Trump v1.2 Manuscript 072411
-
Upload
chris-bodmann -
Category
Documents
-
view
218 -
download
0
Transcript of Trump v1.2 Manuscript 072411
-
8/13/2019 Trump v1.2 Manuscript 072411
1/98
1Chapter 1: Introduction
Roleplaying System
Christopher BodmannMatthew Bodmann
Shawn Bodmann
Copyright 2010 byChristopher Bodmann,Matthew Bodmann, &
Shawn Bodmann
-
8/13/2019 Trump v1.2 Manuscript 072411
2/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
3/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
4/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
5/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
6/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
7/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
8/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
9/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
10/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
11/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
12/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
13/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
14/98
-
8/13/2019 Trump v1.2 Manuscript 072411
15/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
16/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
17/98
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)
-
8/13/2019 Trump v1.2 Manuscript 072411
18/98
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)
-
8/13/2019 Trump v1.2 Manuscript 072411
19/98
-
8/13/2019 Trump v1.2 Manuscript 072411
20/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
21/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
22/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
23/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
24/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
25/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
26/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
27/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
28/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
29/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
30/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
31/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
32/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
33/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
34/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
35/98
-
8/13/2019 Trump v1.2 Manuscript 072411
36/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
37/98
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:
-
8/13/2019 Trump v1.2 Manuscript 072411
38/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
39/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
40/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
41/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
42/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
43/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
44/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
45/98
-
8/13/2019 Trump v1.2 Manuscript 072411
46/98
-
8/13/2019 Trump v1.2 Manuscript 072411
47/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
48/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
49/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
50/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
51/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
52/98
-
8/13/2019 Trump v1.2 Manuscript 072411
53/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
54/98
-
8/13/2019 Trump v1.2 Manuscript 072411
55/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
56/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
57/98
-
8/13/2019 Trump v1.2 Manuscript 072411
58/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
59/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
60/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
61/98
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'?!"
-
8/13/2019 Trump v1.2 Manuscript 072411
62/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
63/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
64/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
65/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
66/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
67/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
68/98
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.
-
8/13/2019 Trump v1.2 Manuscript 072411
69/98
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
-
8/13/2019 Trump v1.2 Manuscript 072411
70/98
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