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    1Chapter 1: Introduction

    Roleplaying System

    Christopher BodmannMatthew Bodmann

    Shawn Bodmann

    Copyright 2010 byChristopher Bodmann,Matthew Bodmann, &

    Shawn Bodmann

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    Special Thanks to our Playtesters and Reviewers: Robert Gauthier, Adolfo De La Garza, David Adwokat, all the RPOL peeps who took a

    chance on Trump.

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    3Chapter 1: Introduction

    Chapter 1: Introduction

    Why We Play Roleplaying Games

    In this age of technology, we have so many choices for entertainment, literally, at our fingertips.

    So why would we look to a roleplaying game (RPG) when we could much more easily pick up a

    book, watch a movie, or play a video game? RPGs take a lot of time and effort, and certainly

    there are easier and cheaper forms of entertainment. So what is it about RPGs that keeps us

    coming back for more?

    In short, RPGs offer a unique experience. No other form of entertainment provides the flexibility

    and creative involvement like RPG s. Played both live and by proxy (via email and/or the

    Internet), they offer players a chance to become someone else, to speak in someone else s voice,

    to create worlds and challenge their minds and those of other players. These are the merits of

    RPG s they speak to the human need to be creative and share our creativity with one another.

    I saw the wide range of both younger and older people who were

    attracted to (D& D), I un derstood that i t was reachin g a deeper chord,

    something deep within us. ~Gary Gygax

    What is the Trump System

    ?

    The Trump System is a set of roleplaying game rules that is designed to be flexible and very

    lightweight. We designed the rules specifically for use in play-by-post gaming, although there is

    no reason it would not work at a tabletop. The essential philosophy behind the rules is that

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    roleplaying games, especially play-by-post roleplaying games, should be more about

    collaborative story-telling than they are about the rules. They should be more role playing than

    roll playing. We tried to set up Trump to put the focus on character concepts, rather than

    complicated stats and long lists of specific equipment.

    We've gone to considerable effort to keep the rules as lightweight as possible, to reduce most

    things down to their barest essentials, and to paint things with broad brushstrokes. Stat blocks are

    useful for getting a general idea of what a character can do, particularly in relation to other

    characters, but too much detail creates a system that is confining. In many game systems, making

    a character to get the most out of the system can become the focus of character creation. To

    avoid these drawbacks, we have tried to make the rules as freeform and non-explicit as possible

    which allows for the greatest amount of freedom and ability to create a character that fits a

    concept, rather than a system that encourages manipulation of stats to the greatest game benefit

    (otherwise known as min/maxing).

    One reason for a lightweight system is that over the years, the three authors have transitioned

    from playing RPGs face-to-face at a table top to playing exclusively over the internet on play-by-

    post sites. In our experience, the slower pace of play-by-post games means that dice-rolling

    should be minimized and character interaction stressed. We wanted a system that was designed

    with play-by-post in mind from the ground up. To our knowledge, Trump is the first such

    system.

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    5Chapter 1: Introduction

    The rules were originally designed to model the characters and capture the action typically seen

    in literary and cinematic renditions of fairy tales and fantasy and later adapted to model four-

    color, golden-age and silver-age comic book heroes. In our opinion, these renditions of heroes

    are different from the typical RPG characters and are more about having an interesting concept

    rather than a block of stats. In addition, most characters from fairy tales and comics rarely

    change equipment or haul around a ton of loot. They tend to keep the same equipment for their

    entire careers, and anything else they might use is on a temporary basis.

    We hope these rules encourage interesting, if not zany characters (and we include some of our

    own in the last chapter) and that they encourage game play that is more about story-telling and

    roleplaying than meta-gaming and roll-playing.

    A SI DEBAR AB OUT SI DEBARS

    F rom ti me to time the author s have an aside or a piece of i nf ormation that does not

    necessari ly f it within th e main text of the document. I n these cases, we have separated out the

    text in these special sidebars. Look here for a behi nd th e scenes look at th e ru les.

    Whenever you start to feel like you are getting bogged down with the rules, try to take a step

    back and remember the philosophy designed into the game. Think simplicity, broad strokes, and

    try to let the details handle themselves.

    The Basic Trump

    Mechanic

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    One of the most notable aspects of the Trump System is in the way it randomizes effects.

    Rather than using dice, The Trump System uses a standard deck of cards (including the jokers)

    to generate randomness. Cards have two qualities: suit and number.

    Each suit of the deck corresponds to particular types of actions. Black suits cover physical

    actions and red suits cover mental actions.

    The number on the card corresponds to a measure of quantity, and is basically the same as the

    number on a die. The Trump System considers the face cards to represent discrete numbers,

    such that Jacks = 11, Queens = 12, and Kings = 13. Aces are considered low, so they represent 1.

    The basic mechanic of the Trump System is to draw a card, add the Ability that corresponds to

    the action and any applicable skill, and then to compare that total to either a target Difficulty

    Level or an Opposing Draw.

    The Four Abilities

    Characters in The Trump System have four Abilities, one for each of the suits in a standard

    deck of cards. Abilities represent a character's basic capacity to perform actions governed by that

    suit.

    Clubs represents actions that require raw physical strength or endurance.

    Spades represents actions that require agility, manual dexterity, or hand-eye coordination.

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    7Chapter 1: Introduction

    Diamonds covers actions that require knowledge, raw intelligence and deductive reasoning.

    Hearts covers actions that require willpower, charisma and perception.

    Skills/Specializations

    Whereas the four Abilities represent a character s natural capabilities, Sk ills and Specializations

    represent what the character has learned. They are almost always associated with one particular

    Ability and almost always add to that Ability when resolving an action.

    Fighting Spirit

    Instead of using a traditional hit point system, Trump expands to a concept called Fighting

    Spirit. This number essentially represents the character s ability to keep on going in the face of

    adversity. It is his verve, his mettle, his moxy. As things affect the character, from verbal

    interactions with other characters to chases to downright physical combat, the character sFighting Spirit is expended. When Fighting Spirit reaches zero, the character might be beat up,

    winded, or mentally spent, depending on the particular situation. Regardless of the situation, he

    is incapable of going on for the time being.

    Static Defense

    To represent how generally resilient to losses in Fighting Spirit a character is, we use a Static

    Defense number. There are two types of defense, Black Defense and Red Defense. Black

    Defense is used to resist losses to Fighting Spirit from physical sources. Red Defense is used to

    resist losses to Fighting Spirit from mental sources.

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    Meta-Skills

    Meta-Skills are like Skills, except they represent capabilities that are super human in nature. This

    could mean the ability to manipulate magic, super powers, or racial abilities that normal humans

    do not possess.

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    9Chapter 2: Character Creation

    Chapter 2: Character Creation

    Characters are one of the most important parts of a good story, and of course in a roleplaying

    game they are the role that you are playing. A lot of the emphasis of the Trump System is

    directed at the character creation process for this very reason.

    We approach character creation in a sort of inverted pyramid pattern, each layer adding a bit

    more detail to the character in question. At the top, the largest block, is your character s concept,

    which rules the entire process and should drive all the other character creation decisions. Next is

    Motif, a one-sentence description of the character. After Motif are Abilities, the core mechanical

    descriptors that tell you how good you are in comparison to other characters. Next are Skills, the

    things your character is trained to do well. In addition to Skills, some characters have

    Specializations, sub-skills that are not as broad-reaching as Skills. And finally, at the bottom of

    the pyramid, are the assorted little details like Defense, Fighting Spirit, and Hooks.Character Creation Summary

    Players receive a number of Character Points (CP s) that they can use to buy Abi lities, Skills,

    Specializations and Meta-Skills. We recommend that characters start with 75+ points for a high -

    power Campaign; 50 points for a medium - power Campaign and 25 points for a low - power

    Campaign. Unless otherwise stated by the Storyteller, starting characters begin with 3 Trump

    Skills, 30 points of Fighting Spirit, and 2 Story Points.

    A character can take up to 2 Hooks, each of which grants 1-4 extra Character Points for character

    creation, as determined by the Storyteller.

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    TABLE 1: TRAIT COSTS AT CHARACTER CREATION

    Trait Cost

    Abilities 2 CP / 1 Ability point

    Skills 1 CP / 1 Skill point

    Specializations 1 CP / 2 Specialization points

    Fighting Spirit 1 CP / 3 Additional Fighting Spirit

    Black/Red Defense 1 CP / Additional Black OR Red Defense

    Meta-Skills 1 CP / 1 Meta-Skill point

    Minions/Sidekicks 1 CP / Rank for Standard2 CP / Rank for Single Color

    Characters should be built using the costs for purchased Traits (Abilities, Skills, etc.) listed in

    Table 1.

    Character Concept and Motif

    Because the Trump System is based on genre fiction, it is good to have in mind the types of

    characters you find in fantasy novels, fairy tales, and comic books when reading this section of

    the rules. These characters tend to be specialists rather than generalists. Jacks of All Trades exist,

    but they are the exception rather than the rule. Archetypes are the standard.

    Before starting your character, we advise that you have a clear concept in mind. This will not

    only fulfill the general rule of concept is king but will also help you have a clear idea of how to

    spend your points when the time comes. By having a clear idea about the concept first, it also

    helps you to avoid meta-gaming. Once you have a concept, you should develop what we call a

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    11Chapter 2: Character Creation

    Motif. A Motif is a general description of what the character can do, including the actions he

    does best.

    How to Create a Motif

    Think about what kind of character you want to play in the most basic terms. Try to think of your

    character as a one-sentence description. Do you want to play a barbarian who worships the god

    of steel? What about an acrobatic thief with a heart of gold? Maybe you want to play a super-

    scientist with stretching powers or a world famous detective who plays violin. This one-sentence

    description is the character s Motif and it should give you an idea of the character s basic area of

    expertise.

    Here are a few example Motifs from a fairy tale Setting:

    Big, angry bear - Bears are good at breaking things, eating things, and scaring things. This

    bear happens also to be particularly big and particularly angry. While this doesn't reallyaffect what the character can DO, it does help flesh out the character's personality.

    Overly defensive, joke cracking swashbuckler - As a swashbuckler, this character will be

    agile and tend to use finesse and precise blows rather than just trying to over-power a foe.

    The adjectives imply that this particular swashbuckler is especially good at parrying and

    dodging blows, and that he taunts his opponents during combat.

    Absent-minded alchemist - As an alchemist, this character will have arcane knowledge and be

    able to create potions. Being absent-minded implies this alchemist isn't so good at

    remembering non-arcane trivia, which isn't particularly advantageous, but adds flavor to this

    character.

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    Charismatic con man who can talk his way into anywhere, especially forbidden places - This

    character is good at interacting with others; particularly when it involves getting into places

    he shouldn't go. He would be good at lying and bluffing, and is probably a good card-player.

    Your character's Motif will help you decide on their purchased Traits (Abilities, Skills, etc.). But

    the Motif does not have to define ALL of the character's capabilities purchasing Traits that are

    not defined by the character s Moti f is acceptable, if not encouraged, but these should always be

    weighed carefully against the Motif.

    Motif should also be considered when the Player makes his selection of his character s Trump

    Ability / Skills. These selections should harmonize with the c haracter s Motif. We will discuss

    Trump Abilities/Skills in the next section.

    Motif is important because in the Trump System character concept drives everything else. This

    one sentence really helps to frame your character, so don t skip it.

    Trump Abilities/Skills

    Like Motif, every Player-character in Trump has a Trump Ability/Skills. Trump Abilities and

    Skills represent a ch aracter s signature moves. It is the type of actions that character does

    especially well and should generally be based around the character s Motif.

    Players must select either a single Ability (Clubs, Spades, Diamonds or Hearts) OR three

    Skills/Meta-Ski lls as their character s Trump. Players may select Trump Skills from ANY

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    13Chapter 2: Character Creation

    Skills/Meta-Skills for which they have purchased ranks. Players are encouraged to select their

    Trump Ability/Skills which best suit their Motif.

    Each character is limited to either a single Trump Ability or three Trump Skills/Meta-Skills.

    Once selected, these will almost never change, nor can additional Trump Abilities/Skills ever be

    purchased.

    Every time a character uses a Trump Ability/Skill, they get to draw an extra card to resolve the

    outcome on an Action. This is called a Trump Bonus. Trump Bonus is explained in more detail

    in Chapter 3 Actions.

    Character Points

    Once you have your concept developed and have turned it into a Motif, you can now start to

    flesh out the character s numerical stats. To do this, the Trump System uses a system of

    Character Points, or CP s for short. Players purchase the traits of their characters with theseCP s.

    The Storyteller will determine the number of CP s characters start with when they ar e setting up

    their Campaign World/Setting. For a low - power game, we suggest starting characters with 25

    Character Points; 50 CP s for a mid - power game; and 75+ for games involving characters with

    god-like capabilities.

    Basic Components of a Character

    There are a number of basic components for a Trump character things that all characters will

    have. Most of these Traits are purchased with the character s stock of CP s. Some of them start

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    15Chapter 2: Character Creation

    determi ne the most appropr iate Acti on Suit. Th ere are some tools and guidel in es whi ch may

    help the Storyteller wi th th is decision :

    Coul d the acti on f all un der or be descri bed by one of the sample Skil ls (page xx)? I f so, use the

    Sui t un der which th e Skil l fall s as the Action Suit.

    How does the Player describe their characters actions? As a bonus for good role playing

    based on thi s description, the Storyteller may all ow the Player a use of a non -conventi onal

    Action Suit (i.e. playing to the characters strengths).

    Would it make fictional sense? Whenever the Players and Storyteller come across a dif fi cult

    adjudi cation, always keep in min d that Tr ump i s based on genr e fi ction. Would th e action

    make sense in a movie, book or comic? Any time something wouldnt make sense in real-life,

    defer to this comic book logic.

    Ability scores generally range from 1 to 30. Average human level in any Ability is 2. A score of

    10 is generally the maximum score for a normal human, so any Ability with a score of 11 orhigher will generally be considered super-human.

    Skills

    While Abilities cover broad categories of actions that characters can do, Skills cover specific

    things characters know how to do above their level of natural talent. They are what most Players

    and Storytellers will expect when they think of a skill, but a typical Trump character will

    generally have fewer Skills than characters in other game systems. The reason is that Trump

    uses broad strokes rather than minute detail. The general idea is that most actions are covered by

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    Abilities leaving Skills to represent more specific things that characters know how to do very

    well.

    Skills always default to an Ability, following the guidelines of the types of actions each suit

    covers. As such, characters may perform any Skill starting at their corresponding Ability rank,

    even if they do not purchase additional ranks for that Skill. Additional Skill ranks may be

    purchased to represent training the character has received in a Skill, above and beyond their

    natural Ability. Skill ranks and Ability ranks stack together when performing an action covered

    by the Skill. For example, a character with a high Clubs Ability is naturally strong and will have

    a certain natural ability to wield big, heavy weapons in melee. If this character also takes the Big

    Melee Weapons Skill, it indicates that he has actually received training in how to use big swords,

    axes, clubs and the like, and so will be better with those weapons than someone that is equally

    naturally strong but does not have training.

    Skills start at a value of zero (0). Skills are purchased at a rate of 1 CP per Skill rank. So a Big

    Melee Weapons rank 4 will cost 4 CP s, etc.

    Skills generally range from 1 to 20, with a score of 4 representing an average level of training in

    the Skill. A score of 1 represents very basic training. With a score of 20, the character is one of

    the world's best and almost certainly has a reputation based on his Skill.

    Specializations

    Sometimes characters have training that is more specific than the broad stroke Skills represent.

    In this situation, Players can purchase Specializations for their character. Specializations are a

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    17Chapter 2: Character Creation

    very focused application of a Skill. It is not a requirement that the character has the Skill that the

    Specialization is based on. Like Skills, Specialization ranks stack with the appropriate Ability

    ranks as well as applicable Skill ranks.

    Specializations start at a value of zero (0). Specializations are purchased at a rate of 1 CP per 2

    Specialization ranks. So a Specialization in Big Swords rank 6 will cost 3 CP s, etc.

    Specializations help define what is covered by a Skill. In the sample list on the next page,

    Specializations are listed in parentheses after the Skill.

    DEFAUL T SKI LL S LI ST

    Below is the defaul t skil ls li st. Th is represents the general set of ski ll s you wil l encounter in

    most games. You may want to customize the l ist to better f it the genr e of your game. For

    exampl e, for a fan tasy game, you may want to change the Pharmaceuticals special ization to

    H erbali sm and th e Science ski ll to Al chemy.

    Clubs

    Ath letics (Climbin g, Jumping, L if ting, Running, Swimming)

    Bi g M elee Weapons (Clu bs, Ax es, Bi g Swords)

    Br awling (Boxing, Wrestli ng, Improvised Weapons)

    Spades

    Acrobatics (Bal ance, Swin gin g, Tumbling)

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    Boating (Capital ships, M otorboats, Sail in g)

    Dr ivin g (Car, M otorcycle, Tanks, Truck)

    Gun s (H eavy Weapons, Pistols, Rif les)

    L egerdemain (Concealment, Pick Pockets, Quick Dr aw)

    M artial A rts (Kicking, Punching, Throwing)

    M issi le Weapons (Bows, Th rown Weapons)

    Pilot in g (Helicopters, Planes, Space Ships)

    Skull duggery (Escape Ar ti st, Pick L ocks, Stealth )

    Small M elee Weapons (Knives, Swords, Whips)

    Di amonds

    Computers (Data Retrieval, Hacking, Programming)

    Detective (Forensics, Interrogation, Search, Streetwise)

    Electronics/Mechanics (Demolitions, Disable Device, Repair)

    Invention (Artistic, Electronic, Mechanical, Structural)

    Knowledge (Business, Current Events, History, Theology/Philosophy)

    Medicine (First Aid, Pharmaceuticals, Surgery)

    Science (Behavioral Science, Chemistry, Earth Science, Life Science, Physics)

    Survival (Climate, Navigation/Orienteering, Tracking)

    Hearts

    Awareness (Gambling, Notice, Sense Motive)

    Diplomacy (Barter, Intimidate, Law, Leadership)

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    Bl ack Defense

    This statistic represents the capability to resist physical damage, dodge attacks, and otherwise

    avoid harm from physical means. It is calculated as:

    Black Defense = (Clubs + Spades) 2 + Base Defense Number

    Red Defense

    This statistic represents the capability to resist mental damage, keep up morale, and otherwise

    avoid harmful mental interactions. It is calculated as:

    Red Defense = (Diamonds + Hearts) 2 + Base Defense Number

    Characters may purchase extra Red or Black Defense at a cost of 1 CP per point of Black OR

    Red Defense. Extra Defense must be purchased separately for each color. So 5 points of extra

    Black Defense will cost 5 CP s.

    ACTIVE DEFENSE RULE

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    21Chapter 2: Character Creation

    Some Storytellers may want to add an Active Defense system into their game, allowing the

    characters to sacrifice their action for enhanced defensive capability. Instead of acting in a

    given round the player can choose a Skill that they add to their Static Defense. The player must

    explain how the Skill will allow them enhanced defenses for the round, with the approval of the

    Storyteller.

    Example: Racoonteur is facing his arch nemesis, Kapitn Gustav. Gustav wants to delay the

    swashbuckling raccoon until the guards arrive, and declares he is using an Active Defense

    instead of his attack. Gustav uses his Persuasion Skill to get Racoonteur talking, distracting him

    from the fight and adding his Persuasion rank to his Black Defense.

    Fighting Spirit

    Characters always seem to be getting into trouble, expending their energies (both mental and physical) and damaging both their pride and their bodies. We represent the will to keep going on

    despite this energy expenditure and damage with something called Fighting Spirit.

    Unlike a hit point system, Fighting Spirit, or FS, covers more than just the physical abuse a

    character can take. Heroes are defined by their exceptional willpower and tenacity. These traits

    are reflected in a character's FS as well. In short, FS, represents the amount of physical and

    mental reserves the character has left.

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    Characters need FS to stay in a fight, but it s also used for all other types of scenes. In a chase

    scene, for example, Fighting Spirit is what the character calls on to keep up the chase after

    barreling through a street cart full of fruit. In a contest of wills, it keeps the character from

    cracking under the mental strain.

    The basic mechanical application of Fighting Spirit is simple when a player makes a draw, it is

    compared against either a Difficulty Level or an Opposing Draw. If the draw is less than the

    Difficulty Level (or less than the Opposing Draw), the character loses Fighting Spirit equal to the

    amount by which the draw was failed. Specific details on the loss of Fighting Spirit within each

    scene and the results therein will be covered, in detail, in Chapter 4 (page 35).

    Whatever the scene, FS is what keeps the character going, and when it s gone, it marks some

    kind of defeat the character has been knocked out, captured, run out of steam or otherwise

    incapacitated. However, Fighting Spirit always refreshes at the beginning of a new scene.

    Player Characters start with 30 points of Fighting Spirit. Players may purchase extra points of

    Fighting Spirit (to represent particularly tough or strong-willed characters) at a rate of 1 CP per 3

    points of extra Fighting Spirit. So 12 points of extra FS will cost 4 CP, etc.

    NPC s start with different amounts of FS based on their relative rank. NPC s sergeants or

    NPC s slightly less powerful than the PC s should have 20 FS; lieutenants or NPC s on par with

    the PC s should have 30 FS; and master villains or NPC s meant to be more powerful than the

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    23Chapter 2: Character Creation

    PC s should start with 50 FS or more. Like the Base Defense Number, the Storyteller may decide

    to alter these FS values to give his S etting a different flavor.

    There are many uses for Fighting Spirit, which we will discuss in a later section (see Chapter 4).

    Story Points

    Heroes are capable of miraculous feats, sometimes beyond even their own capabilities. They also

    have the amazing tendency to be able to fight the crucial battle at full strength. To reflect this, all

    characters have a pool of Story Points that they can use to alter the resolution of actions during

    game play. Characters can use Story Points in three ways:

    To automatically double your ENTIRE draw (including Ability, Skill/Specialization, and any

    cards) for resolving a single action, given that the player gives an appropriate description of

    why they succeed.

    To automatically recover all Fighting Spirit. This use must be after the character has reached

    0 FS but before the end of the scene and requires a dramatic trigger, such as the villain

    threatening to harm the hero s loved ones, etc.

    To use a Skill or Meta-Skill to cause an effect completely different from the normal effect of

    that Skill or Meta-Skill. This use should follow the guidelines of comic book logic.

    PC s start with 2 story points (for free). Characters may convert any leftover Character Points

    from their build into Story Points at a rate of 1 CP per Story Point. So 2 extra Story Points will

    cost 2 CP s.

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    NPC s may also possess and use Story Points based on their relative rank. Minions and

    sergeants have none and may never use Story Points. Lieutenants may have 1 SP. Master villains

    may have 3 or more. As with Static Defense and FS, the Storyteller may decide to alter these

    values for the sake of the Setting.

    Advanced Components of a Character

    The previous sections comprise the basic character package the things that all Trump

    characters have. This next section deals with some optional aspects that can add additional flavor

    to your character.

    Meta-Skills

    Comic book characters almost always have super-human capabilities, many fantasy characters

    have magical or racial qualities, and post-apocalyptic characters often possess strange mutations.

    Traits that go beyond those that any "normal" human can do are represented by Meta-Skills. The

    exact nature of Meta-Skills will depend on your specific Setting. Sometimes Meta-Skills will

    represent super powers, other times magic, still other times mutations. An exhaustive list of

    Meta-Skills is not provided in these Core Rules, but we recommend the following general

    guidelines for Meta-Skills:

    1) Meta-Skills cost 1 CP per rank. They should generally cover a single, specific, supernatural

    capability or aspect of your character. A few examples include flying, shooting energy blasts,

    turning invisible, having extra arms or gills, etc. Although many selections are obvious, the

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    25Chapter 2: Character Creation

    exact benefit your character gains from each Meta-Skill should be worked out between the

    Storyteller and Player.

    2) In order to maintain balance between Meta-Skills and Abilities, Meta-Skills that augment one

    of the four basic Abilities (Clubs, Spades, Diamonds, Hearts) should do so at one-half their

    rank. Attack/Defense Meta-Skills should be defined as either Black or Red. Meta-Skills that

    cover both Black and

    3) Red attack/Defense should cost double.

    4) In a similar fashion to Skills, Meta-Skills function off one of the four Abilities for purposes

    of draw mechanics, stacking both Meta-Skill ranks and Ability ranks for the action. The

    Ability which affects the Meta-Skill will depend upon how the Meta-Skill is being used on

    an action-by-action basis. Obviously, this will require a degree of adjudication following the

    guidelines for Action Suit.

    5) Meta- Skills that affect another character s Meta -Skill(s) should be handled with the Opposed

    check mechanics. These may include Meta- Skills that steal or negate other character sMeta-Skills.

    6) In general, the effects of Meta-Skills should not last longer than a single scene. The

    Storyteller may deem that some Meta-Skills or specific applications of a Meta-Skill present

    an exception to this guideline.

    7) Meta-Skills can come with some kind limitation that affects how or when they can be used.

    Taking a limitation is completely optional and should be considered a Hook. Hooks will be

    described in a later section.

    8) Meta-Skills CAN be Trump Skills.

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    M ETA-SKI LL S I N ANY SETTI NG

    M eta- Skills are used to describe capabilities that no normal human could possess. These

    can in clude anythin g fr om super-powers and mutations, to magic and r acial attr ibu tes and

    everything in between. Ultimately, if its something a normal human cannot do, it is a Meta -

    Skill.

    Al though the auth ors have purposely left M eta-Skil ls more fr eefor m than normal Skill s, we

    would l ik e to categorize Meta-Ski ll s for use with genr e-settings.

    Racial A ttr ibu tes: Racial attr ibu tes can be foun d in many genr es. Tr ump assumes the defaul t

    species for characters to be hu man. However, characters f rom many of the sour ce materi als

    used in creating Trump are of an entirely different race altogether. For these characters, a

    given capabil ity may be qui te mundane for members of their race. Since these are not

    human qualities, these at tr ibutes should be descri bed as M eta-Ski l ls.

    F or example, many fai ry tales feature anthropomorphi c animal s as characters -- an

    anthropomorphic crow would be able to fl y just lik e a normal crow. Even though thi s is a

    natural attribute of the character, si nce fl igh t is not somethi ng a normal h uman can do, it

    should be noted as one of this characters Meta -Skills.

    Super-Powers & M agic: Comic book super h eroes almost always possess extr aordi nar y

    powers. Likewise, characters in fantasy & fairy tale settings often wield strange and

    fantastical magics. Whatever the origin or special effects of these, since they are not things

    humans can normally do, both super -powers and magic are descri bed using the Meta-Ski ll

    mechanics.

    M utati ons: Post-apocalyptic and oth ers settings fr equentl y demonstrate characters with

    mutations. Sometimes these take on outwardly physical manifestations (e.g. fish gills or bird

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    27Chapter 2: Character Creation

    wings), and sometimes they are more covert (e.g. modif ied in ternal or gans). Again , whatever

    the special effe ct of the mutation, if it is something a human does not normally possess, it is

    described with a M eta-Ski ll .

    Equipment

    As stated in the introduction, characters in source material do not typically change equipment

    very often. Additionally, to avoid the need to create exhaustive lists of equipment (in both the

    rules and in individual character stats), the mechanics surrounding equipment have been written

    to be as light- weight as possible, while retaining a certain RPG feel. As a result, experienced

    gamers might find equipping their characters in Trump to be a little different than what they

    might be used to.

    Equipment in the Trump System possesses a single rank which describes how well it performs.

    Equipment is used in conjunction with Skills and Specializations, adding its rank to the totaldraw of a given action.

    Generally, a specific piece of equipment will augment one specific Skill and/or Specialization. A

    wrench set, for example, would be used in conjunction with the Electronics/Mechanics Skill

    and/or the Repair Specialization. If the character does not possess the specific

    Skill/Specialization, a given piece of equipment still stacks with the base Ability of the

    Skill/Specialization. In other words, Ability, Skill, Specialization and Equipment ranks all stack

    together when drawing for an action.

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    Players may wish to use a piece of equipment in conjunction with a Skill/Specialization for

    which it was not intended. For example, Jim the mechanic wants to use the biggest wrench from

    his wrench set to bludgeon a rat. Such unintended uses of equi pment are subject to Storyteller

    fiat.

    Unless established by the story, characters are assumed to possess, have access to or be able to

    approximate the most basic equipment necessary to perform any given Skill/Specialization.

    These basic tools of the trade are represented as Equipment 0. This means, unless deemed

    impossible or inappropriate by the Storyteller, anyone can attempt any Skill/Specialization at any

    time (though success is another story). It is not necessary to note Equipment 0 on the characte r s

    statistics.

    Exceptional Equipment (i.e. Equipment above rank 0) is given a single rank of 1 through 10 to

    describe how well it performs. Equipment 1 through 5, although exceptional, is still considered

    normal or mundane. For example, a particularl y well-crafted sword would fall within the

    range of Equipment 1 through 5. Equipment 6 through 10 is generally rare and considered

    special in accordance with the Setting. To extend the example above, an enchanted sword

    would fall within the range of Equipment 6 through 10. Equipment above rank 10 is incredibly

    rare and potent Storytellers are encouraged to limit such items.

    Equipment may or may not be an intrinsic part of a character. Players may elect to purchase a

    permanent piece of equipment, with either CP s at character creation, or with Story Points at

    character advancement. Such Equipment should be purchased as a Meta-Skill and considered to

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    29Chapter 2: Character Creation

    be an intrinsic part of that character, which can never be permanently taken away without

    compensation from the Storyteller. Unless purchased in this way, Equipment is considered H ere

    Today, Gone T omorrow (HTGT). This means it can be stolen, broken, run out of fuel/energy or

    otherwise cease to function as the Storyteller sees fit.

    Vehicles

    Heroes (and villains) often possess special vehicles nocturnal, echo-locating, flying, mammal

    cars, jet-powered helicopters and the like. Vehicles are considered Equipment, with several

    additional provisos for how to handle them. Vehicles can be purchased as either Meta-Skills (if

    they are an intrinsic part of the character) or can be HTGT Equipment.

    Like all Equipment, Vehicles are given a single rank that describes how well they perform their

    functions. This rank describes all aspects of the vehicle, from speed and maneuverability, to

    offensive/defensive capability, etc. If the vehicle possesses some sort of weapon, the Vehicle

    rank is also used to describe the power/accuracy of the weapon(s). If the Vehicle has a weaponwhich can be used by a gunner that is not the p ilot, the Vehicle ranks stack with the gunner s

    stats when using said weapon. For more information on Vehicles, see Vehicles and Mounts in

    Action on page 40.

    Mounts

    Many Settings use Mounts instead of or, possibly, in addition to Vehicles. For most purposes,

    Mounts and Vehicles work the same. See Mounts in Action on page 40 for more details.

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    I NTELL I GENT VEHI CLES AND MOUNTS

    I n some Settings, vehi cles may have some sort of arti fi cial in tell igence and/or the capabil ity of

    independent acti on. L ikewise, some moun ts may be capable of i ndependent action . Th ese types

    of vehi cles/mounts shou ld be considered min ion s/sideki cks and shoul d be pur chased as

    M in ions/Sidekicks ran ks. When the character i s pil otin g the mini on Vehi cle or r idi ng the

    mini on M ount, it f ollows the Vehicle or M ount r ul es outli ned on page 40. Only i f i t is acting

    on i ts own (or with out active pil otin g/ri ding) does it fu nction as a min ion/sidekick. See page 39

    for ru les on Min ions/Sidekicks.

    Minions and Sidekicks

    It is common for villains to have groups of thugs and lackeys that do their dirty work. Similarly,

    heroes tend to take on squires and youthful wards eager to learn the ways of adventure or crime

    fighting. These are represented as Minions and Sidekicks respectively. Trump assumes villains

    will have minions and heroes will have a single sidekick (and not vice-versa), although this is not

    a hard and fast rule. While each has a distinct flavor, mechanically they work almost identically.

    Instead of developing individual stats for each minion or sidekick, all their capabilities are based

    on the Minions/Sidekick rank. This rank reflects every aspect of the minions or sidekick,

    including offense and defense, non-combat capabilities, as well as their overall resilience to

    losses. When determining the effect of any action taken by the minions or sidekick, the

    Minions/Sidekick rank is added to a draw. Minions and sidekicks don t have Trump Skills or

    Abilities, so they never receive a Trump Bonus.

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    31Chapter 2: Character Creation

    While a single rank is used for de termining all of the minions or sidekick s actions, the player

    should work out what their specific minions or sidekick is capable of in advance. For example, a

    pet dog is going to be able to do vastly different things than a friendly ghost or a boy wonder.

    Players must also select a color (Black or Red) for their character s minions or sidekick. The

    color determines the effects produced by the minions or sidekick.

    Black color minions and sidekicks are of the physical variety (e.g. thugs with guns or boy-

    wonders). Black minions and sidekicks produce physical effects and so draw against Black

    Defense.

    Red color minions and sidekicks are of the mental/mystical variety (e.g. an army of ghosts or a

    magical apprentice). Red minions and sidekicks produce mental/magical effects and so drawagainst Red Defense.

    Regardless of their own color, minions and sidekicks are affected normally by both Black and

    Red attacks/effects. For more information about how Minions/Sidekicks take actions and operate

    in combat see Minions and Sidekicks in Action on page 39.

    Standard Minions and Sidekicks can be purchased at a cost of 1 CP per Minions/Sidekick rank.

    So Minions 5 costs 5 CP s; Sidekick 5 also costs 5 CP s.

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    For double the normal cost, PC s and NPC s may purchase minions and sidekicks that can only

    be affected by their own color . This effectively makes these minions and sidekicks single -

    color, since they are immune to effects and actions of the opposite color.

    For example, single -color Black minions and sidekicks ar e only affected by Black actions and

    are unaffected by Red actions. An example here might be an army of mindless zombies

    because they are mindless, they are completely unaffected by mental attacks/actions.

    Similarly, single -color Red minions and side kicks are only affected by Red actions and are

    unaffected by Black actions. An example here might be an illusory monster because it is an

    illusion, physical attacks pass through its body without affecting it.

    Single -color minions and sidekicks otherw ise act the same as normal ones they only generate

    either Black or Red effects (never both).

    Single -color Minions and Sidekicks can be purchased at a cost of 2 CP s per Minions/Sidekick

    rank. So single -color Minions 5 costs 10 CP s; single -color Sidekick 5 also costs 10 CP s.

    Minions/Sidekicks CANNOT be Trump Skills.

    Hooks

    Characters can gain extra Character Points to spend during character creation by taking on a

    Hook. A Hook is a weakness or drawback that should affect the character on a fairly regular

    basis. Some limitation on a particular Meta-Skill or other capability would also be considered a

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    33Chapter 2: Character Creation

    Hook. Hooks are worth zero to four Character Points, depending on the severity of the Hook, but

    they do more than just give the character extra points they should also be consistent with the

    character's Motif and add to his flavor. Generally, characters should have no more than two

    Hooks. Here are some examples:

    Outlaw - the character is hunted by the law and will have to sneak around when he's in town

    and civilized areas.

    Disabled - the character suffers some malady that means he lacks some capability most

    people take for granted. For example the character may be missing a limb or an eye.

    Addict - the character needs some substance, or he suffers physical drawbacks. Each day the

    character goes without ingesting his addicted substance, he loses one point of Clubs. When

    his Clubs reaches zero, he lapses into a coma and may die within a card draw number of

    days.

    Phobia - the character suffers from some irrational fear. When confronted with the object he

    fears, the character must succeed at a Difficult Hearts draw or flee.

    Obsession - the character suffers from some irrational desire. When confronted with the

    object he desires, the character must succeed at a Difficult Hearts draw to avoid taking action

    to acquire the object.

    Allergy - the presence of a substance disables the character in some way.

    Limitation the character requires some kind of focus to use a particular Meta-Skill. Or,

    perhaps the character needs to recharge a particular Meta-Skill on a regular basis. Whatever

    it is, be creative and work out the details of your character s limitation with the Storyteller.

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    Chapter 3: Actions

    There are three kinds of actions in The Trump System : Automatic actions, Unopposed actions

    and Opposed actions. Actions will always defer to one of the four basic Abilities (Clubs, Spades,

    Diamonds or Hearts). Use the guidelines set out earlier in these rules to determine which Suit fits

    the action best. Skills, Specializations and Meta-Skills will tend to fall under the same

    predetermined Suit from one action to the next, however, in Trump , any Ability, Skill,

    Specialization or Meta-Skill may be used for any action, so long as the player can describe the

    character s action in a creative manner that makes sense (according to comic book or

    cinematic logic). The Storyteller has final say on whether or not to allow any unusual use of

    a given Trait or whether the character is required to use a Story Point to accomplish said usage.

    Action Events and the Action Round

    Occasionally throughout a story, time becomes critical the characters must act and react to

    changing situations quickly, choosing their actions carefully from one instant to the next.

    Examples of these situations might include combat, navigating a trap-filled maze, high-speed

    chases and more. When the seconds matter, these Action Events are broken up into Action

    Rounds.

    The exact length of an Action Round (referred to hereafter as a round) is not set in stone; it can

    change depending on the situation; but in many cases a single round lasts less than 10 seconds.

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    Initiative is an important mechanic to determine the order of actions. To keep things simple, we

    recommend team Initiative as opposed to individual Initiative. Whichever team has the higher

    Initiative goes first. Alternatively, you can use individual Initiative.

    The order of Initiative always goes to the team of the individual with the highest Awareness Skill

    and then to the highest Hearts score. In the case of a tie, Initiative can be resolved by an Opposed

    Awareness/Hearts draw.

    Automatic Actions

    Most of a character's day-to-day living takes place in the form of automatic actions. Walking

    down the street, eating food, sitting down, etc. are generally things that characters are able to do

    more or less effortlessly. As a general rule, if the outcome of the action will not affect the

    Storyteller's plot or the

    QUICKDRAW AND I NITI ATIVE

    Some char acters may have the Qui ckdraw Special ization (especial ly in a Western Setti ng).

    Characters can opt to use their Qui ckdraw rank i n place of th eir Awareness/H earts ran k f or

    their fi rst round action only. Af ter their fi rst action, their I niti ative defers back to their

    Awareness/H earts. I n the case of two opposin g characters with equal Quickdraw r anks,

    I ni tiati ve for the fi rst action is resolved by an Opposed check. I f u sin g team I ni tiati ve,

    Qui ckdraw characters can opt to take in dividual I ni tiati ve for the fir st round action. Once

    again , after their fi rst action, th eir I ni tiative defers back to th eir team I ni tiative.

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    37Chapter 3: Actions

    storyline in a significant way, when time or resources are not a factor, or if the character may

    attempt the action over and over again until they succeed, the Storyteller will probably rule the

    action Automatic and the character will automatically (hence the label) succeed at that action.

    The Storyteller will generally require the character to make a draw when success or failure of the

    action will have an immediate effect on the outcome of the plot. In these cases, the action will be

    either Unopposed or Opposed.

    Unopposed Actions

    Unopposed actions involve anything the character is trying to do against an inanimate object or

    something/someone that is not actively resisting. For example, breaking down a door or scaling a

    tree (most trees anyway) are Unopposed actions.

    Combat follows the Unopposed draw me chanic, using the defender s Static D efense for the

    attacker s DL. This is des cribed in detail in (Chapter 4, Scenes, page 35).Action Suit and Difficulty Level

    The Storyteller assigns the action a suit (Clubs, Spades, Diamonds, or Hearts) following the

    guidelines for the types of actions each suit covers. This assigned suit will hereafter be known as

    the Action Suit. The Storyteller also assigns the Unopposed action a Difficulty Level, or DL for

    short. DL s range anywhere from 5, for trivially easy actions , to 60, for nigh impossible actions.

    Use the Table 2 (on the following page) as a guideline for assigning DL s:

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    The Basic Mechanic: The Draw

    Once the Action Suit and a DL is determined, the Player makes a draw. This is also referred to as

    the basic mechanic . When a Player makes a

    draw, he pulls a card off the top of a standard deck of cards (with jokers included). This card is

    the Player s Primary Draw card. There are three different things that can happen on the Primary

    Draw:

    1. The Primary Draw card is a suit other than the Action Suit . In this case, the Player adds the

    value of the card to the character s applicable Ability, Skills, etc. and compares the result

    against the Difficulty Level of the action. If the total equals or exceeds the DL, the character

    succeeds at the action he is attempting. If the draw is less than the DL the action fails.

    2. The Primary Draw card is the same suit as the Action Suit . The Player gets a bonus draw,

    referred to as an Action Suit Bonus. This bonus draw should be done without replacing the

    previous card(s) to the deck. The Player then gets to add both of the drawn cards to the

    character s applicable Ability, Skills, etc. and compares the total to the DL of the action. If

    TABLE 2: SAMPLE DIFFICULTY LEVELS

    Target Draw Difficulty5 Trivial

    10 Easy

    15 Average

    20 Challenging

    25 Difficult

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    39Chapter 3: Actions

    the total meets or exceeds the DL, the action has succeeded. If the total is less than the

    Difficulty Level, the action fails.

    3. The Primary Draw card is a Joker ., The action automatically fails. Automatic failure for

    Jokers applies to the Primary Draw card only. If the character draws a Joker on any bonus

    card, it should be considered to have a value of 0, rather than indicating automatic failure.

    An important exception to this sequence is if the Player is making a draw for his character s

    Trump Ability/Skills. Trump Abilities/Skills receive an automatic bonus draw, referred to as a

    Trump Bonus. The Trump Bonus card counts for determining whether the action ALSO receives

    an Action Suit Bonus draw. In other words, if a Player is using his character s Trump

    Ability/Skills, if either his Primary Draw or Trump Bonus cards matches the suit of the action,

    then the Player gets to draw an Action Suit Bonus card. Like the Action Suit Bonus, a Joker

    drawn on a Trump Bonus card counts as a zero, NOT automatic failure.

    BONU S CARD DRAWS

    Bonus cards are always drawn WI TH OUT replacement. Action Suit B onus draws do not

    tr igger additi onal draws, but T ru mp Bonus draws do. The most cards a Player would ever

    draw for any action ar e 3: Pr imary Draw, Trump Bonus, Action Suit B onus.

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    The Action Flowchart Storyteller determines the Action

    Suit and Difficulty Level

    Player draws Primary Draw card

    Is PrimaryDraw card a

    Joker?

    Action fails

    Is the

    characterusing a TrumpAbility/Skill?

    Player draws a Trump Bonus card

    Is Primary Drawor Trump Bonuscard same suit

    as action?

    Action fails Action succeedsDoes summatch orexceed

    Add Ability, Skill, Specialization, Meta-

    Skill and card(s) together

    Player draws Action Suit Bonus card

    YesNo

    Yes

    Yes

    Yes

    No

    No

    No

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    41Chapter 3: Actions

    To summarize, the basic mechanic uses the following procedure:

    Step 1: Draw the Primary Draw card. If the card is a Joker, the action automatically fails.

    Otherwise, proceed to Step 2.

    Step 2: If the character is using a Trump Ability/Skill, draw a second card, the Trump Bonus

    card. Then proceed to Step 3.

    Step 3: If the either Primary Draw or Trump Bonus cards are the same suit as the action,

    draw a third card, the Action Suit Bonus. Proceed to Step 4.

    Step 4: Add the character's appropriate Ability, Skill s, etc. and the Player s cards together. If

    the total is equal or greater than the Difficulty Level set forth by the Storyteller, the action

    succeeds. If the total is less than the DL the action fails.

    Step 5: At this point, on a failed action, the Player may decide to spend a Story Point to

    double his/her draw, given that the player describes the action to the acceptance of the

    Storyteller.

    FOR ALL YOU STATISTICS GEEKS

    A character with an average Ability (2) and average Skill level (4) on a non-Trump Ability/Skill

    will succeed at an Average DL action around 60% of the time. Because a Trump Ability/Skill

    adds approximately 7 to the draw, the same character using an average level (4) Trump

    Ability/Skill will almost always succeed at an Average DL task.

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    FAI LI NG AN ACTION

    F ail in g an action might mean somethi ng bad happens. The character tr iggers a tr ap, he sli ps

    off a ledge, he barr els th rough a str eet vendor cart , etc. Because something bad happened, it

    COUL D mean the hero is less able to contin ue fighti ng on. Where it i s appli cable, Tru mp

    simu lates thi s bad outcome by subtr acting f rom the character' s F igh tin g Spir it whenever

    he/she fai ls an acti on. I t i s up to th e Storytell er to determine where these special cases apply.

    The amount subtr acted fr om Figh tin g Spir it i s equal to the amount by which the check f ail s.

    F or example, if the opposin g NPC gets a total of 15 for hi s draw, and the PC only gets a total

    of 13, the PC fai led by 2 poin ts and would have to sacri fi ce 2 F igh tin g Spir it.

    Opposed Actions

    Opposed actions occur whenever a character tries to do something that another character actively

    resists. Actions such as fast-talking a guard or sneaking up on someone are examples of Opposed

    actions. The procedure for resolving Opposed actions is the same as for resolving Unopposed

    actions, except that both characters make a draw. Whichever character has the higher total wins.

    In the case of Opposed actions, there are no automatic failures; Jokers drawn for any card count

    as 0.

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    43Chapter 4: Storytelling

    Chapter 4: Storytelling

    Collective Storytelling

    In our opinion, a good roleplaying game is about collective storytelling, and that attitude has

    been used as a basis for the entire Trump System . In collective storytelling, the players of the

    game all work together with the Storyteller to create a story. The Storyteller has a basic plot in

    mind, and will often direct the action of the story, but the players should have a sense of

    responsibility to that story as well, and should aim to add to the story rather than win the game.

    To keep with the theme of storytelling, we describe each adventure as a story, which is

    composed of a number of scenes where characters interact. This concept of scenes matches up

    with actions and Fighting Spirit to create the resolution system for Trump .

    Below are some examples of the types of scenes, again based on genre fiction and cinematicstories. These are meant as guidelines the Storyteller is encouraged to create his/her own types

    of scenes.

    Scenes The Many Faces of Fighting Spirit

    Interaction Scenes

    The backbone of all the source material used to create Trump is character interaction.

    Interaction scenes cover everything from one PC talking to another, to friendly (or not so

    friendly) card games, to interrogations, etc. From a mechanics standpoint, interaction scenes are

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    fairly simple when the Storyteller determines a draw is required, most of the time it will take

    the form of a basic Opposed draw, the principals actively matching Skill against Skill.

    To simulate the wearing down of one s opponent in an Interaction scene, compare the draws of

    the opposing parties. The character with the lower result loses an amount of Fighting Spirit equal

    to the difference between the draws. When an interacting character is reduced to zero Fighting

    Spir it, he has lost the Interaction. He doesn t get the price he wanted, is defeated in the debate,

    is embarrassed in front of his friends, etc.

    The Storyteller may determine that an Unopposed draw is more appropriate for certain situations

    within an Interaction scene use your best judgment. However, if PC s are drawing against NPC

    Static Defense, the scene has probably developed into a fight scene.

    For an example of an Interaction scene, see page 52 in Chapter 5.

    Fight Scenes

    Almost as important as character interaction, most stories would not be complete without at least

    one fight scene. What constitutes a fight in Trump is relatively broad it could mean an all-

    out brawl, a magical duel, a contest of wills and more.

    Such combat is based on the Unopposed draw mechanics, using standard Initiative order. The

    attacker draws against the defender s Static Defense as the Difficulty Level (Black Defense if the

    attacker makes a physical attack, Red Defense if the attacker uses a mental attack). If the

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    47Chapter 4: Storytelling

    Occasion all y, a character wil l h ave the abili ty to make an area attack (such as thr owing a

    grenade at a group of bad guys). F or each opponent over the fi r st, add +5 to the Stati c Defense

    of all targets. I n other words, for area attacks, each additional opponent beyond the fi rst is

    considered a factor that makes the overall attack more dif f icul t. M in ion s and sidekicks are

    considered a sin gle target for ar ea attacks. Al l opponents who were targeted wil l t ake a loss to

    F S equal to the amoun t by whi ch th e attack exceeded their respective modif ied Stati c Defense.

    Investigation Scenes

    Although they may include a great deal of interaction between characters, Investigation Scenes

    have a slightly different feel. Many times, these types of scenes will see the heroes trying to

    sneak into a facility, disabling security devices and surreptitiously thwarting guards along the

    way.

    Or, it may be they re trying to find clues in the aftermath of some heinous crime. Detective andSearch Skills are important for these types of scenes. Unopposed draws should be used to find

    and evaluate clues. The degree of success or failure for draws like these may yield various

    rankings of leads from the Storyteller, including false positives (for stunning failures). The

    Storyteller may require that these draws be made by him/herself, in secret, for obvious reasons.

    Tr icks and Tr aps

    Traps and passive security devices will typically garner an Unopposed draw vs. a set DL

    (determined by the Storyteller). Depending on the device, it may require one Difficulty Level to

    subvert it, and a higher DL to disable it completely. The Storyteller determines the results of

    failed draws, which may include a loss to the character s FS. For devices possessing an artificial

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    intelligence or traps actively controlled by a user, an Opposed draw may be more appropriate.

    If PC s are reduced to zero or lower FS by a trap(s), it may result in their capture by the

    antagonists.

    Guar ds and Sentries

    Sneaking past guards and active security requires an Opposed draw between the sneaker s

    Stealth Skill and the sentry s Search or Notice Skil l (whichever is higher). Most of the time,

    guards will be of the minion variety if so, the Minion Rank is used in place of Search/Notice,

    but otherwise follows the normal Opposed draw mechanics. Failure usually indicates a Fight

    Scene will follow.

    BREAKING TH I NGS

    Characters often attempt to break th in gs. Ex amples in clude knocking down a door, bending a

    steel bar, or punchi ng th rou gh a stack of boards. Br eakin g thi ngs is an Un opposed check, and

    the DL depends on the mater ial strength of the object. We recommend usin g the fol lowing

    table for materi al strengths:

    Sample M ateri al Strengths

    0 Paper

    1 Cardboard

    2 Glass

    3 Soil

    4 Vegetation

    5 I ce

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    49Chapter 4: Storytelling

    6 Fiberglass

    8 Twine

    10 Wood

    11 Rope

    12 Copper

    14 Bronze

    16 Aluminum

    18 Stone/Concrete

    20 Granite

    25 Iron

    28 Steel

    30 Titanium

    31+ Super Al loys

    Deathtrap Scenes

    These types of scenes happen after the heroes have been defeated and captured. For whatever

    reason, be it theatrics, a penchant for gore or just plain stupidity, the villains have chosen to get

    rid of the heroes with some, usually overly elaborate, device. The Deathtrap Scene is somewhat

    specific to the Superhero genre, although you might occasionally see one in other genres (spy

    movies come to mind). Even still, it warrants some special consideration from a standpoint other

    than mechanics.

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    First, consider what failure on the PC s part might mean. Players don t usually like for their

    character to be killed outright. Doing so may upset your players and it will definitely turn the

    grim and gritty knob on your game way up. If neither of these things bothers you as the

    Storyteller, make the difficulty of the deathtrap challenging, and the consequence for failure

    actual death.

    However, one rarely sees the deathtrap actually succee d in source material because they are

    usually the products of more lighthearted stories (typically Four-Color-Superhero). So their

    purpose becomes as much about interaction as actually killing the heroes, giving the villains a

    chance to monologue and g loat over the heroes. That is usually enough to make the

    deathtrap a worthwhile (and entertaining) scene.

    The mechanics for deathtraps are fairly simple. Most often, they will require a series of

    Unopposed draws (escaping from bonds, swinging from crane chains, hitting the support beam to

    close the lid on the vat of acid, etc.). Again, if you re trying to run a lighthearted game, you

    should probably make the difficulty for these draws fairly easy. Failure of these draws will not

    only prevent the characters from escaping the deathtrap, but should also cause them to lose

    Fighting Spirit equal to the amount by which they failed the draw. If the characters reach zero

    FS, they cannot escape the deathtrap without external influence.

    THROWI NG HEAVY STUFF

    Characters wil l sometimes carry thr owing stars, boomerangs, magical ti aras and the li ke,

    which they throw in combat. Throwing is usually a Spades action and falls to the characters

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    51Chapter 4: Storytelling

    Spades Sui t f or resolu tion . Some times, however , parti cular ly strong char acters wil l pick u p

    logs, mail boxes, cars and the li ke and use them as thrown weapons. I n th e case of large, heavy

    objects (i.e. objects that normal humans could not throw effectively) players have the option

    of u sin g their character' s Clu bs stat in stead of Spades for th e resolu tion of th e action. Th is

    essenti all y makes " Throwing H eavy Stuf f" a Clubs-based action .

    Showdown Scenes

    Mechanically, a showdown scene is not different from a straight fight scene. But since this is the

    final fight of the adventure, the feeling should be somewhat different.

    There are a couple of ways to give a Showdown Scene that sense of finality. First, a Villain s

    minions will be used up in the Showdown meaning that the Villain himself will be taking

    direct losses of Fighting Spirit (rather than using the Minions as buffers). Second, all the stops

    come out. Both the Villain and the Heroes likely will not be pulling any punches at this point.This probably means one or both sides will expend some Story Points to ensure successes and

    maybe replenish their Fighting Spirit. And third, Showdowns are often extra time-sensitive. The

    Heroes must stop the Villain in time to defuse the bomb, prevent a missile from being fired, or

    destroy the giant ray gun that is going to freeze the entire city.

    Try to remember these little details to make the final scene of your adventure feel like the final

    scene of the adventure.

    Minions and Sidekicks in Action

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    53Chapter 4: Storytelling

    Minions defend as a group if one minion is attacked, they are all attacked. Minions Static

    Defense = current Minions Rank + Base Defense Number . As with PC s/NPC s, the

    minions Static Defense must be overcome in order to inflict losses to the Minions. Standard

    Minions are affected equally by Black or Red actions. Single Color Minions are immune to

    actions of their opposite color (see page 25).

    Minions take losses as a group if one minion falls, the effectiveness of the group is

    diminished. The Minions rank describes both the physical and mental toughness of the entire

    group of minions (similar to Fighting Spirit for PC s/NPC s). Any action made against

    minions which exceeds their Static Defense inflicts a 1-point loss to the current Minions

    rank. No matter how much a draw exceeds the minions Static Defense, the current Minions

    rank is only reduced by one point. This reflects the fact that minions usually come in large

    groups and must be eliminated one at a time. Such losses reduce the effectiveness of the

    group, lowering the current Minions rank, which in turn lowers the minions draw modifier

    (first bullet) and Static Defense (second bullet). Once the current Minions rank is reduced to

    zero, the entire group of minions is considered to be knocked out, shaken, disarmed or

    otherwise defeated.

    Villains who have minions are difficult to attack directly when their minions are about. To

    represent this, the current Minions rank must be reduced to zero before the Villain can be

    attacked. Any attack directed against the Villain is automatically deflected to the minions.

    The Storyteller may determine special cases where the PC is able to circumvent the minions

    and attack the Villain directly.

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    55Chapter 4: Storytelling

    vehicle possesses some sort of weapon, the Vehicle rank is also used to describe the

    power/accuracy of the weapon(s), stacking with the pilot s draws for attacks made with said

    weapon. If the vehicle has a weapon which can be used by a gunner that is not the pilot, the

    Vehicle ranks stack with the gunners stats when using said weapon.

    Black Defense for the pilot/vehicle = current Vehicle rank + Base Defense Number. In this

    way, the pilot/vehicle is considered one entity any draws made against one are made

    against both.

    The Vehicle rank also describes how much damage the vehicle can take (much in the same

    way as Fighting Spirit does for PC s/NPC s). Any action made against the vehicle which

    exceeds the Black Defense inflicts a 1-point loss to the current Vehicle rank. No matter how

    much by which an action exceeds the vehicle s Black Defense, the vehicle only sustains one

    point of damage. This reflects the fact that vehicles can take more punishment than people.

    In the case of Red actions taken against the pilot, the pilot s Red Defense and Fighting Spirit

    are used to resolve said actions.

    Once the current Vehicle rank (or the Pilot s FS in the case of Red actions) is reduced to

    zero, the vehicle is considered to be destroyed, disabled or otherwise unable to continue

    functioning.

    MASSIVE M INI ON/VEHI CLE MAYHEM

    M in ions & Vehicles normall y only take a 1-point l oss to the cur rent M ini ons/Vehicle rank for

    any successful action taken against them. To account for parti cular ly devastatin g actions

    leveled again st mi ni ons or vehi cles, the Storyteller may want to use the fol lowing gui deli ne for

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    massive losses. F or any successful action made again st the mini ons/vehi cle, they receive a 1-

    point l oss to the current M in ions/Vehicle rank per whole-number mul tiple (rou nded down) by

    which th e action exceeds the curr ent M in ions/Vehicl e Static Defense. F or example: an attack

    that exceeds the M ini ons/Vehicle Stati c Defense by 1.3 times reduces the cur rent

    M in ions/Vehicl e ran k by 1 point; an attack that exceeds the M in ions/Vehicle Static Defense by

    2.7 times reduces the curr ent M in ions/Vehi cle rank by 2 poin ts; etc.

    Whether a broken down horse or a fire-breathing dragon, Mounts follow similar guidelines to

    those of Vehicles:

    Mounts are given a single rank that describes how well they perform their functions. This

    Mount rank describes all aspects of the mount, including speed, offensive/defensive

    capability, etc.

    Unless otherwise determined by the Storyteller, Riding draws are considered a Hearts action

    for purposes of Action Suit. The current Mount rank is added to any riding draws made by

    the rider, including maneuvering, attacking, riding defensively, etc. If the Mount possesses

    some form of natural attack, the Mount makes said attack as an independent action from its

    rider s action(s), using normal draw mechanics and the current Mount rank as the attack

    modifier. For example, a dragon mount may attack with its fire breathing ability

    independently from its rider s action(s) and does so at the current Mount rank.

    Black Defense for the rider/mount = current Mount rank + Base Defense Number.

    Red Defense for the rider/mount is the rider s normal Red Defense.

    Except where noted above, the rider/mount are considered to be single entity and take losses

    to Fighting Spirit as such. Losses to Fighting Spirit are deducted from the riders normal FS

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    TABLE 3: TRAIT COSTS DURING ADVANCEMENT

    Trait Cost

    Abilities 2 SP x new Ability level

    Skills 1 SP x Skill level

    Specializations 1/2 SP x new Specialization level

    Fighting Spirit 1 SP / 3 Fighting Spirit

    Black/Red Defense 1 SP / Black OR Red Defense

    Meta-Skills 1 SP x new Meta-skill level

    Minions/Sidekicks 1 SP x new Rank for Single Color

    will typical have to coincide with something that happened within the previous adventure to

    merit such a change in the character.

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    59Chapter 5: Examples

    Chapter 5: Examples

    We want you to be able to get started right away on your own Trump game, and we want to

    make sure that everything you just read is crystal clear. So we decided to include some examples.

    There are three types of examples in this chapter.

    First, each section begins with a brief setting description. These give you a sense of some of the

    worlds we have created using the Trump System.

    Next, since Trump is all about the characters, we provide some sample character builds for each

    setting. Below is a blank character sheet to show how to read them.

    Finally, there is a sample scene involving the sample characters, to give you a sense of how thegame flows.

    These examples should help you kick start your own campaign using the Trump System.

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    Sample Character Sheet

    Chapter 5: Examples

    Character Nameaka Real Name

    "Characters signature quote

    Motif: Characters motif

    2 2 2 2

    Black D: 12 Red D: 12FS: 30 SP: 2

    SkillsSkill One 2; Skill Two 2; Skill Three 2; (Specialization) 2

    Meta-SkillsMeta-Skill One 2

    Hooks1) Hook one2) Hook two

    If the Character has chosen a TrumpAbility, it will be highlighted and boxedlike this

    If the Character has chosen Trump Skills,they will be highlighted like this

    Specializations will be parenthesizedlike this

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    61Chapter 5: Examples

    Adventures in Metro City

    Metro City is protected by heroes. Heroes with great powers and even greater problems. Come

    back to the days when heroes were respected for the good they did, despite their idiosyncrasies,

    neuroses, or even a little bit of property damage. Back then what mattered was whether or not the

    bad guy was caught.

    Metro City is a bustling metropolis on an island 5 miles to the southwest of Santa Barbara. The

    city is connected to the mainland by a long elevated road known as the Santa Barbara Highway,

    which replaced the older ferry system that used to bring people to the island. It is extremely

    modern for a city of the 50's, and is seen as an example of successful civil engineering and

    municipal design. In addition to a robust public transportation system featuring elevated rail cars,

    Metro City is also one of the first cities to maintain its very own nuclear power plant. All of this

    makes living in Metro City a grand and modern experience indeed.

    The city itself is broken into several distinct neighborhoods. Each neighborhood has its own

    flavor and its own unique features and populace. In addition to an assortment of residential areas,

    Metro City sports two theme parks, a full service resort, a high-end golf course, and world-

    famous shopping. There is also plenty of industry and an active dock area where American-made

    products are shipped over seas to places with little manufacturing capacity (like China).

    Flying Fortressaka John Jefferson

    "What's the boy sayin'?!"

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    Motif: Good-natured, slow-witted, growth hero

    10 3 1 4

    Black D: 16 Red D: 12FS: 30 SP: 2

    SkillsAthletics 6; Brawling 6; Medicine 2; Connections 3

    Meta-SkillsGrowth 20; Flight 2 (Limit: only when grown); Telescopic Vision 1

    Hooks1) FF comes up with alliterations because they are easier to remember.2) FF is slightly afraid of fire.

    Betty Bazookasaka Holly Hotentots

    "What s cookin good lookin ?

    Motif: Top-heavy Superior Soldier with trick bazookas

    8 12 2 4

    Black D: 20 Red D: 16FS: 30 SP: 2

    SkillsMartial Arts 8; Acrobatics 3; Athletics 2; (Seduction) 4

    Meta-SkillsTrick Bombshells 7

    Hooks1) Overly patriotic2) Highly competitive with other women

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    63Chapter 5: Examples

    Doctor Occultaka Andrew Marchings

    "Excellent"

    Motif: Magically endowed agent for the Order of the Rampant Phoenix

    3 3 4 10

    Black D: 13 Red D: 17FS: 30 SP: 2

    SkillsPersuasion 5; Diplomacy 5; Mysticism 5; Awareness 5

    Meta-SkillsShadow Magic 15

    Kinetic Manaka Walt Greer

    "That s Kinetic Man. "

    Motif: Young hero trying to prove his worth

    4 12 4 4

    Black D: 18 Red D: 14FS: 30 SP: 2

    SkillsAcrobatics 6; Athletics 2; Detective 3; Martial Arts 3; Search 3

    Meta-SkillsKinetic Control 10

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    T-151aka Tombore Solarus-Terra Quaternarium-151

    Your human tongue cannot form the syllables required to pronounce my true name..

    Motif: Highly advanced, alien visitor from quasi -space, here to study and protect humankind.

    1 6 16 2

    Black D: 13(17) Red D: 19FS: 30 SP: 2

    SkillsGadgeteering 5; Wealth 2

    Meta-SkillsTelepathy 5; Anti-Gravity Field Inducer 1; Ray-Gun 6; Force Field Generator (Black) 4; (Holo-Disguise) 10

    Hooks1) Horrific appearance2) Enemy - The U.S. military is searching for T-151

    Sample Scene Chase

    A group of Metro City super heroes, having just recently met while on patrol, investigate a

    commotion at a department store down the street. The group comes upon the scene of a half-

    wolf, half-man creature tearing apart a display of manikins. Spooked by the presence of so many

    opponents, the wolf-man jumps through a window and runs down the street with a bounding

    gate.

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    65Chapter 5: Examples

    At this point, the Storyteller may or may not make an official notice to his players that he intends

    for this to be a chase scene. Since this is a chase, the wolf-man is assumed to have first initiative,

    regardless of relative statistics. The first Action Round has begun.

    Running and leaping are considered Clubs-based action. Since he is a primary villain, the wolf-

    man gets Trump Skills, just as a Player-character would, and he just happens to have Athletics as

    one of his Trump Skill selections. Therefore, the wolf-man will get to draw three cards for

    running away. The Storyteller then makes a draw for the wolf-man, getting a QC, 4D and a 10S.

    Since running is a Clubs action and the wolf-man drew a Club on his Primary draw card, he gets

    to add the Action Bonus card (10S), making his total for the first round 12 + 4 + 10 + 14 (from

    statistics) = 40, a fairly high draw.

    The action then shifts to the players for their first-round actions. Since Trump uses team

    initiative, the players are all considered to act simultaneously after the wolf-man.

    "Leaping Lombardi! The slobbering stray is getting away!" Flying Fortress exclaims. "Come on,

    team, we've got to catch it before it hurts anyone else!" FF doesn't bother with a plan, it seemed

    like a pretty straight forward chase.

    FF sprints for the door, his long strides quickly covering the distance.

    Flying Fortress also has athletics as a Trump Skill selection, and so also gets three cards. He

    draws 8S, 10C, 6H. Once again, since running is a Clubs action and FF drew a Club on his

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    Trump Bonus card, he also gets to add his Action Bonus card. Thus FF s draw for the first round

    is 8 + 10 + 6 + 16 (for statistics) = 40!

    Betty Bazookas does some acrobatics cartwheels out the window and gives chase. Her total draw

    for the round ends up being a 32.

    Kinetic Man runs out the front doors, tripping along the way. His draw for the round was very

    low, only a 14.

    Doctor Occult weaves the shadows around him, appearing instantaneously on a rooftop outside

    the store, with a clear view of the wolf-man running down the street. His draw was a 44.

    Meanwhile, the alien, T-151, floats along on an anti-gravity bubble as he calmly follows the trail

    of saliva left by the creature, an unorthodox, if not effective strategy. His draw ends up being a

    35.

    Since Chase scenes use Opposed Checks, once all the Player-characters have made their

    actions/draws, the storyteller compares their draws to that of the wolf-man. Those who drew

    lower than the wolf- man are assumed to have lost ground on the creature in some way. Those

    who drew higher are assumed to have made some kind of gain on the wolf-man. These

    gains/losses are simulated with losses to Fighting Spirit.

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    67Chapter 5: Examples

    Since FF drew exactly the same as the wolf- man, he keeps pace with the creature, taking

    neither a loss to his own FS, nor inflicting a loss to the wolf-man.

    Betty Bazookas and T-151 both drew slightly lower than the creature. They are considered to

    have fallen behind a little, taking respective losses of 8 and 5 to their Fighting Spirit.

    Kinetic Man drew very low, taking a loss of 26 to his FS (the difference between his and the

    wolf- man s draw) . This leaves Kinetic Man with only 4 FS left his trip has caused him to fall

    very far behind. If he loses 4 more FS, he will be considered to knocked out of the chase.

    Because he actually drew 4 points higher than the creature, Doctor Occult actually makes a gain

    on the creature. This is simulated by a 4-point loss to the wolf- man s FS, leaving it with 26 FS.

    This concludes the first Action Round. Consecutive rounds will follow a similar sequence untileither the wolf-man or all of his chasers run out of Fighting Spirit.

    The Weirdstone Chronicles

    Welcome to the town of Weirdstone Gulch. It s a weird, wild west out there, and all thanks to the

    strange happenings of two years ago. That would be the year 1885 to you historical types.

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    It started with a bright light in the sky, and it ended in a tremendous bang. You see, that light was

    what the scientists back East call a meteor, and the bang, well, that was the meteor hittin the

    town of Weirdstone Gulch.

    Not quite sure why the town was called Weirdstone, cause it was purty much a normal town as

    towns go. Big one, too, out in Colorado. Plenty of farmland nearby. Near nuff to the mountains

    that prospectors used it as a supply depot. Heck, there was even a river runnin right through the

    middle of town.

    Weirdstone had just about everything a person would need a couple of good saloons, a

    whorehouse, a blacksmith or two, a silversmith, an undertaker, a saddlemaker, a gunsmith, and

    even a couple of good saloons. About the only thing they didn t have was a train depot, but there

    was one about an hour s ride south.

    But all that goodness came to an end two years back. As I said, with a light and a bang.

    What happened next? Well, obviously, a meteor that falls out of the sky and makes a big bang

    also makes a big hole in the ground. It did that, and practically smack dab in the middle of town.

    What buildings did survive weren t really much to look at and were half fallin down to boot. So

    the good folks of Weirdstone Gulch did what any self- respectin Am erican would do they

    picked up the pieces and they moved on.

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    69Chapter 5: Examples

    Scattered to the four winds like they was, it get s a little tricky to figure exactly what happened

    next. Near as I can tell, though, somethin about that meteor changed folks. They started doin

    strange things. At first, it was exciting. Folks seemed to have amazing powers. But then they got

    ugly. Not only did the weirdstone (that s what folks started callin the meteor) change what

    people could do, it changed how they acted. Folks from Weirdstone Gulch started acting crazy,

    and they did a lot of bad things.

    What s worse, some people not from Weirdstone found out about the meteor. Some of them are

    scientists, wantin to study the thing. Others are businessmen, trying to make a profit. Others a re

    just darn crazy enough to see if they can get the stone to give them powers of their own. Most

    folk that go into the ruins don t come out, but strange noises can be heard comin from the city at

    night.

    Bart Radical

    "As my old pappy used to say, if at first you don't succeed, try something else.

    Motif: Fast-talking card player and all around gambler extraordinaire

    2 4 2 8

    Black D: 13 Red D: 15FS: 30 SP: 2

    SkillsLegerdemain 4; Awareness 8; Persuasion 2; (Pistols) 4; (Riding) 2; (Tracking) 2

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    Johnny One-Eye

    "I lost an eye, but God saw fit to give me a spare.

    Motif: Gruff professional gun-fighter who lost an eye in the war

    2 4 2 2

    Black D: 13 Red D: 12FS: 30 SP: 2

    SkillsGuns 11; (Quickdraw) 14; (Riding) 4

    Pedro Pete

    "$%&@! $%##@!

    Motif: Foul-mouthed bandito mercenary

    4 4 2 2

    Black