The Fall

Countless colors rocket towards a bright blue sphere from a cold black nothing. As they close in on their target, beneath a white skyline are unimaginable beings of machine & flesh, throwing everything and more at the encroaching threat.

These prismatic individuals each display unique powers of epic proportions. Players control five of these individuals in their free fall. Roll 1d20 five times and order the results from highest to lowest. The highest number is the only one that reaches the sphere’s

surface. The others die during their freefall. If the highest number is equal to or less than 10, all the individuals die in freefall.

 

Then Suddenly

On a normal Earth, devoid of anything special or unordinary, player characters live a normal, unexciting life. THEN SUDDENLY, they are each imbued with five amazing, life altering powers. What happens next? Maintaining the status quo or breaking the silence?

 

Powers

Powers can be whatever the players want, but the players must choose one broad power for each of the falling individuals to have. For instance, a character could control time, flickering through the world as they change their decisions, slowing or speeding up time, or reversing time, pulling a bullet from their body and closing up the wound!

 

Dice & Tokens

Subsume uses 1d20 for all checks. The goal of the game is to roll high enough to progress the story in your favor. Rolls of 1-10 are a failure, and the Storyteller describes what happens as a result. Rolls of 11-20 are a success, and the Storyteller describes how your success produces the desired effect. A roll of 21+ is a critical success, and the player gets to describe what happens! Whether a player succeeds or fails a check, the story should still be driven forward somehow. Perhaps on a failure, the player achieves the desired effect, but at a consequence.

When a player uses a power, they add +1 to their roll. Players can use multiple powers at once to increase their odds of success, but they cannot use a single power more than once on a check.

However, these powers come with a drawback. For each falling character that perished in freefall, the powers those individuals had give tokens to the Storyteller when used by the player character. The lowest, second lowest, and middle characters give 2 tokens. The second highest and highest give 1 token.

If one of the individuals survived the fall, the lowest and second lowest give 2 tokens, the middle and second highest give 1 token, and the survivor (the highest) gives no tokens at all!

Players can use tokens to use powers without giving the Storyteller tokens. Players may use their powers on their turn or on another player’s turn, as a bonus or detraction to any check made so long as they are present for it.

The Storyteller can use the tokens they accumulate for ST Controlled Characters. These characters are capable of granting a -1 to any of the player’s rolls by using their own set of powers. See more about these characters under ST Controlled Characters.

Characters cannot use tokens on the same turn that they gained them.

 

Double Tapping your Powers

Although you cannot use the same power twice on a single check, you can double tap your power to increase the chance of success. Double tapping occurs when you spend a token to use a power for free, then use the power again, giving the Storyteller tokens. 

 

Life’s Advantages

Players can gain advantages picked up from their lives before the, Then Suddenly, after all they were just a normal person but moments ago. These advantages include:

  • Relationships

    • Who are the people your character knows? Perhaps a coworker, a friend, a teacher, a family member, a dog, an ex, or even a person they've met only once before!

  • Work

    • What skills has your character picked up from work? Are they a people pleaser, a hard worker, do they work well under stress, or are they good at spotting shady individuals?

  • Hobby

    • What does your character do in their free time? Are they artsy, party goers, sports fans, gamers, chefs, puzzle solvers, or maybe even a murderer?


Players should have at least 3 advantages from each of these categories. A player can have more or less advantages at the start of a story, as well as gain and lose advantages over the course of a story.

 

Taking Disadvantages

Sometimes, powers or advantages can backfire on you, but in Subsume, that’s not necessarily a bad thing. Perhaps your psychic powers got the better of you and you shattered all the glass at your workplace. Maybe you’ve spotted a nemesis in public while out with your grandma. Or perhaps your passion for cars is distracting you during a tough battle. Whatever the case may be, you can decide to use a Life’s Advantage or power as a disadvantage on a roll to gain a number of tokens equal to the disadvantage. Using powers as a disadvantage cost nothing. When using a power to create a disadvantage, you take a deduction to the roll equal to your token give out.

If Armin has:

Body (+1 / -2)

Armin can use his power Body to gain a disadvantage on his roll. Armin rolls 1d20 - 2. Whether he succeeds or fails, Armin gains 2 tokens.

Using Life’s Advantages as a disadvantage only grants a -1 to the roll per Life’s Advantages used. Multiple powers and Life’s Advantages can be used on the same check as disadvantages to gain a higher token give out. On the contrary, Life Advantages and powers can be used as a bonus and a disadvantage on the same roll.

Disadvantages should be taken thematically. The Storyteller can call for a disadvantage to be taken as well, however if the Storyteller calls for it, the players do not gain tokens unless they succeed on the check. More importantly, if a player takes a disadvantage to their roll, or the Storyteller calls for a disadvantage to be taken, they must be able to describe how this disadvantage comes into play.

If Tony has:

Dinosaur (+1 / -1)

Tony could be making a check to scale a rock wall, and use his power Dinosaur to give himself little T-Rex arms as a disadvantage. If the Storyteller approves, then the disadvantage can be taken.

If Jordan has:

Thin (+1 / -2)

Jordan might say that he wants to use Thin as a disadvantage during a chase. The Storyteller should refuse if Jordan does not give an explanation on how Thin is applicable as a disadvantage. The Storyteller can also refuse if the explanation does not make sense, such as, “I turn all the people around me thin!

If Laura has:

Lead (+1 / -2)

Laura could say she wants to make a check to swim after a bad guy, and the Storyteller could tell Laura to take a disadvantage as her power Lead randomly activates, making her as heavy as lead! The Storyteller could not say, “take a disadvantage from your power Lead,” without giving a proper explanation as to why Laura is taking the disadvantage.

 

Tracking Damage

Players have three means of taking damage. Physically, mentally, and socially. Each hit to your damage grants you a -1 to your roll on checks pertaining to that damage type. If a player has 3 Physical damage and would like to catch up to a speeding train on foot, they should take a -3 deduction to their roll.

Characters can take up to 4 damage in any damage type. Any more, and they are removed from the scene. This could involve passing out from blood loss, leaving a party after being totally embarrassed, taking time to alleviate an awful headache, or at worse, dying. 

Characters can also attempt to heal damage to themselves or others by making successful checks. If a character had the power Time and were shot for 2 physical damage, they could use their power to reverse time on their wound, removing the bullet and repairing the wound! On a failure, the Storyteller could say they close the wound and remove 1 damage, but leave the bullet lodged inside! On a success, the Storyteller could say they fix the wound, but only remove 1 damage. On a critical success, the player could say they remove both points of damage, and maybe do something extra on the side!

 

Encounters

Most of the time, a game of Subsume is very loose, with players making checks as they go about the story without any sort of order beyond the story being told. However, the way we roll checks changes when players enter an encounter. An encounter could be anything, from a fight to a social dispute to a game of wits. 

At the start of an encounter, the Storyteller describes what challenge lies in front of the players, and it is the player’s job to describe how they overcome it. Players may decide their turn order, choosing who goes in what order every round. Every player must have taken a turn for the round to end. When a new round starts, so does the choice of turn order. The player who ended the last round may go first in this new round.

The encounter ends either when the players are overtaken by damage, when the obstacle is overtaken by damage, or when there's been enough failures on the players side for the obstacle to reasonably succeed, such as with a car chase or the defusing of a bomb close to detonation.

 

Story Beats & Interludes

When your players are not experiencing an encounter, but preparing for one or close to entering an encounter, your players might be in a story beat. Story beats are when players work together on or towards an encounter for some period of time. Perhaps they’re investigating a case for a week. Maybe they’re working to solve an intricate puzzle created by the big bad guy over the course of a few days. Or maybe a consequence is catching up with them, and they’re about to experience one bad day.

Whatever the case, these are the days we as players and storytellers act out. Story beats can have multiple checks and encounters, often with all the player characters present. Ignoring or failing to prevent a story beat could have major consequences in the future. Every decision the players make should change what happens in either the next story beat or within an interlude.

Interludes are long periods of time in between story beats. During this time, players might work towards long term goals or achievements that can’t be accomplished in a matter of days. Players can use their interludes to focus on themselves but may also work towards helping others and fostering relationships. Interludes are when players will be able to work on Power and Life progressions, and while they may gain those progressions without roleplay, the Storyteller should try to expand on personal plot points with each character during their interlude. If Tony pissed off the Cartel in the last session, try having a one-on-one encounter between Tony and a Cartel agent. Remember, this encounter doesn’t have to be physical. In fact, you might see a more interesting side of Tony if you come at him with a Mental or Social encounter.

 

ST Controlled Characters

You didn’t think the players were the only ones to gain special powers did you? No sirey, in fact a lot of people have been displaying weird abilities lately, and those people are all under the control of the Storyteller.

When the players encounter a ST Controlled Character with powers, that character can pull tokens from the accumulated tokens the Storyteller would gain from players using their powers during the story! When a ST Controlled Character uses one of their powers, they can expend the Storyteller’s tokens at no cost. When the Storyteller doesn’t have any tokens, they may still use powers, but must put tokens into an open pool in front of the players. These tokens can be taken by any of the players during the story! Like player characters, ST Controlled Characters cannot use tokens on the same turn that they gained them.

ST Controlled Characters can use their powers and Life’s Advantages to give the players a -1 to their rolls. ST Controlled Characters can use multiple powers or advantages to grant a larger deduction to a player’s roll at the same time. ST Controlled Characters can also take disadvantages, granting players a bonus to their rolls, but gaining tokens for the Storyteller to use.

ST Controlled Characters do not have their own turns in encounters, instead acting against the players, and often times dealing damage to the players when they fail a check. When running an encounter with a ST Controlled Characters, try to remember what that character’s goal is for the encounter. Some characters might not be trying to directly harm the player characters, but instead achieve an alternative goal, such as launching a missile, evading capture, or revealing the player characters powers to the world!

 

Additional Advantages

Humans are always looking for a way to get a leg up on life, so why should that be any different here? The following are ways to gain further advantages during encounters or during story beats.

  • A Solid Plan

    • When player characters prepare for a mission, planning that mission should grant them some advantage. However, players can only benefit from A Solid Plan, so long as they are acting on that plan. As soon as the plan is thwarted or actions are taken that change the plan drastically enough, players can no longer benefit from this advantage.

  • First Move

    • During an encounter, the encounters initiate will always have a leg up for making the First Move. The First Move typically happens before an encounter begins, and is marked by who started the encounter. If an enemy makes a surprise attack against the player characters, the enemy makes the First Move, and gains an advantage for the rest of that encounter.

  • Healthy Body, Healthy Mind

    • Encounters can be rough, so you should try and steer clear of a fight when you’re not in tip top shape. When a character starts an encounter with no physical, mental, or social damage, they gain an advantage for the rest of that encounter.

  • Leverage

    • Blackmail is a very viable form of persuasion. Leverage is a great story telling point, and can be used to gain an advantage in Mental and Social encounters.

  • Numbers

    • You may not be the strongest, the smartest, or the fastest people alive, but you may have one thing your enemies don’t. More people! Characters gain a Numbers advantage during an encounter when they have more acting participants than the other side. If there are 3 player characters and 1 ally character fighting 3 enemies, the players have a Numbers advantage! When the number of acting participants are equal on both sides, then nobody gains a Numbers advantage.

  • Resources

    • Unlike Well Prepared, which covers tools for the job, having Resources can be far more valuable for less specific tasks. Perhaps you know someone who can rally people to a location quickly, the perfect place to pick up a new getaway car, or you have a weapon stashed in every corner of your apartment. Whatever the situation, Resources are always a great advantage to enter an encounter with. You can take the Resources advantage on any check made during an encounter so long as you have Resources available.

  • Surprise

    • It’s one thing to make the first move in an encounter, but it’s a whole different story to start an encounter by Surprise. Starting an encounter by Surprise, whether that means getting the jump on an unsuspecting foe, giving your students a pop quiz, or revealing someone’s well-guarded secret at a social event, will grant you an advantage to all checks made during the first round of that encounter.

  • Tactical

    • You had A Solid Plan, you took the First Move, and you were Well Prepared… and still the enemy has gained the upper hand. What you need now are Tactics. Whether it be a series of hand signals known only to you and your allies, a maneuver you’ve practiced a hundred times over, or a subversion technique that psyches out the enemy, being Tactical can pull you out of the bleakest corners. If you and your allies take an interlude to practice teamwork and communication, you can gain the Tactical advantage on every encounter that includes at least two of you.

  • The Receipts

    • If you’ve ever met an avid liar or someone that likes to gaslight people, then you’d know that when it comes to arguing, you best pull out The Receipts. This advantage can be gained in Social encounters by pulling out evidence of collusion or deceit from the opposing side.

  • Well Prepared

    • Sure you might have tools for most jobs, but when it comes to breaking through a 10 inch thick steel plated safe without using your powers or destroying the contents inside, you might need something a little more specific than the wrench you use at work. In this case, it’s always best to come Well Prepared. When a character is Well Prepared for a task, whether that means bringing a specific item needed for that task, or having brought allies with special skills needed for the encounter, they gain an advantage. This advantage usually pairs well with A Solid Plan.

 

Power Progression

Once at the end of every interlude or in between story beats, when the players experience an interlude, you should give them the opportunity to experience Power Progression. Players should typically only be allowed to take on 1 form of Power Progression during their interlude.

 

Autopilot

You may allow a power to take over, putting your consciousness on the back burner. When this happens, your Storyteller will take over your character for some time, acting in a way that would utilize the power, your physical capabilities, and your environment. During this time, neither you or the Storyteller can force your character to use any power, or Life’s Advantage, beyond the selected power, nor can you make checks out of the interest of the working power. Lastly, a character can only learn to Autopilot 1 power at a time. No more than 1 power can function in Autopilot.

For every token you give out to the Storyteller when using the power, it takes that many hours of work using the power in Autopilot to gain a +1 to the check. This does not include the bonus you would already have. You must decide how many hours you will spend in Autopilot before entering Autopilot. If you gain +5 to the check from using Autopilot, your token give out increases by 1.

Samuel has Swim (+1 / -2) and puts it on Autopilot. He sets the time for 8 hours. At the end of that time, Samuel rolls for Swim with a +5. Regardless of success or failure, Samuel’s Swim becomes (+1 / -3).

Autopilot can lead a character to produce some pretty surprising things, however, it is almost as underutilized as Sacrifice, due to the mental state it leaves you in. You are regularly at your most vulnerable during an Autopilot, even when you’re power is more offensive. Sure, you might be able to produce lasers that incinerate anything they touch, but while you’re messing around with lasers, your enemies might be targeting your friends and family.

 

Let Fate Work Things Out

Increase your token give out to the Storyteller in a single power by 2 and decrease your token give out to the Storyteller for a different power by 1. 

If Thomson has:

Paper (+1 / -1)

Write (+1 / -2)

Thomson can increase token give out from Write to decrease token give out from Paper:

Paper (+1 / 0)

Write (+1 / -4)

 

Power Conditioning

Some users have found that by establishing conditions, they can gain a secondary ability, often something that functions passively off of one or more power. However, this only works when the condition is extreme enough for fate to allow it. Additionally, setting a Power Condition increases token give out by 2 for whatever powers are used in the condition.

If Paula has:

Electric (+1 / -1)

Skin (+1 / -1)

Move (+1 / -2)

Paula could go out in a lightning storm with a conductor and get hit by a bolt of lightning. The condition is lightning storms, and the powers are Electric & Skin. Anytime a creature touches Paula with skin-to-skin contact, she may use her power Electric at no token cost, perhaps even still damaging her enemies or not experiencing repercussions on a failed check. However, this power does not function during lightning storms.

Now Paula’s powers look like this:

Move (+1 / -2)

Electric (+1 / -3)

Skin (+1 / -3)

Paula might also take a rake and touch a powerline. The condition is rake, and the powers are Electric & Move. Paula can move across power lines like they were a skateboard, not taking any physical damage from the electricity, and not having to roll a check. However, Paula can only do this while she has a rake on her person.

Now Paula’s powers look like this:

Skin (+1 / -1)

Electric (+1 / -3)

Move (+1 / -5)

 

Power Dampening

Some characters dampen their powers, taking a decrease to one power bonus as well as an increase to token give out to gain an increase to another power bonus. 

If Lisa has:

Atom (+1 / -1)

Sharp (+1 / -1)

Lisa can dampen Sharp to increase Atom:

Atom (+2 / -1)

Sharp (0 / -3)

 

Sacrifice

Sacrifice is an underutilized form of progression, and for good reason. Sacrifice allows you to remove a Daily Advantage and decrease token give out for a Power by 1. The removed Advantage cannot be regained.

If Jed has:

Skip (+1 / -2)

Relationship

  • Tony from work

  • Pet dog Ruffus

  • Mailman Robert

Jed can permanently remove his pet dog Ruffus, perhaps by giving him up for adoption, or euthanizing the dog. By doing so, he cannot get Ruffus back.

Now Jed’s power looks like this:

Skip (+1 / -1)

Another way to use Sacrifice is to take a Daily Disadvantage. Jed can make sworn enemies out of the local Yakuza. Just like losing a Daily Advantage, Jed cannot remove his Daily Disadvantage. By doing so, Jed gains the following changes.

Power

Skip (+1 / 0)

Relationship

  • Tony from work

  • Mailman Robert

  • -1 to checks made with Yakuza

If Jed loses all of his Daily Advantages in Relationships, Work, or Hobby by using Sacrifice, he can no longer gain any Daily Advantages in that specific Advantage category. Perhaps his reputation precedes him, his workplace leaves scathing remarks on his performance, or he’s become incapable of creating art work.

 

Life Progression

New friends, work opportunities, & advancements in your hobby are all things you can achieve by maintaining an average life. However, how you do so with powers can be tricky, especially with wicked forces at play. For those characters not inclined to use their powers to get out of every situation, they might invest more time in their real life skills or relationships. Such things can get you surprisingly far in the world of Subsume.

Unlike Power Progression, Life Progression is down interactively during both story beats and interludes. Typically, a story beat should be a small window of time where important changes and events occur involving the player characters. Even though this window of time is short, player characters could gain Relationships. Relationships gained during story beats can be traded for additional Work or Hobby advantages, which you gain in between story beats.

During this in between time, you can trade Relationship, Hobby, or Work advantages for other advantages. Depending on how much time passes in between story beats, a Storyteller should give more or less opportunities to gain advantages. If years go by in between story beats, players might be allowed to take a new advantage for every year passed. If only a few weeks go by, players may only be allowed to gain one new advantage.

However, if your Storyteller wants to spend time developing the plot in between story beats, certain events may occur that cause your player characters to lose one or more Life’s Advantage. Typically, this is done as a result of a consequence from a failed roll during story beats, or from making new enemies during those beats. Piss off a powerful person enough, and you might get to watch your life flushed down the drain at the push of a button. This is of course one reason those with powers keep in line with the status quo.

 

Subsuming Control

We may not know what the powers are or where they come from, but we do know that overuse can have adverse side effects. Power is addictive and becoming too wrapped up in using your power can alter your personality in drastic ways. You become reliant on certain powers; you devote too much time into using them versus working on your actual life. If you go too far, you lose yourself completely.

When a character progresses a power to +5 or token give out to -5, they begin experiencing changes. Each time they roll a 1 on a check using that power, the bonus or token give out increases (+6 or -6). If a character reaches +/-10 with a power, they are no longer in control of their own body, and their character becomes a ST Controlled Character.

 

Example Powers

Below you’ll find five lists of example powers. If you’re trying to make a character quickly, and can’t think of any powers, roll a d20 5 times, and choose the associated number from each list below. Powers should normally be a single word. Try to make sure the word is simple enough that the power can be interpreted in many ways. A power like Change could mean changing someone’s feelings toward a subject, changing the physical / chemical composition of an object, or changing damage from physical to social.

 
  1. Flesh

  2. Bone

  3. Soul

  4. Blood

  5. Breathe

  6. Acne

  7. Hair

  8. Teeth

  9. Limb

  10. Hear

  11. Alien

  12. Plant

  13. Bacteria

  14. Bird

  15. Bug

  16. Reptile

  17. Amphibian

  18. Mammal

  19. Fish

  20. Fungi

  1. Paper

  2. Iron

  3. Caffeine

  4. Create

  5. Wicker

  6. Light

  7. Ice

  8. Electric

  9. Sound

  10. Radiation

  11. Change

  12. Evolve

  13. Construct

  14. Multiply

  15. Fart

  16. Warp

  17. Shake

  18. Force

  19. Project

  20. Inflict

  1. Shoot

  2. Shift

  3. Detach

  4. Explode

  5. Ally

  6. Enemy

  7. Field

  8. Road

  9. Fort

  10. Space

  11. Night

  12. Day

  13. Fear

  14. Happy

  15. Sad

  16. Rage

  17. Apathy

  18. Hunger

  19. Scream

  20. Pain

  1. Evil

  2. Move

  3. Stop

  4. Travel

  5. Fly

  6. Swim

  7. Burrow

  8. Float

  9. Hard

  10. Soft

  11. Self

  12. Real

  13. Substance

  14. Super

  15. Vulnerable

  16. Sharp

  17. Tattoo

  18. Gravity

  19. Machine

  20. Time

  1. Earth

  2. Diamond

  3. Air

  4. Water

  5. Autumn

  6. Winter

  7. Spring

  8. Summer

  9. Sun

  10. Moon

  11. Fire

  12. Cell

  13. Atom

  14. Myth

  15. Dead

  16. Speech

  17. Skip

  18. Power

  19. Skin

  20. Write

 

Example Relationships

The following are some potential relationships you might have at the start of a game.

 
  1. Mother

  2. Father

  3. Brother

  4. Sister

  5. Son

  6. Daughter

  7. Grandfather

  8. Grandmother

  9. Granddaughter

  10. Grandson

  11. Aunt

  12. Uncle

  13. Cousin

  14. Niece

  15. Nephew

  16. Stepfather

  17. Stepmother

  18. Mother-In-Law

  19. Father-In-Law

  20. Second Cousin

  1. Friend

  2. Bestfriend

  3. Boyfriend

  4. Girlfriend

  5. Partner

  6. Ex-Boyfriend

  7. Ex-Girlfriend

  8. Ex-Partner

  9. Rival

  10. Spouse

  11. Co-worker

  12. Roommate

  13. Neighbor

  14. Boss

  15. Employee

  16. Wife

  17. Fiancé

  18. Fiancée

  19. Husband

  20. Hookup

  1. Drug Dealer

  2. Junkie

  3. Human Resources

  4. Parole Office

  5. Pet

  6. Pastor

  7. Commanding Officer

  8. Social Worker

  9. Foster Parent

  10. Foster Sibling

  11. Friend’s Parent

  12. Dirty Cop

  13. Local Bartender

  14. Gym Rat

  15. Private Investigator

  16. Mail Person

  17. Nurse

  18. Mayor

  19. Drifter

  20. Criminal

 

Example Work

The following are some potential work advantages you might have at the start of a game. The jobs they are associate with will be listed alongside the advantage in parenthesis.

 
  1. Lawful (Public Defender)

  2. Public Relations (Public Defender)

  3. Strong Argument (Public Defender)

  4. Master in my Field (Teacher)

  5. Linguist (Teacher)

  6. Young Minds (Teacher)

  7. Heavy Machinery (Construction)

  8. Built for Labor (Construction)

  9. Heights (Construction)

  10. Calm & Casual (Assassin)

  11. Well Equipped (Assassin)

  12. High Risk, High Reward (Assassin)

  13. Caring Eye (Gardner)

  14. Preservation (Gardner)

  15. Limber Body (Gardner)

  16. Guns & Munition (Gangster)

  17. Take Control (Gangster)

  18. Hideout (Gangster)

  19. Mixology (Barista)

  20. Service with a Smile (Barista)

  1. High Stress Environment (Barista)

  2. Financial Savant (Stock Broker)

  3. Quick Thinking (Stock Broker)

  4. Always the Optimist (Stock Broker)

  5. Next Einstein (Scientist)

  6. Laboratory (Scientist)

  7. Field of Science (Scientist)

  8. Cars & Bikes (Mechanic)

  9. Tools of the Trade (Mechanic)

  10. Steady Paycheck (Mechanic)

  11. Fame & Fortune (Star)

  12. Connections in Hollywood (Star)

  13. Loyal Following (Star)

  14. Home Improvement (Real Estate)

  15. Structures & Tools (Real Estate)

  16. Housing Market (Real Estate)

  17. Takedown (Military)

  18. Military Training (Military)

  19. Tactical (Military)

  20. Human Nature (Philosopher)

  1. Empathy (Philosopher)

  2. Mind Over Matter (Philosopher)

  3. Long Arm of the Law (Cop)

  4. Law & Order (Cop)

  5. All I Need is a Name (Cop)

  6. No Badge to Hold Me Back (PI)

  7. A Quick B & E (PI)

  8. Tail (PI)

  9. Case the Joint (Heist)

  10. Shake Em (Heist)

  11. Know a Guy (Heist)

  12. Medical Practitioner (Doctor)

  13. Drugs & Surgical Tools (Doctor)

  14. Cutting Them Open (Doctor)

  15. Been Around (Driver)

  16. Listen In (Driver)

  17. Routes & Exits (Driver)

  18. Heroic (Firefighter)

  19. Strong Bodied (Firefighter)

  20. Safety First (Firefighter)

 

Example Hobbies

The following are some potential hobby advantages you might have at the start of a game. The hobbies they are associate with will be listed alongside the advantage in parenthesis.

 
  1. Voice of an Angel (Performer)

  2. Lyrical Genius (Performer)

  3. Jam Session (Performer)

  4. Stalking (Murderer)

  5. Familiar with Death (Murderer)

  6. Trust in Me (Murderer)

  7. Hand-to-Hand (Martial Artist)

  8. Fast Reflexes (Martial Artist)

  9. Diligence (Martial Artist)

  10. Social Butterfly (Clubber)

  11. Boogey Woogey (Clubber)

  12. Style & Fashion (Clubber)

  13. High Speed (Racer)

  14. Drift & Getaway (Racer)

  15. Under the Hood (Racer)

  16. The Next Picasso (Painter)

  17. Steady Hand (Painter)

  18. Attention to Detail (Painter)

  19. Didn’t Break a Sweat (Gym Rat)

  20. Adonis (Gym Rat)

  1. Physical Prowess (Gym Rat)

  2. Absolute Pawnage (Gamer)

  3. Trash Talk (Gamer)

  4. Copium (Gamer)

  5. Word Around Town (Charity)

  6. Community (Charity)

  7. Good Heart (Charity)

  8. A Good Vintage (Relaxing)

  9. Well Read (Relaxing)

  10. Step Back & Breathe (Relaxing)

  11. Poker Face (Gambling)

  12. Hold Em & Fold Em (Gambling)

  13. Betting Man (Gambling)

  14. Under Pressure (Game Shows)

  15. Educated Guess (Game Shows)

  16. Knowledgeable (Game Shows)

  17. Straight Shooter (Pool)

  18. Eye for Angles (Pool)

  19. Local Champion (Pool)

  20. Get into Character (Acting)

  1. Improv (Acting)

  2. Pull on Heart Strings (Acting)

  3. Watchful Eye (Snooping)

  4. Eves Dropping (Snooping)

  5. Feign Ignorance (Snooping)

  6. Watch The Hands (Pickpocket)

  7. Trinkets & Valuables (Pickpocket)

  8. Gullible Marks (Pickpocket)

  9. Houdini (Magic)

  10. Tarot Card Reading (Magic)

  11. Signs & Stones (Magic)

  12. Tech Wiz (Coding)

  13. Casual Hacking (Coding)

  14. The Algorithm (Coding)

  15. Part Acquisition (Engineering)

  16. Electronics (Engineering)

  17. How it Works (Engineering)

  18. Marksmen (Archery)

  19. Calm & Steady (Archery)

  20. Bows Don’t Make Your Ears Ring (Archery)

 

Giving your Powers Personality

For some players, having awesome powers and a world to use them in may be enough. For others, the idea behind ‘The Fall’ having a deeper meaning may spark intrigue for both the players and the Storyteller to expand upon. While ‘The Fall’ true meaning and intentions can be taken up for interpretation, powers might still reflect what they were before inhabiting the bodies of the player characters. For that reason, we’d like to give you, the player, some ideas on how to personalize your powers.

 

Countless Colors

As described in ‘The Fall’ the powers were originally beings of varying colors. Why this is? No one could say, but those colors could reflect in the powers as used by the player characters.

Perhaps a character shimmers with translucent light or their eye color changes to reflect the power being used. If they control water, but the powers color is red, does water they control turn red? Say they have the powers Fly & Throw, and those powers are Yellow & Blue. If their eyes change color to reflect the powers being used, do their eyes turn green? Maybe a player character has the power Sword with the color white, a STCC has the power Shield with the color black. If they clash with Sword & Shield, do their blows light up in grey tone?

These options are aesthetics for you and your Storyteller to consider, but for some, picturing colors may be a bit difficult. For that we’d like to provide the following list of colors for you to choose from when taking your powers.

 
  1. Baby Blue

  2. Electric Blue

  3. Indigo Blue

  4. Navy Blue

  5. Persian Blue

  6. Royal Blue

  7. Caramel Brown

  8. Cinnamon Brown

  9. Coffee Brown

  10. Mocha Brown

  11. Peanut Brown

  12. Pecan Brown

  13. Charcoal Gray

  14. Cloud Gray

  15. Pebble Gray

  16. Pewter Gray

  17. Slate Gray

  18. Silver Gray

  19. Army Green

  20. Emerald Green

  1. Mint Green

  2. Olive Green

  3. Russian Green

  4. Shamrock Green

  5. Fire Orange

  6. Golden Gate Orange

  7. Honey Orange

  8. Neon Orange

  9. Orange

  10. Red Orange

  11. Bubble Gum Pink

  12. Flower Pink

  13. Hot Pink

  14. Lemonade Pink

  15. Magenta Pink

  16. Punch Pink

  17. Carmine Red

  18. Cherry Red

  19. Crimson Red

  20. Ruby Red

  1. Scarlet Red

  2. Vermilion Red

  3. Eggplant Purple

  4. Grape Purple

  5. Imperial Purple

  6. Indigo Purple

  7. Lavender Purple

  8. Periwinkle Purple

  9. Alabaster White

  10. Cream White

  11. Egg Shell White

  12. Lace White

  13. Salt White

  14. Snow White

  15. Banana Yellow

  16. Canary Yellow

  17. Flaxen Yellow

  18. Gold Yellow

  19. Lemon Yellow

  20. Medallion Yellow

 

Powers are Unique

Powers are meant to be unique, which should be shown in game. Try to curve players from having the same power. If a player takes a power that a ST character has, change the ST character’s power to something similar but different, or something new altogether.

If a STCC has the power:

Time (+1 / -2)

And the player Anton takes the power:

Time (+1 / -1)

A new STCC power could be:

Minute (+1 / -2)

In this scenario, Minute could still be used to manipulate time, but could also be used to manipulate size, significance, detail orientation, or records of an event.

 

Powers aren’t Finite

Powers may be unique, but just because a person dies, doesn’t mean that powers die with them. If a player character with the power ‘Fire’ dies, perhaps that power might come back in a STCC or in a new player character. However, the power might not come back with the same token give out.

Before he died, Larry had the power:

Reverse (+1 / 0)

After he died, a STCC was introduced with the power:

Reverse (+1 / -2)

 

Power Similarity

Due to interpretation, powers might have similar effects. If characters find that two powers can produce the same effect, those powers will be enhanced when used together, taking an additional +1 to their check. Player character shouldn’t take powers with similar effects in character creation.

If Stacey has the power:

Burn (+1 / 0)

And David has the power:

Fire (+1 / -1)

They could use their powers together on a check made to burn a tree down, resulting in a check with +3 / -1 rather than +2 / -1.

If Mike has the power:

Bone (+1 / -2)

Marcus has the power:

Marrow (+1 / 0)

And Paula has the power:

Calcium (+1 / -1)

They could use their powers together to conjure a giant skeleton at the local dairy farm, resulting in a check with +4 / -3 rather than +3 / -3.

 

Powers are Connected

What if powers had relationships? Would that mean they are linked in some way? What effect would that have? Under the idea that powers are connected, one might think that either all powers or some powers have a connection to each other. When you have your powers listed during character creation, roll 1d20 two or three times. The following are the resulting numbers as connected to powers.

 

1-4

5-8

9-12

13-16

17-20

Space (+1 / 0)

Time (+1 / -1)

Gravity (+1 / -1)

Swell (+1 / -1)

Energy (+1 / -1)

 

Using the numbers and powers as listed above, let’s connect them. Say we roll 1d20 three times. The numbers rolled are 4, 5, and 8. The powers corresponding to these rolled numbers are Space, Time, and Time again. In this scenario, Space and Time would be the connected powers. You should confer with your Storyteller how many connected powers they would like you to have. You should also try to limit connections to one and another, rather than having three or more powers all be linked together.

Say we are about to roll our d20 three times, but on the first two rolls, we land on 1 and 20. Unless your Storyteller says otherwise, you should stop here, and have your connected powers be Space and Energy. Your Storyteller may also roll privately to see what your connected powers are, keeping them a secret until YOU discover the connection in play.

Your Storyteller should also keep the function of your connected powers a secret. Each connection should have some sort of function during the game that players can discover by experimenting. The following are some connections you might see during a game.

 

Connection Examples

(1-2) The connected powers function together in Autopilot.


James has the powers Sphere and Float. When James used Float on Autopilot, characters witnessed James surrounded by floating spheres.


(3-4) When using both connected powers in a check, the character only gives out tokens for the dominate effecting power.


Tony has the powers Dinosaur (+1 / -1) and Road (+1 / -2). Tony conjured a Tyrannosaurus Rex made out of asphalt to burst through the wall of the police station. When he did so, no matter what he rolled on his check, Tony’s dominate effecting power was Dinosaur, so Tony only gave out 1 token for Dinosaur, and did not give out tokens for Road.


(5-6) If one connected power Subsumes control, both powers Subsume control.


Paula has used Power Conditioning to grant her two secondary abilities using the powers Skin (+1 / -1), Electric (+1 / -3), and Move (+1 / -5). However, by putting her token give out for Move at -5, her power slowly began to Subsume control, and now she has Move (+1 / -10). However, Move and Skin are Paula’s connected powers, and she is now completely controlled by both rather than by one.


(7-8) If the character critically succeeds on a check using one of the connected powers, but not the other, they may use both in the resulting affect.


Lisa has critically succeeded on a check to sharpen a stick with her power Sharp (+1 / -1) and cut a bomb in half. When she does so, she uses her power Atom (+1 / -1), despite having not used the bonus to affect her roll, to perfectly cut through the wires, but leave the rest of the bomb intact.


(9-10) When a character dies, their connected powers appear together in a new character.


After being Subsumed by her powers, player characters and STCCs came together to put an end to the character Paula. Across the world, a young man named Jed received powers of his own, including Move (+1 / 0) and Skin (+1 / -2).


(11-12) The connected powers grant an additional +1 when used together.


To catch up to a fleeing criminal, Jordan uses the powers Thin (+1 / -2) and Weave (+1 / -1) to thin out any obstacles in his way and move through those obstacles unabated. When Jordan makes his check, he’ll roll with a +3.


(13-14) When using a connected power to take a disadvantage, you gain an additional token.


Armin is attempting to make a social check at a party to avoid embarrassment and is using his power Body (+1 / -2) at a disadvantage, giving him smelly pits and weird proportions. Succeed or fail, Armin will gain 3 tokens for this use of the power Body as a disadvantage.


(15-16) If the character uses Sacrifice to increase one of the connected powers, both powers increase.


Anton Sacrifices his relationship with his parents to change his power Time from (+1 / -2) to (+1 / -1). This also changes his power Reach from (+1 / -1) to (+1 / 0).


(17-18) The character gives out 1 less token when using either of their connected powers.


Marcus uses the power Charm (+1 / -1) to form a bond with the mayor. Marcus gives out 0 tokens from using Charm.


(19-20) If the character sets a Power Condition with one of their connected powers, their token give out increases by 1 instead of 2.


Stacey threw herself headfirst into a roaring forest fire, using Power Conditioning with her powers Burn (+1 / 0) and Fire (+1 / -1) to make herself impervious to fire so long as she isn’t in a forested area. Stacey’s token give out increases to Burn (+1 / -1) and Fire (+1 / -2)

 
Previous
Previous

Spellswords

Next
Next

The Hunt - A Call of Cthulhu Setting