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Introduction

Welcome to the Introduction page for Horizon: out of the ashes! Chances are, you're here because you're new to the game, but whether you're trying out roleplaying for the first time or you've been doing it for years, there are some unique elements in Horizon you should know about, in addition to a classic story-driven experience. Here in the introduction, we try to shed some light on our vision for the game: the universe, the story we want to tell and how we want it to feel when you play. If you're curious about Horizon, you're in the right place.

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Horizon: out of the ashes is a science fiction-themed roleplaying game, which features compelling future events of conflict, lawlessness and survival, set on humanity's only colony planet: Horizon. Despite a futuristic perspective, the lore draws primarily on themes of grit, mystery and intrigue, without glamorizing technology or human nature. In that light, the setting presents a subtly advanced civilization which remains relatable to the present day, rather than portraying a distantly futuristic universe. Since the main setting is the colony world of Horizon, lore is mostly conveyed through the stories and adventures of its people, including war, betrayal and other, stranger events, but if you're new and would like to get a good feel for the background, we thoroughly recommended reading The Horizon Story in the Lore section.

From a gameplay standpoint, Horizon is designed from the ground up to give as much creative freedom as possible, while also offering a unique and immersive setting. We plan to achieve these goals through several approaches. First, is growing Horizon's rich setting organically over time; releasing thematic, story-based lore as well as interactive roleplaying adventures to engage with. Second, the gameplay system is built to be as approchable as possible. We didn't want to lose the depth or variety that make choice-driven gameplay so much fun though, so to meet the challenge of accessibility, we're developing intuitive browser-based apps that do the heavy lifting when it comes to maths and information management. This way, Players have a wealth of choice and flexibility, but with less time searching the rule book and more time forging an epic journey.

Our one caveat in this area is our ideal that Horizon: out of the ashes will always be playable with good-ol'-fashioned pencil, paper and dice, because sometimes there just isn't a substitute for sitting around a table to banter with friends.

Altogether, we hope to give every Horizon Player a journey all their own. We want to offer something fun, a game that is consistently compelling and can show you something new every time you play. We hope it captures your imagination the way it's captured ours. Even if this page is the furthest you ever go with Horizon, thanks for exploring this far! ~Calder Niven, Creator.


Roleplaying, like acting, is imagining yourself in the place of another person or fictional character and playing out the role as if you were them. In the context of Horizon: out of the ashes, this means taking part in the events of a story by assuming the role of a fictional character. Unlike in a play or movie however, roleplaying game Characters are not only created by the storyteller. Instead, each Player may create a Character for themselves, then use the strengths and abilities of their Character to play out the adventure. This Character can be anyone and do anything, limited only by the rules of the game. While in the role of your Character, you can explore the world of Horizon, taking part in mysterious events or desperate struggles. As the story unfolds, your choices and actions shape the events that follow and will change how the story ends, for better or worse. You can also make any number of Characters, so while you're only able to play one at a time, the experience can be fresh and new each time you play. In our game, we recommend a group of 4 Players, though more or fewer is always possible.

The last element of roleplaying is the storyteller, referred to in Horizon: out of the ashes as, “The Director”. This person creates the story and oversees events as they play out. Players have total control over their Characters, but the world they explore is imagined and created by the Director. In the event that something happens with an uncertain outcome, the Director decides the result. In this way, stories can be very flexible, so no matter what Characters or events happen to collide, it's always possible to have a great experience. Have a cool story idea? Get some friends together, make some Characters and have fun!


How do I play?

Roleplaying games are often complex and there can be a lot to keep track of. In the beginning this can feel a little overwhelming so here we're going to cover the basics of how our game works. The first things you need to know are the roles of Player and Director along with what each entails. Next, we cover how to be a good roleplayer, then we move on to describe the mechanics of play, like making tests and rolling dice. If all you need to know is what dice to roll for a specific test, there's a Quick Reference Guide for that!

Etiquette

Etiquette


Roles

THE PLAYER

The Player is you! Players make up the majority of any roleplay group and take the role of Characters in a story. Every Player may create a Character for themselves to use, acting as that Character to play out their journey on Horizon. Players have total control over the actions of their Character and whenever the Character uses their abilities, it should normally be the Player who makes the test to see if they succeed. Sometimes this may change, but that leads to our next point: play the Character, not yourself. If your Character is convinced of some lie by a master con man, you should do your best as a Player to control your Character as if you believe it. Outside the game, you may be fully aware that the con man's claims are nonsense, but in this case you are asked to “play the Character, not yourself”. This also works in reverse; if a Player Character successfully deceives one of the Director's non-Player characters (NPCs) in the story, the Director should play that person as if they believe your deception. Losing full control of your Character may sound scary, but any decent Director will not allow things to get out of hand. If you are ever uncertain, talk to your Director. Be polite, but ask clearly that no unreasonable detriment comes to your Character. Another case when the Player is not in full control is when their Character is unaware of something. Let's say your Character is being followed. If the Director asks you to make a Perception test to see if your Character notices, you already know something is there and it can be difficult to control the Character objectively with that knowledge in the back of your mind. In this case, the Director may take the Perception test on your behalf. If the Character succeeds, you will be alerted to the stalker's presence and can act from there, but if not, you are truly none the wiser. As a Player in any roleplaying game, show respect to your fellow Players, as well as your Director. Getting treated with disregard is no fun, so don't do it to anyone else either. This goes for everyone in the group, including the Director.


THE DIRECTOR

The Director is the group member who oversees the story as it is played out. Most Directors also create many of their own stories. Outside a game, the Director has total freedom to allow or disallow any part of a Character's design for the games they run. Just because it is allowed in the rules doesn't obligate a Director to allow it in their story. A Director may also ask for new Characters to be created for a specific adventure. Anyone who wants to play should follow the Director's instructions; it's their game. During a game, it's the Director's job to make decisions about how the story changes in response to Player actions. Because of this, Directors may often need to make judgement calls about unexpected events or conflicts in the group. They should try to be consistent as well as fair and keep things as fun as possible. Every rule in the system can be bent or broken if the Director thinks it's the best course of action in a given game, but that doesn't mean they are obligated to do so either. If you decide to take on the role of Director, remember we're in this to have fun together. In the same way that Players should not abuse each other, your enjoyment cannot come at the cost of theirs and vice versa. Do your best and talk to your Players. Earn their respect. Having a good understanding between Director and Player often leads to the most enjoyable groups.


Good Practice


COMMUNICATION

At its heart, roleplaying is a social activity, in which groups of people get together to share a fun experience. As with any other shared event, it's important to communicate, not just to maintain a friendly atmosphere, but also to make sure everyone knows what's going on. Social activities usually stop being fun if people feel they can't do what they enjoy, especially if that's because of decisions made by someone else. Roleplaying games can often struggle with this issue, and Horizon: out of the ashes is no different. Every Player can create their own custom Character and the Director makes up a unique story themselves. With the number of variables this creates, if every Player is tyring to go their own way and nobody is listening to the Director, the session can quickly grind to a halt or get out of hand. The wide range of choice can add a lot of variety and pleasing depth, but it also makes communication crucial, since every game is different from the last: it's important to share what you're thinking and how you plan to act. Plus, you never know when your conversation might uncover an opportunity you otherwise would have missed! This also leads us to our next point.


RESPECT

We mentioned before that a large part of our vison for Horizon: out of the ashes is creative freedom, for both the Director when making their story, and also for Players building their Characters. Now let's introduce the idea that the freedoms of choice that make the game so fun are mutually dependent. When one Player or the Director doesn't show regard for the others in the group, their fun comes at the cost of someone else's. While this might balance out naturally over time, as unpleasant Players or Directors find they have fewer and fewer people willing to join them for a game, we felt it was better to address this directly right at the start of evryone's Horizon experience: Let's be considerate, so we can ALL have fun. This means several things:

Examples

Examples


  • Communicate with your group! Tell them what you want to do and listen when they share their own ideas. If they misunderstand your actions or intentions, be polite when you approach the matter; if you don't understand theirs, ask openly and try to keep things clear.
  • Never assume! If you need to know something about the setting, ask. The Director should be more than happy to answer your questions and provide more details. If it's important to know something about a Character, ask. Players should avoid being secretive in general, but this doesn't mean they have to share everything about their Character if it isn't relevant. Assumptions cause a great deal of confusion when it turns out they are wrong, especially if one person's assumption has been communicated to others without them realising it isn't fact. Asking questions is vital to understanding.
  • Work with your Director not against them! If they won't allow you to do something you want, it doesn't mean they're being unfair. Try to understand the reason first; there may be more to the situation than you realise, or your actions could be something that the Director didn't anticipate and could ruin the story. If this is only the first time, let it go. Encourage the Director to be straightforward about why they are disallowing your action, but remember it may be for reasons you will discover anyway if you play on!
  • Cooperate! Since everyone gets to play a custom Character, there will often be situations where the Characters in the story don't make any sense as a group. Just roll with it and have fun. Sometimes this will mean suspending your Character's persona slightly to keep the group viable. If you're playing a police officer, don't constantly breathe down the neck of the thief in your group. Find funny ways of looking the other way when they use their skills. Likewise, if you're playing the thief, at least be subtle about it; the Player with the police officer wants to play the game too. The best outcome is for Players to establish a rapport outside the game and agree to give each other room to play without anyone having to give up on their Character.
  • Don't be a jerk! Don't abuse other Players' Characters unless you have their explicit consent for you to play your Character in that way. It's not an excuse to say, “I'm just playing the part.” Surely you acknowledge when you create a Character that you're not planning to sit in a room by yourself, pretending to be a cat burglar from another planet, so if you want to be part of the group, then be a team player. Often times the least likely groups can also be the most fun! In the event that you really, honestly can't agree, ask the Director for an executive decision on who has the “right of way” in a given situation. The Director's word is final.
  • Don't hide things from the Director! Chances are, the Director only wants information about your Character so they can give you a better interactive experience, which is what you want, so don't ruin it for yourself. If you don't want other members of the group to know something secret about your Character, it's perfectly fine to ask for privacy before talking to the Director, but if you hide things from the person running your game, don't be upset when they refuse to let you use the things you were hiding.
  • Everyone plays a part in having a good game! Directors: never get used to saying, “no”. When your Players have an awesome idea, which only requires *slight* bending of the rules, really consider it. Roleplaying is about fun, not about sticking to the rules 100%. Don't punish ingenuity if you can avoid it; keep the game entertaining and the benefits will almost always come back to you. Happy Players are more fun and also more likely to respect your word on the occasions when you do need to say “no”. Players: Your Director has spent their time and inspiration to create an adventure for you. Please be respectful of their creation when playing, just as you would want them to be respectful of your Character. Maybe you don't like the story, or the way they run the game. Maybe the Director doesn't like the way you play your Character because it makes running the game a chore. It's perfectly fine to disagree, but approach this with a positive, problem solving attitude. Communicate and try to find common ground.


Mechanics


ACTION POINTS

Action Points, or AP, are the currency of action in Horizon: out of the ashes and represent the amount of useful activity produced when a Character tries to do something. When a Character uses their Skills, the effectiveness of the attempt depends on the number of AP they can generate. The more difficult an action is, the higher the required AP score will be, so the more AP a Character can generate the better.

In combat, every Character has 15AP to spend every round. This 15AP pool, called Turn AP, represents the passage of time during the fight, and several actions which are not normally measured, such as movement, may ONLY use this pool of AP. Any remaining Turn AP can be added to other test scores, such as attack tests etc. This represents that instead of moving, the Character has devoted their time for the round to focusing completely on another task, thus improving the result.

There are several actions that can only use the 15 Turn AP during combat. For more details, see the Combat Actions section in the Quick Reference Guide.

  • Movement
  • Reloading weapons
  • Switching Weapons
  • Picking up an object


TESTS

When a Character attempts an action, tests are the method for deciding whether or not they are successful. The basic concept is fairly simple; the more difficult an action is, the higher the AP Threshold, or in other words, the number of AP required to succeed. On that basis, the more AP a Character can generate, the more difficult actions they can accomplish. As a Character grows, they become stronger, allowing them to generate more AP for their desired abilities. There are several ways a Character can achieve this:

  • Path and Skill bonuses
    • Skills represent specific actions. When a Character wants to perform a given action, they will use the matching Skill. For example, if a Character wants to hack a computer, they would use the Interface Skill. The more ranks a Character has in the Interface Skill, the more AP they receive when testing on it, so the higher a Character's rank in a Skill, the more effective they will be. Most Skills grant a +2AP bonus per rank. In some cases, the bonus will be circumstantial, or even offer special effects, rather than an AP bonus. This is especially common with weapon Skills. A new Skill may be unlocked every level, or in other words, every 4 Skill Points spent on a Character, limited to Skills in an available Path. See Paths below. For more information on specific Skills and their effects, see the Skills List or for a more detailed guide on how Skills work, see the Skill Mechanics page.
    • Paths are families of related Skills and represent shared bodies of experience or learning. As such, every rank in a path provides a +1AP bonus to ALL the Skills in that Path. This is not as large a bonus as the +2AP bonus for a Skill, but since it affects all Skills in the Path, it's benefits are worthwhile, especially when a Character has multiple Skills in the same Path. Additionally, the rank of a Skill cannot exceed the rank of its path. For example, if a Character wants to have 2 ranks in the Interface Skill, which is used for hacking, they would first need to have at least 2 ranks in Tech Lore, since that is the Path for the Interface Skill. Note that all bonuses are cumulative. This means with Tech Lore 2 and Interface 2, the Character receives +2AP from Tech Lore for every Skill in the Path and a further +4AP from the Interface Skill itself. These add up to a total of (2 + 4 = +6AP) whenever the Interface Skill is used. Every Character starts with 2 Paths at Character creation, any additional Paths must be unlocked with Perks. This is important to note, because the Skills of a given Path can only be unlocked once the Path itself has been purchased. For more information on Perks, see the Perks page.
  • Traits and Dice
    • Traits represent the general strengths and weaknesses of a Character. Each Trait governs a different area of the Character's performance and improves their capabilities in that area with each rank. These areas are:
      • Focus - Improves intelligence and willfulness
      • Instinct - Improves social skills, awareness and reflexes
      • Physique - Improves speed and strength
      • Vigor - Improves resilience and tenacity
    • Unlike Paths and Skills, Traits don't provide fixed bonuses to a Character's abilities. Instead, when a Character makes a test, the Player rolls a number of dice depending on the rank of the Trait used. Almost every Skill falls under one of the four Traits listed above. Since Traits are very broad, every Trait benefits a wide range of Skills, but as a trade off, rolled dice are not as reliable as the fixed bonuses offered by Paths and Skills. Whenever a Player makes a test, they roll 1 die for each rank in the associated Trait, much like adding Path and Skill bonuses, but in this case bonus AP are only gained on odd-numbered results, such as 1, 3, 5 and so on. Dice that produce an odd-numbered result are called “scoring dice” and each one grants +2AP to the test, while non-scoring dice give no benefit. The semi-random bonuses from dice rolls add a degree of variability to tests, and have potential to give both the largest and smallest bonuses in the game, so it's important to put high ranks in the Traits a Character needs most. Traits also determine the available ranks for a Character's Passives. For more information on Traits and Passives or Character building, please see the Traits or Character Creation pages.