build Gadgets up to the value of
their Resources (or else save to build something First and foremost, in constructing a Gadget a
character must purchase the components –
paying Resources equal to the Gadget’s Cost.
That’s the easy part. Being individual items of
rather exclusive design, their construction may
be measured in hours or it may constitute weeks,
months and sometimes years.
Construction of a Gadget constitutes a string of
Clubs Draw. As a rule of thumb a Gadget
requires one success on the construction Draw
per point of cost. Should the character not obtain
successes equal to cost, they may try to complete
construction of the Gadget again next session.
On each subsequent Draw the amount of
successes required to construct the Gadget is
reduced by the number of successes gain on each
preceding Clubs Draw.
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Sometimes the characters will need a Gadget to Armoured and jet powered, this “hero-mobile”
meet the unique situation fast – such as within as they’re often referred on the underground
the space of single game session to meet Exotic racing circuit are typically equal parts
whatever need has arisen. Characters may also parctical and status symbol.
attempt to build a Gadget without paying the full
cost, using makeshift or improvised parts. On Cost: 28
doing so, however, the Gadget automatically
gains the Poor Gear Bonus. Type: Sovereign.
When rushing the constructing of a Gadget, the
character makes a single Clubs Draw for the Function: Circumstance (travel/transport) 6,
rushed construction with a Penalty equal to the Trait (Defense) 6.
cost of the Gadget (although this Draw maybe
undertaken by multiple characters Modificiations: Charged (jet engine), Defender
simultaneously, dividing the penalty among them (Defense 3, Vitality 14), Multiuser 3
as per the Supported Draws rules). Should this (passengers).
Draw fail the components of the Gadget are
ruined and the character must start again from Power Armour
scratch – beginning with the paying for the cost
of the Gadget again. An metal shell of strength enhancing armour,
Likewise, when constructing a Gadget from often also equipped with secondary systems like
makeshift parts, the Clubs Draw to construct the rocket purpolsion and laser arrays. Power
device suffers a penalty equal to the unpaid cost. Armour is sometimes refferred to as “equalizer”
The same number of successes is required to armour – employed by many corporations and
build the Gadget as if they were using standard governments to give mere mortal soldiers a
components, however. fighting chance against Artificial Exotics.
Dash is a drug with a twist – unlike traditional Function: Suit (Spades) 3, Trait (Defense) 3.
narcotics the “rush” that a user gains with Dash
is of the Exotic varity. On injecting Dash, the Modifications: none.
user gains the levels Speed Power, be they mere
mortal or Artificial Exotic. In this fashion, Dash Ray Gun
can even push an existing speedster’s Power
above six to go even faster. The quantity of Never mess with a classic and the Ray Gun is
levels usually depends on the purity of Dash, just that! Turnign flesh to dust with no muss or
with “street grade” dash granting generally only fuss, the Ray Gun is the kid of weapon typically
two levels in the Power. associated with the 1950s Hewson-Tanner
catellogue. Less fashionable but just as deadly
Cost: 19 today, its not unheard of for Exotics to weild
them.
Type: Integrated.
Cost: 10
Function: Narrative.
Type: Object.
Modifications: Power Mod (Speed) 2.
Function: Circumstance (shooting) 6.
Hero-mobile
Modifiers: Auto, Charged.
Chicks dig it. Sidekicks envy it. Rivals will try to
steal it. What is it? What else… it’s the car.
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Extras
Aeon
Origin
Aeons are colossal and ancient elemental
concept-beings that stand on the very edge of Suit: Joker
reality itself, moving in orbit with all existence.
Like the planets revolving around the sun, the Cost per Level: 10.
entire Multiverse revolves around the Aeons.
Occasionally, however, one or more Aeons step
out of orbit for various reasons – most notably Origin does what the name states; it allows
the young and adventurous ones. Beings of near- the character who wields this Power to
infinite probability, the Aeons bring great and transform a mere mortal into an Artificial
terrible flux and change. They also wield terrible Exotic. To do so, the character must Draw a
cosmic powers. Their names are things like
“Tinkerer” and “Word” – belaying more
number of Cards equal to their Joker Suit plus
information about their Powers, nature and levels in this Power. For each success Drawn,
actions than actual identities. Likewise, their the target suffers one Wound. If a Joker is
bodies are functional rather than strictly physical Drawn, however, the target instantly becomes
in a biological sense. The Aeon known as an Artificial Exotic– gaining a single Power
Timekeeper, for instance, typically manifests as
an erratic and labyrinthine mass of clockwork
at level one. The exact Power of the new
while the Record manifests as a book. Both are Exotic is determined randomly on by Drawing
Aeons, but their biology is linked to their on the Neutral faction Powers table.
concept. Most Factions, however, are very
interested in the Aeons not for their Power per
say but what they can do with it: create Origin Ancient Exotic
phenomenon.
Artificial Exotics are functionally immortal. That
Chips: 1524 means unless someone or something kills them,
they keep on living. Most of the time that
Back Stories: Cosmic 6, Magic 6, Mechanical 6. happens, but every now and then one Exotic or
Clubs 6, Diamonds 6, Hearts 6, Spades 6, Joker another manages to elude death’s grip for quite a
2 long time. These ancients prove to be formidable
forces in their own right not merely in physical
Defense: 7, Identity: NA, Loathing: 0, terms, but having had centuries to bury their
identity, amass wealth and in some cases design
Resources: NA, Status: NA, Vitality: 12 deadly Gadgets (such as the example below)
throughout the ages.
Powers: Speed 3, Luck 6, Origin 6, Utility 6,
Utility 6, Utility 6, Utility 6.*
Elevated Mind of Antiquity
Gear: None.
Faction: Neutral.
Notes: An Aeon may have other abilities that are
applicable to their form. Additionally, an Aeon Chips: 310
can use one Utility Power on each Action of
their Speed plus their regular action, essentially Back Stories: Magic 6, Sojourn 6, Scientist 6.
manifesting any four Powers at once. Clubs 6, Diamonds 6, Hearts 2, Spades 2, Joker
1
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Clubs 6, Diamonds 2, Hearts 2, Spades 3, Joker Back Stories: Connected 2,* Law and Order 3,
1 Soldier 3.
Clubs 3, Diamonds 3, Hearts 4, Spades 3, Joker
Defense: 4, Identity: 8, Loathing: 0, Resources: 1
4, Status: 1, Vitality: 10
Defense: 6 (3 unarmoured), Identity: N/A,
Powers: Boom Suit (Clubs): 4, Boom Skill Loathing: N/A, Resources: 6, Status: 0, Vitality:
(Medical): 4 1
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Vigilante Chips: 50
Clubs 3, Diamonds 2, Hearts 2, Spades 2, Joker Defense: 10 (4 without Nervous and Circulatory
1 Re-wiring), Identity: 8, Loathing: 6, Resources:
6, Status: 1, Vitality: 7 (1 without Nervous and
Defense: 2, Identity: 4 (8 when masked), Circulatory Re-wiring).
Loathing: 5, Resources: 4, Status: 0, Vitality: 1
Powers: None natural (see Gadgets).
Powers: None.
Gear: Gadget: Nervous and Circulatory Re-
Gear: Full-Face Mask (+4), Slug Gun (+4). wiring (Integrated, Trait: Defense 6, Trait:
Vitality 6, Cost: 28), Gadget: Razor Nails
Notes: Mere mortal but due to the nature of their (Integrated, Circumstance: Attack 6,
activities, Vigilante’s both have Identity and Modifications: Power Mod - Attack 6, Cost: 45).
Loathing.
Notes: Mere mortal.
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Contact
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Faction: None.
Chips: 161
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That spider-bite should have killed you…