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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.

Skillz 'n' Stuff

Skillz 'n' Stuff covers the personal skills and the physical assets your character possesses.

You should buy Skillz 'n' Stuff if you want your character to:

  • be particularly courageous, or fear-bound, or pretty, or ugly, or stealthy, or brawny, or good in a fight, or a weakling, or bad with money, or good with paperwork.
  • have a secret identity, or an exceptional skill with disguises, or a troubling drug addiction, or a code of honour or oath he or she adheres to, or a secret hideaway or stash.
  • have a rare talent, like pickpocketing, or lockpicking, or a way with words.


Fear (-1)
You know your Price? That thing which you will do anything to gain? This is the opposite.

You are pants-wettingly afraid of... something. Please describe that terrible something - it can be a concept, a person, an object, a creature, pretty much anything. Please don't be overspecific, and try to choose something you could conceivably encounter during the course of the game: we'll make damn sure it crops up during the game, and having a happy clown burst through the ceiling coated in strawberry jam and singing showtunes will be hard to shoehorn in.

We'll enforce this one a lot more strictly than your Price. No standing boldly staring into the face of your Fear, sonny, if you're not shitting yourself you're failing to roleplay this bit.

Coward (1)
You're pants-wettingly afraid all the time. This is in many ways a useful survival trait, but it's a humilating one.

In turnsheeting, whenever something comes up where your character will have to choose a course of action, we will assume that you always take the safer option (this may mean you get less out of your turnsheet actions than people who were, say, willing to follow that strange man down the dark alley). We will also regard you with disdain and disgust.

You may take this quirk if you have Don't Kill Me Daddy, but there's little point and chances are you'll be wasting a point; Don't Kill Me Daddy covers both IC and OOC cowardice, and we'll already be assuming that you'll be playing it safe.

Foolhardy (-1)
You thumb your nose at danger and bare your buttocks to Grim Uncle Death. You are the stuff that heroes are made of, or perhaps you're just endearingly stupid.

In turnsheeting, whenever your character has to choose between two courses of action, we will assume that you always take the riskier option (this may lead to you being beaten up more, but sometimes these risks pay dividends). We will also regard you with warmth and admiration, and frequent amusement.

You may not take this quirk if you have Don't Kill Me Daddy. You promised us you'd stay out of trouble, remember?

Squanderbug (-1)
Money and you just don't get on: you've never really gotten the hand of this "saving" lark. You never earn saving points: if you don't spend all your money in a turn during turnsheeting, we'll assume you've frittered it away on frivolous fripperies. When making purchases, your character may not Tighten Their Belt - they lack the fiscal discipline necessary to do so.

Secret Identity (1)
You have an alternate identity. Perhaps with a ludicrous pseudonym! Perhaps by day you disguise yourself as a harmless old lady so the local mob won't realise that you are Big Bad Frank, killer-for-hire who sells himself to whichever gang will pay the most. Or maybe by day you toil away in your thankless government job, eagerly awaiting the night when you don your mask, take up your rapier and swish your cloak in order to FIGHT CRIME!

Note that people with the Master of Disguise or Doctor of Disguise quirks will be able to see through your disguise.

Addict (-2)
You are addicted to a narcotic - a fairly common narcotic, the sort that Inmack's Boys might be able to get you if you don't fancy dealing with the Dockyard Rats. Feel free to describe what sort of drug your character smokes, injects, snorts, or otherwise ingests.

This sort of habit is expensive: it costs a Notable amount of money each turn to get a regular supply of decent-quality gear. If you happen to be short of cash one turn, you can just pay a Minor amount of money to get a sample of your poison of choice that's of slightly more dubious provenance. There may well be adverse effects to doing this.

Of course, you could always go cold turkey, but this is a debilitating and potentially dangerous process; you will lose two turnsheet actions in the turn you decide to go cold turkey, and there may well be permanent effects on your physical or mental well-being. (People who buy this flaw for the quirk points and then immediately go cold turkey in the first turn or so will find that the permanent physical side-effects will be staggeringly surprising!)

Alternately, you can move on to a different form of addiction, finding some new drug to fill the gap. If you in-character begin taking a different drug - either because it is offered to you, or because your income has dropped to the extent that you can only afford crap drugs (or risen to the point where you can get into the exotic stuff), you will become addicted to that instead. In general, an addiction to an exotic will override an addiction to a normal drug, and an addiction to a crap drug will override an addiction to an exotic drug.

Exotic Addict (-3)
You're a connoisseur of narcotics, a discerning junkie whose poison of choice is rare and special. (Describe this thing to us.) Your drug of choice gives you an intense and hard-to-obtain high, though it may have somewhat powerful side-effects.

However, your drug is expensive and rare. Only the Dockyard Rats have enough contacts to get you a regular supply, and they charge heavily for it - it's a Significant investment each turn. Alternately, you can pay a Notable amount of money for a somewhat poor-quality sample, but this is even riskier than buying a bad sample of a normal drug: you really don't want to mix something this potent with a lesser drug.

Going cold turkey has the same effects as going cold turkey from a normal drug. In addition, normal drugs have lost their appeal to you, and if you take them while addicted to exotic drugs you are unlikely to become addicted to them as well. From here, it's only other exotic drugs - or crap drugs if you can't keep up the payments.

Crap Addict (-5)
You're at the bottom of the junkie heap; your lifestyle is as squalid as the Exotic Addict's is glamourous. The drugs you take are vile and have terrible side-effects; they bring you little pleasure, but you need them to keep functioning - normal or exotic drugs just won't help anymore. (Tell us more about them, if you like.)

Crap drugs are a Minor purchase each turn. If you're desperate for money, you can buy bad samples for a Trivial amount, but this will almost certainly mess you up. Actually, crap drugs will tend to mess you up over time - you're liable to begin the game with some permanent side-effect from taking these things, and you're liable to get more acute and debilitating effects as the game continues.

Going cold turkey from these things is really quite hard. You will lose three turnsheet actions in the turn you decide to go cold turkey, and you will definitely be left permanently scarred, physically and mentally.

Whilst you are addicted to crap drugs, normal and exotic drugs will do nothing for you; only the miserable shit you put in yourself can help you function.

Avenger (-1)
You can't bear to see a wrong go unrighted. You can't stand to injustice go unbattled. You see a wile, you thwart. You're a vigilante out to make everything right, whether people want it or not. Grannies get helped, screaming and protesting, across roads. Shady characters feel your MIGHTY FISTS OF JUSTICE! In the city of Horizon, you have roughly the life expectancy of a glass hammer.

Code of Honour (-2)
You have morals. In particular, you have a set of rules which you will not break. Describe them. They should be fairly restrictive ("Don't eat cake on Fridays" doesn't cut the mustard. "Don't hurt children" or "Don't kill anybody in cold blood" is much more like it.)

Oath (-2)
You have sworn an oath of some sort before a dog. Describe the oath and why you swore it. It should be something that will actually have an effect and make your life more difficult. "I swear that I will never again work with Jude's Concern!" is the sort of ball-park we're in here.

We strongly suggest checking out the dogs page before taking this quirk; there are restrictions on what types of Oaths dogs can witness, and there are severe consequences for Oathbreaking.

Stash (varies)
You have a place where you can put stuff for safekeeping. It's that simple!

For 1 point you can have a small cubbyhole in your home which you can hide anything up to the size of a corpse in.

For 3 points you can have a lockup in the Trading District of the sort that merchants keep their wares in (about the size of a garage in real life). Alternately, you can have a safety deposit box in a bank - only large enough to keep a large set of encyclopedias in, but veeeeeery secure unless someone a) raids the bank and b) knows which box to look in.

For 5 points you can have a whole warehouse you could keep or do just about anything in, or your own private vault in the bank (the size of the above-mentioned lockup). (If your income is low we'll be very interest to hear how you've managed to obtain this resource.)

Secret Hideout (varies)
You have a little place of your own where you can stay and the bad men won't find you.

Owners of large Stashes may say, "well, why don't I just hide in my garage or warehouse?" While this might work for brief emergencies (for example, you could slip into your warehouse to elude pursuing Watchdogs), it's not viable in the long term - signs of human habitation will end up giving you away.

For 2 points your hideout is small, insecure (only Moderately Secure by default), but obscure. Perhaps you've got an attic somewhere in the Imperial Ruins you can hide in, and you've covered up the windows so the light of your candle won't alert observers to your presence. Or you may find yourself living in a shotgun shack, out in the woods where the mobs are unlikely to find you.

For 4 points your hideout is larger - perhaps a small house in a sleepy farming village about a mile away from the city, or an abandoned railwayworker's den in the subway you have converted for your own use. It's also liable to be more secure - the little house will have secure locks and loud guard-dogs, the railwayworker's den may have a big steel door or boobytraps of your own invention (in system terms, it will be Well-Secured by default).

For 6 points, you can have the Batcave. As well as being large and secure (a Fortress, even!), your hideout has pretty much everything you need to manage your affairs whilst leaving the place as little as possible.

Beautiful (1)
Smile nicely and people will buy you drinks. Dress badly and the local whores will start worrying about the competition. You are pretty! This fact will be pointed out at the beginning of each session.

Ugly (-1)
You have drunk from the river Ming, which springs from the peak of Mt. Fugly. When you put personal ads in the newspaper, you talk a lot about your "great personality". You are one ugly mother... People will be warned about you at the beginning of session.

Master of Red Tape (2)
Maybe it's hidden Star heritage, or maybe you just appreciate the benefits of being organised. Either way, bureaucracy just works for you. You always find the right thing to say to surly clerks, you always spot catch-out clauses in small print, and if there's a problem, you happen to have an acquaintance of a friend who's in a position to untangle things. In any situation involving your character dealing with paperwork and bureaucracies, we will assume that everything goes as well as possible, or maybe slightly better. All other things being equal, of course.

Slave of Red Tape (-2)
Just the opposite. You simply can't cope with bureaucracy of any kind. You fill in your forms wrong, misunderstand departmental guidelines, miss deadlines; and on the rare occasions you get everything right, some hungover clerk loses your papers. Any time your character has to deal with bureaucracy, we will assume that everything goes as badly as possible, or worse. Again, all other things being equal.

M.Dis. (5)
Or, to give it its full title, Master of Disguise. This is like the Secret Identity quirk, only vastly better. You may don the guise of as many different people as you desire, but cannot impersonate a real person; your alternate personas must be entirely made-up. You begin the game with 5 disguises of your choice; for each additional persona you wish to adopt, you must pay for or otherwise obtain the appropriate clothing.

Your skill at disguise extends to being able to see through others' ruses. You will be able to see through people's Secret Identities, and have a 50/50 chance of seeing through a given disguise adopted by a Master of Disguise.

D.Dis. (8)
Doctor of Disguise. You are so good at the costume-and-makeup game you could - with enough preparation - dress up as Colonel Zero and sleep with his favourite prostitute and she'd never notice the difference. As with M.Dis., you can also assume entirely fictional personas, and begin with 5 different costumes of your choice. For each new identity you wish to assume you must pay for the appropriate clothing. If you're planning to impersonate somebody else, you must also spend a turnsheet action spying upon them, or spend a significant amount of time in their company (and by "significant" we're talking "the better part of a month" here) in order to observe their habits, mannerisms, modes of speech and whatnot.

As with M.Dis, you can see through other people's disguises. You will be able to see through people's Secret Identities, and Masters of Disguise cannot fool you. You even have a 50/50 chance of seeing through a given disguise adopted by a Doctor of Disguise..

Pickpocket (4)
You are skilled at the art of pickpocketing - this skill requires a degree of stealth, and so cannot be bought by people who do not have at least a Quiet level of Stealth.

Practicing this skill in-session will not usually be viable - pickpocketing is the sort of skill which works best in large crowds, where you can swipe someone's purse and disappear before they see your face, rather when you are standing around talking to your victim in a room. On the flipside, sometimes you may spot an ideal opportunity to strike (say, if someone is lying on the floor injured and you're helping to bind their wounds, or if everybody's attention is directed towards a duel in the courtyard) - talk to the barman in such a situation.

Lockpicking (5)
You are a master at the art of lockpicking. You are a good chum to bring along on a thieving expedition.

Safecracking (8)
You are so skilled at the art of manipulating locks of all sorts that you can even open safes and vaults, given time! This skill also gives you all the advantages of the Lockpicking skill.

Fast Talk (3)
You have the gift of the gab, and can talk your way out of many situations - or indeed convince the gullible to act against their own interests.

People who've spent some time around you and know your reputation aren't likely to be easy marks - as an upshot, you cannot use the Fast Talk skill on player characters, and after you have used the skill on an NPC they won't be fooled again unless they are IMBECILES!

Orator (3)
You are skilled at giving speeches in large crowds. You can attract their attention, ensure they concentrate on what you're saying, and deliver your message in an exciting way (or at least in a way which won't send them to sleep.) Beware, however; there are some things audiences don't want to hear. You don't want to make a big public speech openly supporting the Imperialist cause; that'll just begin a riot and end with you hanging upside-down from a lamppost Mussolini-style.

This never works on player characters. PCs are, after all, generally clued-in enough to make up their own minds and not get caught up in the mood of the crowd, and if you've met an orator in the flesh and had a drink with them (as most PCs would, you do after all frequent the Riverview) they seem a lot more human than if you've only seen them screaming abuse from a podium.

Stealth (varies)
Especially useful for thieves, spies, and private eyes (as well as the obligatory ninja assassins who plague the society game), stealthliness is sufficiently important to a game about criminals that there are several different quirks relating to it. "Infiltrator" and "Master Thief" also assume a suitable level of acrobatics and wall-climbing.

Obvious (-2): You tend to draw attention to yourself. Perhaps you wear a distinctive uniform. Maybe you have a loud, booming voice. Possibly you're just a clumsy great oaf. Regardless; it's going to be difficult for you to hide from anyone, or not be noticed when you enter a room.
Average (0): All characters are assumed to have this level of stealth unless they buy one of the other stealth quirks. You are capable of evading pursuers by losing yourself in a crowd, and if you get enough warning that someone's coming you can dive into the nearest wardrobe and can stay quiet long enough not to be discovered until the mysterious singer's criminal lover has raped her and left.
Quiet (1): You're good enough to evade detection if nobody's paying too much attention - you can't sneak past a watchful guard who's on duty, but you can sneak past an inattentive guard who's having a nap, or stake out someone's tenement from a dark alleyway across the street without being noticed, or eavesdrop on a conversation if the people involved aren't on the lookout for prying ears.
Infiltrator (3): Now we're cooking with gas. If you lurk in the shadows and stay still nobody will realise you are there, and you are athletic enough to climb up walls and through small windows.
Master Thief (5): Or "ninja", if you don't like the criminal connotations of "master thief". You can sneak around in the darkness without arousing suspicion, and you've got the whole feline acrobatic creature-of-the-night hopping and skipping from rooftop to rooftop like a wild gazelle of the city thing going on.

Please refer to the "Burglary" section for details of how the stealth skills help you breach the security of mansions, banks, and other such places.

Fighting (varies)
Another skill which comes in several varieties. In general, you'll be able to defeat anybody with less fighting skill than you in a fair fight. On the flip side, only an idiot goes for a fair fight. See the "Fighting" section for more details.

Crap (-3): You really aren't very good at fighting. Just about anyone can beat you - even the most incompetant IMBECILE!, and you'd need to have a truly overwhelming advantage to defeat anyone else. Better invest in a bodyguard, or stay out of the dodgier areas of town.
Average (0): Unless you buy any of the other fighting quirks, you are assumed to be more-or-less capable of handling yourself in a fight. You're good enough that you know when to fight and when to run, but a Handful of mooks could punch your clock.
Tough (2): You're a tough guy. Simple as that. Perhaps you've had practice, perhaps you're just well-built. Two-bit hood sends a Handful of mooks after you? No sweat.
Impessive (4): People will notice that you're really quite good at this fighting lark if they watch you at it. You've definitely had some professional training by now. A fight with Some mooks is nothing for you to worry about.
Fearsome (6): People who've seen you fight get out of your way when they see you coming and call you "sir". You can take down a Bunch of mooks just fine.

Brawn (varies)
The brawn quirk is a measure of how solidly your character is built; brawnier characters will tend to be stronger, will be able to perform physically demanding tasks for an extended period of time before they become fatigued, and recover more quickly from illness, injury, or fatigue.

If you are planning to go on lots of expeditions to far-off lands, you should certainly consider taking this quirk: you don't want to slow your party down because you're out of breath, after all.

Weak (-1): The big kids picked on you when you were small. Come to think of it, they may well still be picking on you. You are the man in the "before" picture in the Charles Atlas adverts - you know, the guy who gets sand kicked in his face by beach bullies. You are either weedy or just plain out of shape.
Average (0): All characters are assumed to have this level of Brawn unless they specify otherwise. You are perfectly normal.
Well-Built (2): You're in shape, but you're no bodybuilder. Perhaps you've been working on the docks for a while; certainly, you are strong enough and have enough endurance to spend your day moving heavy packing crates around.
Does This Guy Ever Stop? (4): You are the "after" picture in the Charles Atlas adverts, only you don't take as many steroids. You are really quite strong, although if you are not a skilled fighter this won't necessarily help you in a scrap. What's really impressive is your endurance: you are like the Energiser bunny of strenuous physical labour. When you go on expeditions, people may end up using you as a pack mule.