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The Horizon 1 Site

HORIZON IS OVER!

The webpage remains up as a permanent archive of game material, mainly for the benefit of nostalgic players - although if you'd like to run a Horizon-inspired game for your friends, that's wonderful too. Horizon will be succeeded by Legacyin Trinity term of 2006.

If you like you can look at the (sketchy, incomplete) GM notes as well.

Engineering Quirks

Engineering Quirks relate to the production of fabulous inventions.

You should buy Engineering Quirks if you want your character to:

  • work with vast, powerful, lumbering Steam machines.
  • tinker with small, precise, delicate Clockwork artifices.
  • meddle with Grey technology.


Clockworking (5)
You are skilled at the art of clockworking, and can produce intricate and precise spring-powered devices.

Note that you get this quirk free with the Clockworker Day Job. Note also that if you aren't a professional Clockworker and you have this skill, the Clockwork Guild are angry - only they are supposed to know the secrets of clockworking (well, them and the Grey Order).

Alternately, you can pay an extra quirk point for this skill to be a retired Clockworker. You are forbidden from selling your wares (and the Clockwork Guild are legally allowed to kill you if you do), but there's nothing stopping you tinkering away for sheer love of clockworking.

See the Engineering rules for more details about clockworking.

Please note: If you have your heart set on inventing a particular device during the course of the game, please discuss it with the GMs before submitting your character concept. Your invention may work better as a Grey machine or a steam contraption.

Steam Designing (5)
You know how to make vast and powerful machines that are powered by Steam. Please consult the
Engineering rules for more details.

Grey Engineering (6/11)
You are skilled at the art of Grey engineering, and can produce machines which combine the virtues of clockwork and steam.

If you pay 6 points, you are skilled at clockworking, and know the principles required to sort out the interface between clockwork and steam parts. Alternatively, you are skilled at steam engineering, and likewise know how to handle the interface. You will need to work with a partner who understands how the other variety of technology works if you are to create new inventions, modify old ones, or backengineer unusual items (if you are in the Grey Order, they will provide you with a collaborator if you cannot find a PC to help you out).

If you pay 11 points, you are skilled at both clockworking and steamworking, and can design brand-new Grey machines all by yourself. This makes you highly valuable to the Order. This makes you a huge target for the Order's enemies.

If you do not buy an appropriate Grey Order Job quirk, owning this quirk means you have learned the principles of Grey Engineering without joining the Order, or that you have left the Order. This is a crazy-mad situation to be in, and if you are found practicing Grey engineering you are liable to be killed with extreme prejudice.

Please note: If you have your heart set on inventing a particular device during the course of the game, please discuss it with the GMs before submitting your character concept. Your invention may work better as a clockwork device or a steam contraption.

Clockworking Apprentices (3)
You have trainee clockworkers helping you out in your workshop. They aren't skilled enough yet to be very helpful in researching new devices or back-engineering other people's work (if they were that good at clockworking, they wouldn't be apprentices anymore), but they do help you produce devices in your Portfolio at greater speed.

Tyler of the Clockwork Guild (2)
You must have the Clockworker Day Job to be a Tyler. You are one of the people who keep the Clockwork Guild running. Many clockworkers prefer to spend most of their time paying attention to their craft, as is only to be expected; a few choose to give a little more back to the clockworking community, and get involved in the organisation of the Guild. Most of the time, Tylers of the Guild live a sedate life, making sure there's enough cucumber sandwiches at the Guild meetings and presiding over gentle debates in the Guildhall.

Of course, sometimes somebody does something silly. Sometimes people break their Guild-oaths. Then the Tylers are obliged to cut the silly person's throat from left to right, toss their innards over their left shoulder, and bury them where the high tide will cover their body. This sort of killing is perfectly legal, of course, but it's always a messy business. Chances are you'll need a brandy and a sit-down afterwards.

Grey Apprentices (3, Grey Engineers who are Grey Order members only)
A number of Grey Servants have been told by the Grey Order to help you with your engineering duties. Rejoice, they will help you make wonders; see the Grey Engineering rules for full details of how Apprentices speed up many processes.

Grey Meddler (1, 3 or 5)
You're not a member of the Grey Order. You have stolen the knowledge of Grey Magic from somebody who is; in particular, you know how to forge their rune-signature. On the plus side, you can now do Grey Magic without having to be at the beck and call of the Order. On the minus side, the Grey Order are looking for you, and they're very, very angry.

For 1 point you've stolen the rune-signature of a Grey Servant, for 3 it's a Grey Agent, and for 5 it's a Grey Adept. Tell us how you learned their rune-signature. (Did you steal their notebooks? pound on them until they told you? give them lots of money?)