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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.

The Last of the Famous International Quirks

International Quirks relate to foreign lands.

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

  • hail from another country.
  • be a skilled explorer.
  • have friends or enemies in foreign mobs.
  • be especially famous or infamous abroad.


Foreigner (1)
You are native of somewhere that isn't Horizon. Choose one of the four nations - this is where you're from. This can be both a good and a bad thing. On the one hand, if things go pear-shaped in Horizon (we're talking martial law and blood in the streets here, or another siege) you can go to your local embassy and beg sanctuary (and probably be granted it). You are more likely to get news from home (in the form of juicy bits of info from the GMs every turn) and possibly have a few contacts if you really need to get something in and out across the border. You will also start out the game knowing a little bit more about your home country than those born and bred in Horizon do. On the other hand, those who are natives of Horizon (although fairly tolerant) might give you an odd look now and then, and although there is no open discrimination in the workplace you might need to work that little bit harder for that promotion.

You can take this quirk and be a second generation foreigner, meaning that your parents remember the old country and have instructed you well on it. Your gossip comes in via old family friends who remember you when you were a young thing (for example). How much you embrace your heritage is up to you.

Foreign Mob Connection (2)
For some reason or other you are known by the mob back home (if you're a native Horizonite you've got to have a good reason for why you have connections in a foreign mob) - you're unlikely to be any significant member of the mob (after all, in Horizon you're far from their sphere of influence).

This means that, if you need to, you can call on your contacts in the foreign mob if you're desperate for help. They're likely to be able to smuggle you out of the city if you need it, or help get some stuff in to you, but you're going to have to do some work convincing them that they want to help you if you bug them too much - after all, you're only their friend, they don't owe you anything. Please describe which mob you were a member of and what they were like or ask us to make something up for you.

Foreign Mob Troubles (-2)
Like the Foreign Mob Connection but for some reason (again, please specify) the mob back home don't like you. Maybe you owe them something and ran out before you repaid them, maybe you really pissed them off or maybe you slept with the boss's daughter. Either way, they may well try and get you (even though you're in Horizon) if they can; luckily, their influence isn't huge in the city... unless they're so desperate for you they persuade one of the Horizon gangs to help them. Again, please describe the mob that that you're on the run from.

Homeland Reputation (Famed) (1)
For some reason or other (please specify) you are a local hero in your homeland. You perhaps fought bravely in the Last War, instigated a peace treaty between rival factions, were a great advisor to the ruler or were a notable holy man, or anything else really. This means you probably have some influence in your homeland, or over those who have heard and respect your name (Horizon natives are unlikely to have heard of you). This also gives you a bit of clout in the relevant Embassy if you need to petition them for something - however, eventually they'll get tired of hearing your name if you play that card too much and start asking what you've done recently to help the homeland?

Homeland Reputation (Notorious) (-1)
Like Famed, however for some reason you fled your home with the authorities after you (please give a reason). This means that if the embassy gets a chance it'll try and arrest you; however, it doesn't really want to start a diplomatic incident with Horizon. Then again, Horizon doesn't want to be seen to be impeding external justice too much, so if they catch you they might well hand you over. This would be a bad thing as your homeland may well have a suitable punishment in mind for what you did. You may be able to inspire fear in others with your name, however this is a risky card to play - chances are, though, that most Horizon natives won't have heard of you.

Well-Travelled (3)
You have been around the world and seen it all... nearly. You know your way around the True Lands and many Inns along the way know your face as a traveller. You have a few contacts in the Four Nations which makes it easier if you need to go to any of them. You know which roads to travel, and when and which to avoid, and any local coustoms you really should observe to avoid trouble. (Insulting someone's mother in Jurica is likely to get you thrown out of the inn, but in Vegdarbarra it is likely to get you punched in the mouth and ambushed in a back alley later on) This will allow you to guide other people around if you accompany them.