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Horizon Framework 2.5
Horizon Framework 2.5
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Contents
Legal/Using This Framework................................1 Character Creation.................................................14
Framework Rules....................................................1 Pages 1 & 2.....................................14
Game Master.....................................1 Pages 3 & 4....................................16
Players................................................1 Page 5.............................................21
Attributes...........................................1 Page 6 & 7......................................22
Standard Roll.....................................1 For The GM.............................................................23
Contested Roll..................................2 What Do I Need?..........................23
Group Roll.........................................2 Session Length..............................23
Fortune..............................................2 Setting Difficulty...........................23
Modifiers (+/-)..................................3 Roleplaying NPCs.........................23
Catchphrase.....................................3 Creating NPCs..............................23
Spaces (Distance).............................3 When To Roll.................................25
Connections & Owes Me One.......3 When To Shut Up.........................25
Get A Life & Hurt.............................4 When To Speak Up.......................25
Dodge................................................4 Choice Over Paths.......................26
Order.................................................4 Crafting The Narrative.................26
Phases Of A Turn.............................4 Yes And, No But............................26
Player Advancement.......................6 Session Zero..................................27
Fight..................................................8 Adding Hazards............................27
Falling................................................8 Exploration & Travel.....................27
Dying & Death.................................8 If Using Forks (Fork Examples)....27
Render Inert.....................................8 Reload (Optional Rule).................29
Player Inventory...............................9
Protective Gear................................9
Object Life.......................................9
Intoxication......................................9
Cost & Worth (Currency)...............9
Tools, Crafting, & Repair...............10
Stuff.................................................12
Light................................................12
Hazards...........................................12
Echo (Optional)..............................12
Pets..................................................13
Legal/Using This
Framework
The only requirements for you to use this framework and its rules are (a)
include the Horizon logo somewhere in the contents of your project (work,
media, book, game, etc.), and (b) include a copy of the Horizon Framework
License somewhere in the contents of your project. So far as legal licensing,
Horizon uses a (slightly modified for relevance) version of the MIT License,
which can be found below and is linked here.
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the framework.
Hide Dive
You attempt to hide yourself or an object. Roll You dive below, onto, or behind a surface within a
Obfuscate, making a note of the number of number of spaces equal to half (rounded up) your
successes. An individual looking for you or a Move value (typically 2). If you Dive behind a solid
hidden object makes a contested Observe roll object that is larger than you, it becomes more
against those successes, noticing you or the object difficult to hit you, granting you +2 to Dodge. If
if they are the victor. you Dive beneath an opaque liquid, this bonus is
You cannot Hide simply by declaring it. To instead +1.
attempt to Hide, you must have a place to
hide yourself or an object, or another means of Jump
concealing yourself. You jump vertically or horizontally a number of
spaces equal to your Strength value.
Impose
You attempt to defend an adjacent individual. So Saunter
long as you remain imposing, choosing to do so You travel up to half (rounded up) your Move
On Act each turn, the individual gains a benefit value, attempting to draw the attention of those
when dodging. The individual rolls Dodge as nearby. Up to 3 individuals of your choice who can
normal when they Dodge, while you roll Moxie at see you make a contested Observe roll against
the same time. The individual then uses whichever your Charm. Individuals you are victorious against
roll (yours or theirs) results in the higher number of who Attack On Act next turn must do so against
successes to Dodge. you (if possible).
Negotiate
You attempt to convince an individual to hear you
out. Roll Charm contested with the individual’s
Observe. If you are the victor, the individual is
more likely to listen to you. The extent of this
depends greatly on the situation at hand, along
with those involved, and is detailed by your GM.
Succeeding in negotiating does not magically
make a foe become a friend, nor drastically change
an individual’s ideals, but merely contributes to
their willingness to listen.
Use
You use an object with special properties.
6
Player Advancement At the end of each session, players that have
Players advance by increasing their Tier (what 4 AP in an attribute can spend them to make an
a traditional “level” is called in Horizon). Tiers Ability Roll with that attribute. Ability Rolls are
range from 1-5 by default, though a GM may made as a Contested Roll against the attribute
choose to add more. The GM decides when their a player is trying to increase. Fortune cannot be
players advance, granting each of them a new spent on Ability Rolls. If an Ability Roll results in a
Tier at the same time, typically after major group number of successes greater than the attribute’s
achievements. current value, its value increases by 1, to a
maximum of 10 (see Modifiers on page 3).
Talents & Roles
Each time a player gains a Tier, they choose Using Ability Points For Abilities
a Talent. Players that wish to make character Rather than rolling to increase an attribute when
creation as easy as possible, however, may instead their AP reaches 4, a player can instead choose
align with a Role (a preset selection of Talents). to wait until they reach a total of 20 AP across all
Choosing a Role does not mean a player can’t attributes, and spend them to gain a new ability.
deviate to other Talents at future Tiers. Roles exist Abilities are always Contextual, and are chosen
to represent standard class/specialty combinations randomly by rolling a D100 on the Ability table. If
that can be found across many genres. Once a player rolls and gets an ability they already have,
chosen, a Talent cannot be changed. they reroll until receiving another result.
A player can use one ability per in-game day at
Ability Points Tier 1, two abilities per in-game day at Tier 3, and
The first time each attribute roll a player rolls three abilities per in-game day at Tier 5.
a Triumph (a 6 on a D6), they gain an Ability
Point (AP). AP can never exceed 4 for the same
attribute.
Ability
Roll (D100) Ability
Vanish: You can turn invisible On Act. You can remain invisible for up to 10 minutes, or
1-3
until you inflict or are inflicted Hurt. While invisible, you have +2 to Obfuscate.
Clone Step: You can choose to leave a duplicate of yourself behind after leaving a space
On Move. The duplicate is an illusion, revealed as such should an individual interact
4-6 with it physically, or roll greater than 3 successes with Observe while adjacent to it. The
duplicate remains for up to 10 minutes, vanishing early should you choose to dismiss it.
The duplicate is inanimate while active.
Fire Breath: You can breathe fire when you Attack On Act. The breath uses Moxie, has 1
7-9
attack, a 1-space range, and inflicts 5 Hurt to individuals that fail to Dodge it.
Meditate: When your turn arrives in Order, you can choose to spend both phases
10-12 meditating. If you do, roll Fate. If you roll at least one Triumph, you instantly regain 1D6
Life.
Avian: You can transform into a hawk, eagle, or raven (your choice) On Act. Your attribute
values remain the same for the duration of this transformation, but you gain the ability to
13-15 fly 8 spaces On Move. While transformed in this way, you cannot benefit from protective
gear, and anything you are wearing or carrying vanishes and cannot be used. This
transformation lasts for up to 10 minutes, or until you inflict or are inflicted Hurt.
16-19 I’m In: You can choose an adjacent lock and instantly unlock it On Act.
20-23 Wall Climb: On Move, you can travel on vertical surfaces until your turn ends.
Flameshot: The next time you fire a projectile with a weapon, it catches fire. If an 7
24-27
individual fails to Dodge the projectile, they are inflicted 3 more Hurt than usual.
Night Vision: On Act, you can grant yourself the ability to see in the dark for the next
28-31
hour, able to ignore the penalties of partial and total darkness.
Treeshift: On Act, you can transform yourself into a tree. Your Move phase is skipped for
the duration of this transformation, though your attribute values remain the same. While
32-35 transformed in this way, you cannot benefit from protective gear, and anything you are
wearing or carrying vanishes and cannot be used. This transformation lasts for up to 10
minutes, or until you inflict or are inflicted Hurt.
36-39 Ready: When Order is declared, you can replace your roll with your Finesse value.
Revenge: When inflicted Hurt by failing a Dodge roll, you can choose to inflict the
40-43
attacker 3 Hurt.
Laser Sight: You can fire lasers from your eyes On Act. The lasers use Observe, have 1
44-47
attack, a 5-space range, and inflict 3 (5-space —) to individuals that fail to Dodge it.
48-51 Leap: When you Jump On Move, you can choose to travel triple the normal distance.
Sow Discord: On Act, you can choose an individual within 5 spaces and cause a thought
52-55
of betrayal about someone they trust. You choose the individual the thought is about.
Flight: On Act, you can give yourself the ability to fly up to 8 spaces On Move. This flight
56-59
lasts up to 10 minutes, or until you dismiss it.
Barrier: You can create a barrier around yourself On Act. This barrier acts as protection
60-63
with 5 Life.
Drop Eaves: On Act, you can grant yourself the ability to hear across great distances for
the next 10 minutes. While this ability is active, you can pinpoint the origin of any sounds
64-69
within 20 spaces, and hear through adjacent thin surfaces such as: doors, walls not made
of stone, and walls made of metal.
Bioluminescent: On Act, you can emit light in a 3-space radius. The color, direction, shape,
70-73 pattern, and brightness of the light is up to you and can be changed on your turn. The
light persists for up to 1 hour, or until you dismiss it.
Understand: When you hear or read a language you don’t know, you can choose to gain
74-77
the ability to understand and communicate in it for 1 hour On Act.
Heal: On Act, you can choose an individual that is not dead within 5 spaces to regain 2
78-81
Life.
Teleport: You can choose to teleport into a space within 20 spaces On Move. If the space
82-85 is occupied by another individual, roll Fate contested with theirs. If you are the victor, the
individual teleports into the space you left. If they are the victor, you don’t teleport.
Converse: On Act, you can choose any individual you’ve met. If the individual is not dead
and is willing, an illusory image of them appears in an adjacent space to you. You may
86-89
then have a conversation with the individual, with them understanding you regardless of
language, for up to 1 hour. The conversation ends early if you or the individual wish it to.
Detonate: You can choose 3 spaces within 10 spaces On Act, causing three small
90-93 explosions to erupt in each space. Individuals inside the explosions that fail to Dodge are
inflicted 5 Hurt.
Eject: When your turn arrives in Order, you can spend both phases focusing on this ability.
Choose up to 5 willing, adjacent individuals as you describe a location. At the start of
94-100 your next turn, each chosen individual instantly teleports to the location you described
(regardless of their distance from you). The GM decides where you teleport to based on
the accuracy of your description.
8
Fight Dying & Death
When diplomacy fails, or isn’t an option, combat An individual with 0 Life is dying. If in Order, a
can occur. In combat, all rolls are Contested dying individual can only move 1 space On Move,
Rolls (usually Attack vs. Dodge). Examples of the and can only roll Survival On Act. The individual
attributes rolled when using a weapon to attack, must roll at least 1 success to stay alive while
the number of attacks a weapon has, its range, and dying. As with most rolls, remember that Fortune
whether or not its single use or uses ammunition can still be spent while dying. A dying individual
(expends) can be found in the Fight table. When that rolls a Triumph regains 1 Life.
an individual expends their last of a weapon’s An individual adjacent to a dying one can
ammunition, they can’t Attack with it again. attempt to help them by rolling Intellect
A weapon that has a parenthetical in its Hurt contested with the dying individual’s Fate. If
column deals that Hurt to those who can’t Dodge the helper is the victor, the dying individual is no
it in a certain shape area (sphere: , cone: , or longer dying, and gains Life equal to the number of
line: —). successes the helper rolled.
If an individual wants to throw something
feasible, they can do so a number of spaces equal Render Inert
to their Strength value. If an individual grabs So long as they are adjacent to an individual and
something that is not technically a weapon and using a blunt weapon (hand, arm, pommel of a
uses it as one, they attack with it as they would sword, etc.), an individual who reduces another to
with Body. 0 Life may declare that they wish to render them
inert, rather than deal fatal Hurt.
Rendering an individual inert effectively knocks
Falling
them unconscious. For each in-game hour an
After falling, an individual is inflicted 1 Hurt per
individual is rendered inert they roll Moxie. If at
space they fell.
least 2 successes are rolled, the individual becomes
conscious once more.
Fight
Weapon Attribute Attacks Range Hurt Expends
Axe Strength 2 1 Space 4 If Thrown
Body Strength/Finesse 2 1 Space 1 No
Bow & Arrow Finesse 2 15 Spaces 3 Yes (Arrows)
Crossbow Finesse 1 20 Spaces 5 Yes (Arrows)
Crystal Ball Fate 1 5 Spaces 6 No
Dagger Finesse 3 1 Space 2 If Thrown
Grenade Observe 1 Strength 4 (5-Space ) Yes
Hammer Strength 2 1 Space 5 If Thrown
Horns Strength 1 1 Space 3 No
Mine Obfuscate – 1 Space 3 (10-Space ) Yes
Phaser Finesse 2 15 Spaces 3 No
Pistol Observe 4 10 Spaces 4 Yes (Bullets)
Plasma Sword Finesse 3 1 Space 5 No
Shotgun Observe 2 2 Spaces 5 (2-Space ) Yes (Shells)
Sword Strength/Finesse 3 1 Space 3 No
Throwing Star Finesse 2 10 Spaces 2 Yes
9
Player Inventory Protection
The amount players can carry with them can be
kept simple by keeping it realistic. Could you carry Protection Life
15 weapons, a giant statue, a broken guitar, and a Chain Shirt 5
zombie leg at the same time? No? Well, it would Evolving Armor 5; +1 Life per Tier
stand to reason that a player couldn’t do that Full Plate 15
either. Half Plate 10
Keeping track of things based on their
Kevlar Vest 8
weight is doable, but not fun for (most) players.
However, should a capacity calculation be needed, Leather 3
determine it based on the character’s Strength Leather (Layered) 5
value times 25. Magical Barrier 10
Pillow Adhered With Duct
1
Protective Gear Tape
Gear that offers additional protection does so by Sci-Fi/Tech Barrier 8
adding additional Life on top of the individual’s Shield (Metal) 10
current Life. An individual may benefit from Shield (Wood) 5
multiple sources of protection simultaneously only
Typical Fantasy Rare (But
if the GM allows them to. 20
Not Really) Metal
When Hurt is inflicted to an individual wearing
protective gear, they subtract it from their gear’s
Life, rather than their own. Should a piece of gear Intoxication
be reduced to 0 Life, the gear is broken, with An individual subjected to the effects of an
any remaining Hurt inflicted to the individual, as intoxicant bases how they are affected on their
normal. Moxie value. An individual that consumes alcohol,
The amount of Life a piece of protective gear for example, can imbibe a number of drinks equal
has can vary greatly, and common examples can be to double their Moxie value before becoming
found on the Protection table. Gear can typically, obviously drunk.
depending on the GM and game, be repaired via A GM may rule that a substance is stronger,
a special set of tools or service. See the Tools, however, and decrease the amount required to
Crafting & Repair section for more details. become intoxicated to an individual’s Moxie value
(instead of double it). On the opposing end, a
Shields GM may increase the amount of a substance an
An individual can only wield one shield at a time individual can consume without noticeable effects
and, while doing so, may Impose On Move (able due to tolerance.
to continue doing so On Move on future turns), The way an individual behaves while intoxicated
as well as On Act. While wielding a shield, an depends on the intoxicant but, regardless, has
individual has a +1 Contextual bonus to Dodge. the following Contextual modifiers until the
The amount of protection gained by a shield varies intoxication ends: -1 to Intellect, Finesse,
based on what it’s made of. Observe, and Obfuscate; +1 to Fate and Charm.
Multiple Types
Pets often have multiple types, which interact in
specific ways.
14
Character Creation Assign Attribute Values
Allocate the following values across your
Creating a character in Horizon is made quickest
Strength (STR), Intellect (INT), Finesse (FIN),
by aligning with a Role (a preset selection
Observe (OBS), Charm (CHA), Obfuscate (OBF),
of Talents). Otherwise, a player can choose
Fate (FTE), Survival (SUR), Moxie (MOX) and
whichever Talents best suit their character.
Fear (FEA) attributes: 2, 2, 2, 3, 3, 3, 3, 4, 4, 4.
A link to fillable Horizon character sheets can
Choose one value per attribute, placing the 4s
be found here.
in those you’d like your character to be best at,
and the 2s in those your character is not so good
Pages 1 & 2: The at. These are the number of D6s you roll when
Roleplaying Pages your GM tells you to roll an attribute.
If playing in a game that uses attribute forks,
The first two pages of your character sheet are the start each fork at the same value as its attribute.
roleplaying pages, and what are usually referenced For example, if you chose 3 as your Strength
during roleplay. value, your Brawl fork would also start at 3. For the
attributes that you assigned 4 to, this works a bit
Known As & Pronouns differently. While each attribute fork still starts at
In Known As put what your character responds 4, you gain 3 points you can spend to increase that
to when called, then place their preferred attribute’s forks as you see fit. For each point you
pronouns in Pronouns. If aligning with a Role (see spend, a fork’s value increases by 1.
page 16), place its name in the Role field. For example, if you chose 4 for Obfuscate, you
can choose to add 3 across the Hide Object, Hide
Catchphrase Self, Steal, and Withhold forks. You could increase
Place your character’s catchphrase in the all of its forks by 1, one of them by 2 and another
Catchphrase field. Saying your catchphrase allows by 1, or increase one fork by 3.
you to regain 2 spent Fortune, but you may only
benefit from it once per session. Your catchphrase Place the value you chose for the attribute here.
may be changed later.
Some example catchphrases include: 1
Leave these
• “I’m too old for this...”
unticked.
• “What could possibly go wrong?”
• “By your command.” 2
• “I’ve got a bad feeling about this...”
• “Did you hear that?”
• “We have to go back!”
• “Seems like a bad idea.” If using forks, put
• “That’s one way to do it, I guess.” the attribute’s value 3
• “I can fix it!” in these fields as
• “Has anyone seen ___?” well. If the value
• “Alright, nobody move...” was a 4, you gain 3
• “I’ll try anything once.” points that you can
• “What’s love got to do with it?” spend to increase its
• “On that note...” forks.
• “Wait, hold on. What’s happening?”
• “I’m not lost, I swear.”
• “Not with that attitude.”
• “I don’t appreciate your tone.”
• “Okay, I have a plan, but you’re not going to like it.
15
Ability Points (AP) 1 2 3 4 Spaces
The first time each attribute roll you get a The distance you can travel on the Move phase of
Triumph (a 6 on a D6), you gain an Ability Point, your turn (your Move value). Place 4 in the Spaces
and mark it by ticking one of the four boxes next field.
to that attribute’s value. For more information on
how Ability Points work, see Player Advancement Dodge
on page 6. Your Dodge value is the number of D6s you roll
Until you roll a Triumph, leave the Ability to avoid Hurt. Your Dodge value is equal to your
Point boxes unticked. Finesse or Intellect (whichever is higher).
Abilities
A new character doesn’t normally start with
abilities, so leave the Abilities field and the T1,
T3, and T5 boxes blank. When your character
gains an ability, place it in the Abilities field, then 3
tick off the T1 box if your character is Tier 1, the Finally, put the description of your Talent here.
T3 box if your character is Tier 3, and the T5 box if
your character is Tier 5.
When you use an ability, untick one of the Tier 1 Talents
T1, T3, or T5 boxes. These boxes mark how many You can choose one of the following Talents at
uses of your abilities you have remaining. At the Tier 1.
start of a new in-game day, you regain all of your
ability uses, so tick the boxes once more. For more
information on how abilities work, see Player CHARMING
Advancement on page 6. CONTEXTUAL
When you roll Charm and get a 1, it counts as a
success.
ELEMENTARY
Talents ETERNAL
You gain one Talent per Tier. You can choose the +1 to Intellect.
Talents yourself, or align with a Role (a preset
selection of Talents; see page 19). Talents grow in FAST
strength as you do, and are separated by Tier. If CONTEXTUAL
your character is Tier 1, choose one Tier 1 Talent. You can travel an additional 2 spaces On Move.
If they are Tier 2, choose one Tier 1 Talent and
one Tier 2 Talent, and so on.
Talents cannot be changed once chosen,
HEALER
CONTEXTUAL
but aligning with a Role doesn’t mean you can’t
You can spend 2 Fortune, choose an adjacent
deviate from that Role’s Talents later.
individual, and restore 1D6 to their Life On Act.
17
HIDDEN STEPS GET BEHIND ME
CONTEXTUAL ETERNAL CONTEXTUAL
+1 to Obfuscate, and you can Hide On Move if When you Impose On Act, you can attempt to
you travel no more than 1 space. protect two individuals instead of one.
MARTIALIST PORTENT
CONTEXTUAL
CONTEXTUAL
When you roll for Order, you can roll twice and
You inflict +1 Hurt with weapons that have a
choose either result.
1-space range.
OBSERVANT PUGILIST
CONTEXTUAL
ETERNAL
When you Attack with Body, you gain an
+1 to Observe.
additional attack, and inflict +4 Hurt.
UNSTOPPABLE
Tier 5 Talents CONTEXTUAL
You can choose one of the following Talents at The first time each session you are reduced to 0
Tier 5. Life, you are reduced to 1D6 Life instead.
FACE
Charming, Watch This, Cunning Not Smarts,
Catchphrase!, Truthseer Fight
The Face Role usually represents a charming The Fight box on page 4 of your character sheet
and cunning character. This Role is focused on is where you keep track of your character’s
charismatic roleplay interactions and support. weapons. The fight box has space for six weapons,
though your character will likely gain more as they
progress, so only the ones you use the most should
MEDIC be kept here.
Healer, Support Beacon, Not Today, Sonic If your character is in a game that is not
Speed, Stay Close using combat, you can leave these fields blank.
The Medic Role usually represents a support and Otherwise, ask your GM what weapons your
healing character. This Role is focused on restoring character has, and add Body as your first
Life and keeping the party alive. weapon.
Visit Fight on page 8 for how combat works
SOOTHSAYER in Horizon, and reference the Fight table on the
Observant, Portent, Fate Weaver, Guiding same page for weapon details.
Influence/‘Tis The Will Not The Way,
Desperate Times Place the name of your Place your weapon’s
The Soothsayer Role usually represents a character weapon here. Your first attribute here. For Body,
that molds the world to their will. This Role weapon should by Body. put Strength/Finesse.
is focused on the Fortune resource and reality 1 2
manipulation.
WARDEN
Tank, Get Behind Me, Survivor, Can’t Touch
This/Parry/Sonic Speed, Hit Me/Stay Close/ Put the number of attacks
your weapon has here.
Where Are You Going
For Body, put 2 (or 3 if you
The Warden Role usually represents a character
have the Pugilist Talent). 3
that protects others in combat. This Role is
focused on defense and survival, depending on
how you build it. Put the
range of your
weapon here. 4
For Body, put
1 Space. 5 6
Put the amount of Hurt your If your weapon
weapon inflicts here. For expends a
Body, put 1 (or 5 if you have resource, put it
the Pugilist Talent). here.
21
Stuff Place the amount of Life your pet has in the
The Stuff field on page 4 is for anything that might Life fields. A pet’s Life is equal to its Survival
be useful in a conflict, but is not technically a + Moxie + 5. When your pet is inflicted Hurt,
weapon. While more detailed inventory is kept on subtract it from its current Life (the leftmost
The Inventory Pages, this field is meant as more of field). For now, put the same number in both
a reminder and quick reference during conflicts. fields. 4
Ask your GM what Stuff your player has, and
then determine if any of it may be relevant in a
conflict. If you think an item might be relevant,
include it in the Stuff field.
5
If your pet has the Bulwark type and
is benefiting from protective gear,
put the gear’s Life in both Protection
fields.
Page 5: The Pet Page
Page 5 is The Pet Page, which is to help you keep
track of any pets your character has. If your Put the amount of
character has no pets, leave this page blank. spaces your pet can 6
move in Spaces (usually
Pets 4, but ask your GM).
Reference Pets on page 13 for more information
about how pets work in Horizon. The Pet box 7
contains a number of fields to help you manage Put your pet’s Dodge value in the Dodge
your pets. field. Its Dodge value is equal to its Finesse
Place the name of your pet here. or Intellect (whichever is higher).
If your pet has 1
the Companion
type, tick this Put Body in Weapon, and Strength/Finesse
box. If your pet in Attribute.
has the Bulwark 8
type, tick the 2
second box in-
stead. If your pet Place your pet’s attributes in the
has the Mount Attributes fields. If your pet has
type, tick the the Bulwark type, its attributes
third box. should be half of yours (rounded
up, a minimum of 1). If your pet
Put 1 in the Attacks field (unless you’re Tier 3 or
doesn’t have the Bulwark type,
5, then put 2 or 3 respectively), 1 Space in the
you can stop here.
3 Range field, and 1 in the Hurt field.
9
22
Pages 6 & 7: The
Inventory Pages
The final two pages of your character sheet are to
keep track of your character’s inventory. Ask your
GM what Stuff your character has, along with
what amount to put in the Currency field if using
currency, and fill out these pages accordingly.
That’s It!
Your character is ready to play! Send your
character sheet to your GM. If using a Virtual Table
Top you’re unfamiliar with to play, it’s a good idea
to learn more about it before the game. Horizon
is available on Role, and soon to be available on
Foundry VTT! You can find guides on each linked
below.
Creating NPCs
NPCs do not usually have Talents, Roles,
Catchphrases, Tiers, or abilities. They can,
however, Echo rolls if you are using the optional
Echo rule.
24
Adding Aspects After you’ve added the attributes of a
Combatant NPCs tend to be differentiated by combatant NPC based on your players, and
special properties called Aspects. Aspects are like determined whether they are a Minor or Major
player abilities, but typically much simpler and threat, you can either roll on the Aspect table to
without uses per in-game day. Minor NPCs usually allow for random Aspect choices, or simply choose
only have one or two Aspects, while Major NPCs one that best fits the NPC you’re making.
may have three or more. For example, if you’re making a vampire NPC,
it’s likely you’ll choose the Regeneration, Undead,
Night Sight, and Lifedrinker Aspects.
Aspect
Roll (D100) Aspect
Gone: On Act, the NPC can turn invisible. This invisible ends early if the NPC inflicts or is
1-3
inflicted Hurt.
4-6 Undead: The NPC does not breathe nor eat.
7-9 Winged: The NPC can fly On Move.
10-12 Lifedrinker: When the NPC inflicts Hurt with Body, they regain 2 Life.
13-15 Water Dweller: The NPC can breathe water, but not air.
16-19 Amphibious: The NPC can breathe both water and air.
20-23 Fluid Steps: On Move, the NPC can walk on liquid surfaces.
24-27 Elemental Breath: The NPC can exhale a 5 (5-space ) of fire, ice, stone, or air On Act.
Mind Reader: On Act, the NPC can focus on an individual within 5 spaces, and attempt
28-31 to read their thoughts. The NPC rolls Intellect contested with the individual’s Moxie. If
the NPC is the victor, they learn the thoughts of the individual for the next minute.
32-35 Blur: The NPC can Move twice, rather than once, On Move.
Night Sight: The NPC can see in the dark, able to ignore the penalties of partial and total
36-39
darkness.
40-43 Electric Eyes: On Act, the NPC can shoot a 4 (4-space —) of lightning from their eyes.
44-47 Regeneration: The NPC regains 1 Life at the start of each turn.
48-51 Extra Turn: The NPC rolls twice when Order is declared, and gets one turn for each roll.
52-55 Bampf: The NPC can teleport to an empty space within 6 spaces On Move.
56-59 Hunter: The NPC can use an item taken from an individual to track them without rolling.
60-63 Explosive: When the NPC is reduced to 0 Life, they explode in a 3-space .
Corrosive: Any individual that is adjacent to the NPC when Hurt is inflicted to them is hit
64-69
with a terrible acid, and inflicted 2 Hurt.
70-73 Plant: The NPC can subsist solely on photosynthesis and water.
74-77 Hive Mind: The NPC can communicate mentally with other NPCs that have this Aspect.
Illusionist: The NPC can create an illusion in an empty space within 5 spaces On Act.
Individuals adjacent to it that roll 3 or more successes, or interact with it physically, are
78-81
made aware that the image is an illusion. The illusion can speak as the NPCs wishes, but
remains stationary.
25
82-85 Evasive: When the NPC rolls Dodge and gets a 1, it counts as a success.
Escape Artist: The NPC cannot be slowed down or stopped On Move, nor can its Move
86-89
phase be skipped.
Extra Turns: The NPC rolls three times when Order is declared, and gets one turn for
90-93
each roll.
94-97 Shapeshifter: The NPC can turn into another individual it has seen before On Act.
Fortune Breaker: Individuals within 5 spaces of the NPC (other than the NPC themself)
98-99
cannot spend Fortune.
100 Godly Might: The NPC has 10 in Strength and Moxie.
Spotlight Arcs
Create character-driven arcs for each player. This
is when character backstory (Before This I Was)
is most likely to come up. When one character’s
spotlight arc reaches a natural stopping point, or
has gone on too long, switch to another spotlight
or unifying arc.
27
Session Zero Exploration & Travel
The session where the game hasn’t actually Exploration and travel depend greatly on setting,
started, but where characters are either made or the speed at which the players travel, and what
discussed, is usually referred to as Session Zero. they can do during it. When the players are
During this session, it’s important to go over the traveling, it’s recommended to measure their
following points with your players: distance traveled in km/h (kilometers per hour),
because 1 space is equal to 1 meter and 1 kilometer
• Character Creation/Character Creation is equal to 1000 spaces.
Questions Some quick references are included in the
• The Use of Safety Tools & Topics To Avoid Travel table to save time when players use typical
• The Rules & Any Changes You’ve Made To Them modes of travel.
• How To Best Communicate With You/Other
Players
• The World & The Players’ Place In It
Travel
Mode of Transport Speed (km/h)
If running a game that includes combat, ending Automobile 190
a Session Zero with a Danger Room scenario (a Blimp 80
term lifted from Matthew Colville, and an X-Men Cheetah 104
reference) is recommended. In the Danger Room,
Donkey 15
nothing that occurs changes the actual game; its
purpose is for players to test out their characters Elephant 25
and how they interact together in combat. Giant Hawk 48
Running a Danger Room gives players a chance Giant Sloth .24
to change character traits before the actual first Horse 55
session. The Danger Room could be applied to Hot Air Balloon 12-16 (Based on Wind)
a roleplaying scenario as well, allowing players
Sail Boat 7-11 (Based on Wind)
new to roleplaying a chance to become more
comfortable with it. Spaceship 25,800
Speed Boat 112
Tyrannosaurus Rex 27
Adding Hazards
Adding more hazards is a good way to challenge Velociraptor 40
players. The most common additions include
environmental hazards—such as darkness, fog,
storms, earthquakes—but the most challenging If Using Forks
are invisible. Perhaps just talking to a particular (Fork Examples)
adversary gives a player a headache, or attempting If running a game that uses Attribute Forks, more
to spend Fortune fails because of an unknown specific rolls are more common than general
influence. Hazards are a great way to foreshadow ones. Basically, if there is a fork that offers a more
danger, or change of any kind, and give personality relevant use than its attribute, the fork should be
to a location or adversary. rolled. If a specific fork is not relevant, however,
the attribute should be rolled. Some examples
of what forks are rolled for can be found in this
section.
As your players advance, there’s a good chance
they will acquire new forks. Such forks should be
added to the appropriate attribute. A player that
learns to play an instrument, for example, may add
that instrument as a fork under Finesse.
28
Strength Forks • Escape: can be used to escape binds or another’s
• Brawl: can be used for anything regarding a grasp.
physical challenge though, generally, is meant • Pick Lock: can be used to pick locks.
for things like wrestling or fighting. For example,
if an individual is trying to overpower another Observe Forks
after being grabbed (rather than escape), they • Discern: can be used when trying to glean
would roll Brawl instead of Escape. specific information. For example, when an
• Drag: can be used to pull something heavy. individual is looking for something in a book,
• Grab: can be used to stop another they would roll Discern.
individual from moving. Usually, Grab is • Doubt: can be used to tell another’s intent, and
contested with Escape. is usually rolled against Deceive (when doubting
• Lift: can be used to lift something technically the truth), Convince (when doubting another’s
possible for an individual to lift, though would argument), or Withhold (when trying to pry out
prove difficult. private information).
• Push: can be used to push something heavy. • Find: can be used when searching for something
• Throw: can be used to throw something an in a larger area. When looking for something in a
especially far distance, or to throw something at smaller more specific instance, Discern should
a target that is small and/or difficult to hit. be used (Find is to notice the book on the shelf,
whereas Discern is to learn information from it).
Intellect Forks • Listen: can be used to isolate or notice sound.
• Construct: can be used when building a • Keep Watch: can be used to watch an area,
structure. object, or individual closely. Most often, Keep
• Focus: can be used when an individual is trying Watch is rolled by players trying to avoid danger
to avoid being distracted (so is often rolled while resting.
against Distract or Seduce), or to recall
information. Charm Forks
• Heal: can be used to help a dying individual. • Convince: can be used to persuade another.
• Retort: can be used to see how effective a Convince can be rolled against anything,
comeback is. Usually, Retort is rolled against depending on context, but is most often rolled
Nerve. against Doubt.
• Sanity: can be used in extreme situations to • Deceive: can be used to lie, and is most often
keep one’s wits about them. rolled against Doubt.
• Distract: can be used to draw another’s
Finesse Forks attention, like for Saunter On Move.
• Craft: can be used when creating or repairing an • Seduce: can be used to enamor another.
object. Usually, Craft is rolled in conjunction
with tools, but may not require them in all Obfuscate Forks
instances. For example, an individual making a • Hide Object: can be used when trying to
fire does not technically require any tools to do smuggle, disguise, or hide an object. Hide
so. Object is most often rolled against Find or Keep
• Dance: can be used when performing elaborate Watch.
dancing. • Hide Self: can be used when an individual is
• Draw: can be used to draw something difficult trying to hide themselves. Hide Self is usually
(a portrait, calligraphy, etc.). In certain settings, rolled against Find, Listen, or Keep Watch.
however, this fork may be used to quickly draw • Steal: can be used to steal an object. Steal is
a weapon instead. most often rolled against Keep Watch or
• Drive: can be used to drive/steer a land, water, Observe.
or air vehicle. • Withhold: can be used to keep information
private. Withhold is usually rolled against Doubt.
29
Fate Forks • Intimidate: can be used to threaten or
• Chance: can be used to determine something otherwise impose one individual’s will on
randomly based on an individual’s luck. another. Intimidate is usually rolled against
• Gamble: can be used when gambling something Nerve.
that is not entirely up to chance, but involves
skill as well. Reload (Optional Rule)
• Predict: can be used to predict what is going to If allowing firearms into your game, using the
happen in the future. This should only be rolled Reload mechanic is recommended.
once per in-game day, and responses should
be kept vague (with accuracy based on
Reload
successes).
When an individual’s firearm runs out of
• Will: can be used when attempting to will
ammunition, they must spend 1 phase to reload
something to happen. Will should only be rolled
it before firing it again. An individual may also
in desperate scenarios. For example, if a player
choose to reload a firearm with greater than 1
spends the last of their Fortune, but still fails
munition capacity before the firearm is empty.
a roll that would result in an extremely negative
For example, if Emory fires all four shots of his
result, you may allow for a Will roll to change
pistol, he must spend 1 phase (either Act or Move)
what happens next. Gauge whether or not a
to reload it before firing it again. However, should
Will roll is warranted by an individual’s actions,
Emory fire only two shots (making 2 attacks, rather
and how they roleplay them.
than 4) On Act, he may still choose to reload the
weapon On Move that turn (reloading two shots,
Survival Forks and allowing him to fire all four next turn).
• Forage: can be used when searching for plants.
• Hunt: can be used when hunting an animal.
• Track: can be used to track another individual.
• Trap: can be used instead of Craft or Construct
specifically for making traps.
Moxie Forks
• Defend: can be used when an individual Imposes
On Act.
• Endure: can be used when an individual is trying
to resist a large amount of pain.
• Guts: can be used when an individual is posed a
challenge that would be emotionally hard for
them. Guts is usually rolled against Dare.
• Nerve: can be used to avoid being frightened or
offended and, as such, is usually rolled against
Frighten, Nerve, and Intimidate.
Fear Forks
• Dare: can be used to pose a frightening
challenge to another individual, and is typically
rolled against Guts.
• Frighten: can be used to scare another. Frighten
is usually rolled against Nerve.