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Suited Free Sample Edition 5.1

This document provides an introduction and overview of the card-based tabletop roleplaying game Suited. It explains the core mechanics of character creation using a standard deck of cards and outlines three example settings - Noir, Post-Apocalypse, and Western.

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0% found this document useful (0 votes)
111 views22 pages

Suited Free Sample Edition 5.1

This document provides an introduction and overview of the card-based tabletop roleplaying game Suited. It explains the core mechanics of character creation using a standard deck of cards and outlines three example settings - Noir, Post-Apocalypse, and Western.

Uploaded by

Astronomical111
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 22

FREE SAMPLE EDITION!

Written and Developed By: Ted Pick Jr & Erin Johnson


Art Direction, Graphic Design, & Layout By: Erin Johnson & Ted Pick Jr
Playtesters: Justin Del Valle, Richard Molinar, Tyler Sivret, Joel Janssen, Aaron Sandifer, John Bransom, Alex Franco,
Joe Anderson, Tom Grimm, /u/percolith (Reddit), /u/wthit56 (Reddit), Tony Martinez, Nathan Han, Samuel Kim,
Truehazard, and Lyphon.
Thanks: Thanks go to Calvin Johns of Anthropos Games, for taking the time to sit down with a pair of new game
developers and talk shop.
Additional Thanks: We would also like to extend a very large Thank You to Aisling Kerwin. Her suggestion for the use
of Suit Stats instead of the typical DnD Stats was perfectly Suited. Thank you my friend.

This game is dedicated to everyone that has wanted to play a Tabletop RPG, but only had a deck of cards.

Suited Is a CC BY-NC-SA 4.0


Registered to Escape Box
Games
FREE SAMPLE EDITION!

Table of Contents
Welcome ……………………………………………. Page 1
The Playsets ……………………………………….. Page 2
Blank Character Sheets………………………… Page 3
Character Creation ……………………………… Page 4
Noir Playset Tables ……………………………… Page 6
Post-Apocalypse Playset Tables ……….…. Page 7
Western Playset Tables ……………..….……… Page 9
Playing Suited ……..…………………..…………….. Page 11
Example of Opposed Actions ………………. Page 14
Items …………………………………………………… Page 15
Non-Player Characters…………………………. Page 16
Welcome to !
Ted Pick Jr and Erin Johnson developed Suited over the course of a sixteen-hour drive from one side
of Texas to the other. Our goal was to create a game that was fast, fun, and could be easily played
with just a deck of cards. We wanted to make a game that could fit all forms of themes and genres,
so that no matter what mood you are in, you can play the game you want to play.
Somewhere between Balmorhea and Junction the rough mechanics of a game were formed, and
then over the course of nearly a year, turned into what you see today. We want to thank everyone
that took the time to create characters, play, and review our game, your support means a lot to us.
We also want to thank you for taking the time to download a copy of our game and read this section.

In order to get a game going all you need to do is:

 Designate one person to be the Game Master, in charge of running the game. They, and the other players
should read the rules located on pages 11 – 18.

 Select which themed Playset you are going to be playing from the list on Page 3.

 Players create their character using the rules on page 4, the chosen Playset’s Player table, and a regular deck of
playing cards (minus jokers).

 The Game Master then creates a quick adventure using the selected Playset’s Game Master table, having the
players flip the cards to determine the random elements. If you are playing Post-Apocalypse do this step first.

 BEGIN THE GAME! 

We hope that you have fun with Suited and look forward to hearing back from you. Should you have
any feedback, comments, reviews, or suggestions for the full-length release of the game please
contact us at: EscapeBoxGames@EscapeBoxGames.Com

You can also find us on Facebook: www.Facebook.com/Escapeboxgames


On Instagram or Twitter as : @Escapeboxgames

If you want to receive monthly emails about future updates and releases, be sure to sign-up for our
monthly newsletter on our website: www.EscapeBoxGames.com
The Playsets of
Suited is a universal system, allowing you to play nearly any genre of game. The heart of this universal system is the
Playset tables. Each Playset table is designed to allow players to create a randomly generated character that you can
pick up and drop into any game, novel, or movie that is based in the Playset’s setting. Playset tables are split up into
two sections, the Player’s table and the Game Master’s table.
The Player’s table focuses on quickly creating a unique character without too much fuss or hassle that is detailed
enough to provide hours of fun playing. The table consists of descriptor words from that setting people would use to
describe each other, items that can be found within that setting, and ideas on abilities and skills that set characters
from that setting apart from the regular folk.
The Game Master’s table focuses on creating randomly generated scenarios that fit inside of the chosen setting. Each
Playset’s Game Master table tend to vary from each other but they typically offer the Game Master with ideas for
Locations, Villains, Quest Items, and important NPCs. The Game Master table also includes a fill-in-the-blank
paragraph that creates the backbone of a 4-5 hour one shot game, as well as any special rules that setting includes.
The playsets included in this booklet are:
Noir – It’s 10 O’Clock at night in the city that never sleeps. A car backfires somewhere outside of the building and they
walk in, the client in need that you can’t say no to. In the Noir Setting players are thrust into the middle of a mystery
that they must solve before it leads to death, dishonor, and misfortune. Whether dealing with gangsters, corrupt
government officials, or crazed Lovers, players are in for one heck of a ride. The Noir playset is based off of films and
shows like Billy Wilder’s Double Indemnity, John Huston’s The Maltese Falcon, Boris Ingster’s Stranger on the Third
Floor, and Jack Webb’s Dragnet.
Example Player Skills: Analysing, Driving, Investigating, Observing, One Liners, Pick Pocketing, Shooting, and Stealth
Post-Apocalypse – The World as we know it is gone. Whether the Apocalypse was brought about by zombies,
weather, greedy corporations, or something else doesn’t matter. What truly matters is if you can survive in this cruel
new world. Players take on the role of survivors in a world that is devestated by one of thirteen common apocalypse
scenarios. This gritty playset should bring to mind George Miller & Byron Kennedy’s Mad Max, Kevin Reynold’s
Waterworld, George Romero’s Living Dead Series, and John Christopher’s The Tripods Series.
Example Player Skills: Punching, Scavneging, Driving, Raging, Hiding, Navigating, Intimidation, Repair, and Noticing
Western – Tell me pardner, are you a White Hat or a Black Hat? In the Western Playset players take on the role of
characters on the Wild West Frontier of the United States of America in the 1800’s. Whether helping save the deed to
the ranch, hiding the good stuff from the overbearin townfolk, or fighting off armed bandits and cattle rustlers, this
playset tends to desolve into a high-paced shootout on horseback across the desert. Western should bring to mind
Michael Chrichton’s Westworld, Sergio Leone’s The Good, The Bad and the Ugly, Fred Striker & George W. Trendle’s
The Lone Ranger, and even Johnston McCulley’s Zorro.
Example Player Skills: Ridin’, Shootin’, Lucky, Clumsy, Swimmin’, Lyin’, Drinkin’, Seducin’, Gamblin’, and Runnin’
Character Creation
Flip cards from the top of the deck until one matches the suit listed in the parenthesis for each part of the character below.
Any unused cards should go to the bottom of the deck. Shuffle the deck at the end of character creation.

For Suit Stats use the provided table below. Descriptors, Fame, Spades Bonus, and Starting Items are located on the Playset
Player’s Table that your group chose to play. We have provided three playsets for this free sample: Noir (p.5), Post-
Apocalypse (p.7), and Western (p.9).

SUIT STATS ( Flip ♣, ♠, , &  )


Copy ♣, ♠, , &  values off the table below using your flipped card face values. Details on what these Suit Stats mean can
be found on the next page.
Card Ace 2 3 4 5 6 7 8 9 10 Jack Queen King
Stat # 2 3 3 4 4 4 4 4 5 5 5 6 6

DESCRIPTORS ( Flip ♣ &  )


Use the Playset table to find your Descriptors, two words people use when asked to describe your character.

FAME ( Flip  )
Fame is always equal to the face value of the flipped  and represents how well-known your character is and their starting
wealth. When buying something, flip a card, if the flipped card is less, or equal to your fame you can afford it.
Characters with Fame 8+ must jot down a Reason for why their character is so well-known.
Fame is Scaled: 1 (Unknown) thru 13 (Known-by-All).

SPADES BONUS ( Flip ♠ )


Copy your Spades Bonuses from the chosen Playset table. Spades Bonuses are special abilities that your character has that will
usually grant you a free starting skill as well written as Gain <Skill> +2. Write the free skill in the Skills section.

STARTING ITEMS ( Flip ♣, , &  )


Every character starts with three items generated randomly from the playset items columns, enough money/resources for a few
days, & one set of purely cosmetic clothing. Some Spades bonuses allow starting with more than three items.

SKILLS
Characters begin the game with at least 3 skills. These skills can be anything you want (ex: being cunning, driving, traps, etc.).
You begin with 7 points of skills; each point gives +1 to a skill, but no skill may start higher than +3 and skills that could apply to
every action (Ex: Lucky) are capped at +1.

Health
20 points unless a Spades Bonus lets you
start with more.

Unconscious
When you take more damage than your
health total you fall unconscious. You only
wake up once your total damage is less
than your regular health total.

Death
When your damage is greater than double
your health (40 damage for most
characters) your character dies and it is
time to make a new character.
Character Creation Breakdown
Now that you’ve glanced over the character creation process on the previous page, let’s have a breakdown on what
character creation looks like. On the left side of this page we walk through each step of creation, with an example on
the right side of what it looks like in real life using the Noir Playset table.
We’re going to start by naming our Character “Jim Atherton”, and writing “Noir” in the Playset line.
Time to give Jim Atherton his core statistics. Each SUIT
Suited can be played with many decks, but we suggest using
STAT is rated from 2-6: 2 is extremely below average,
only a single deck for character creation in order to prevent
4 is average, and 6 is extremely above average.
overlap.
The first Suit Stat is ♣, which represents Jim’s Health,
Strength, and Stamina. Whenever Jim needs to soak Flipping cards from the deck the first ♣ we reach is the 5 of ♣s,
up damage, punch something, hold his breath, or use referencing the stat column tells us Jim Atherton’s ♣ stat is 4
brute strength/power, his go to stat will be ♣. (Average).

Next, we do the same thing for ♠, which represents


Jim’s Speed, Flexibility, and Hand-Eye Coordination. Continuing to flip cards from the deck the first ♠ we get is the
Anytime Jim needs to run, dodge, shoot, drive, defuse Jack of ♠s, referencing the stat column tells us Jim Atherton’s ♠
a bomb, or anything requiring precision/finesse ♠ will stat is 5 (Slightly Above Average).
be what he goes with.

Moving on we come to , which tells us how Continuing to flip cards from the deck the first  we get is the
mentally fast on his feet Jim is. Can he notice small
Ten of s, referencing the stat column tells us Jim Atherton’s 
details? Is he able to solve puzzles? How clever is he?
stat is 5 (Slightly Above Average).
Any time there is a need for quick mental action and
wits  will be what is called for.

Finally, we discover Jim’s , or his ability to make a We need our last stat and resume flipping and the first  we get
connection with people. Any time Jim is using his is the Ace of s, telling us Jim Atherton’s  stat is 2 (Extremely
words, charm, or natural charisma  will tell us how Below Average).
successful he is at it.
The next step in creating your character is determining Flipping one card each from the ♣ &  decks we get an Ace of
their DESCRIPTORS. Descriptors are words other
♣s and Jack of s. Referencing the descriptor columns in the
characters and players in the game would use when
Noir Playset player’s table tells us Jim Atherton is commonly
talking about your character. We use these as an idea
described as being, a “Sleaze” and “Deadpan”.
of how to roleplay our character’s personality. Please
note that you do not get the items, only the descriptor!
Flipping from the deck until a  shows we end up getting a 9 of
Step three is finding out Jim’s FAME. Fame tells us
s. Since Fame is always equal to the face value of the card, that
how well known your character is in the game
means Jim has a Fame of 9. He is well known around the game
location, as well as how wealthy they are. If your fame
location!
is 8 or higher, you should jot down an idea on what
made the character so well-known. Since Jim’s fame is higher than 8 we need a reason for him to be
known. We are going to say Jim was a racer, the faster the
Anytime your character wants to buy something, flip a
better, but in his pursuit of speed and the thrill of the chase he
card. If the face value is lower than or equal to your
got caught up in a nasty car chase with the cops that ended in a
fame you can afford it this time. You can also flip to
fatality. His career was ruined, and he was never the same
find out if an NPC recognizes your character.
afterwards.
Time for the SPADES BONUS. The Spades Bonus is a
special ability that your character gets at character Jim is about to become someone special, something that sets
creation. Many times, Spades Bonuses will also him above the regular guys & dolls of our Noir world. Flipping
include a free skill that your character receives as well. until we get a ♠ gives us a 9 of ♠s, referencing the ♠ column in
Write down the special ability in the Spades Bonus the Noir player’s table tells us Jim Atherton has an “Ironclad
section of the character sheet and place the free skill Liver”. This ability gives him a free skill in drinking and makes it
in the Skills section of the sheet. so alcohol has no effect on him unless we want it to!

Jim is nearly done, now we just need to get him his


STARTING ITEMS. Each character begins play with
food & water for a few days, something to carry it all
in, one set of purely cosmetic clothing of your choice, Jim is a hard-drinking man we now know, but what sort of items
and three randomly determined items (sometimes does he keep on himself? Flipping one card each from the ♣, ,
more depending on your spades ability). &  decks we get a 9 of ♣s, 3 of s, and 5 of s. Consulting the
Each starting item has a notation after it showing + #. final column in each suit’s section on the Noir Playset player’s
Anytime your character tries to do an action in which table tells us Jim has: A Heavy Wrench +1, A Noisy Motorbike +2,
one of their items could be useful, they get a bonus to & A Hip Flask of Whiskey +1.
their action equal to the number listed after the item.
Only one item can apply to any single action.

SKILLS are what your character is good at doing. When


creating a character, you have seven points to spread
Time to make Jim into a real person with skills and a
amongst any skills you want your character to have.
background! Our Ironclad Liver gave Jim the “Drinking +2” skill
Each point buys your character +1 in the skill. Keep in
already, so we know he enjoys his drink. We also know that he
mind that if your Spades Bonus gave you a skill, you
was a famous racer so he should have some skill at driving. Let’s
get the listed skill for free but to increase it further will
use two of our seven points and give him “Driving +2”.
cost one of your seven points. Skills can be anything,
but extremely generic skills that could apply to every
action (Ex: Lucky) are capped at +1. No skill can have Five points to go, we’ll say Jim likes engines, makes sense with
more than a +3 bonus. his background, so we’ll give him “Mechanics +2”. Jim is also a
bit of a drunk and probably gets into frequent bar fights, so our
We highly recommend having an attack and defensive
last three points will give us “Brawling +3”.
skill; if you can combine them into one, all the better!

Jim Atherton – Shamed Racer Ted

Noir World Sleazy Deadpan


9 Famous racer who killed someone 20 20
4 5
Ironclad Liver - You do not feel the effects of
5 5 drinking alcohol unless you wish to.

Brawling +3 Heavy Wrench +1


Drinking +2 Noisy Motorbike +2
Driving +2 Hipflask of Whiskey +1
Mechanics +2
: Noir Player Table
 Descriptor Item  Fame Item

Ace Hard-Boiled Pack of Cigarettes +1 Ace 1 Tommy Gun with a Full Drum +3

2 Shadowed Lucky Lighter +1 2 2 Shiny Rolls Royce +3


Tough as
3 Nails
A Bottle of Pain Pills +1 3 3 Noisy Motorbike +2

4 Cynic Pouch of Smoking Tobacco +1 4 4 Pump-Action Shotgun +2


5 Hopeful Hip Flask of Whiskey +1 5 5 3 Sticks of Dynamite +3

6 Repentant Bag of Marbles +1 6 6 Light Machine Gun +3

7 Soulful Thick Gloves +1 7 7 Unreliable Car +1

8 Foxy Motorbike Helmet +1 8 8 Decommissioned Military Jeep +3

9 Amoral First Aid Kit +1 9 9 A Large Wallet of Cash +3

10 Old Handcuffs +1 10 10 Police Badge +2

J Deadpan Camera with Flash +2 J 11 Bulletproof Vest +3

Q Jerk Magnifying Glass +1 Q 12 Fingerprint Kit +2

K Mysterious Lock pick Kit +1 K 13 Doctor's Surgery Kit +3

♣ Descriptor Item ♠ Spades Bonus


Tall Drink O' Water - Gain +2 Seduction. Twice per game you may seduce
Ace Sleaze Snub-Nosed Revolver with 20 rounds +1 Ace a Minion NPC for free.
Well Educated - Gain Research +2. Twice per game you can recall a
2 Innocent Boot Knife +1 2 useful piece of information you've read.
Connections - Gain Gather Info +2. Twice per game you may claim to
3 Naïve Baseball Bat +1 3 know a helpful minion NPC.
Gut Feeling - Gain Notice +2. You can never be ambushed, as something
4 Optimistic Pistol with 20 rounds +2 4 in your gut feels off and warns you before the attack.
Nose for Lies - Gain Read Emotions +2. Twice per game you may ask the
5 Loyal Bowie Knife +2 5 GM if an NPC is lying.
Eavesdropper - Gain Listening +2. Twice per game you can perfectly
6 Ambitious Brass Knuckles +1 6 recall anything you have heard.
Lead Foot - Gain Driving +2. Once per game when in a vehicle chase,
7 Kind Heavy Flashlight +1 7 ignore any penalties that occur for the entire chase.
Crocodile Tears - Gain Guilt Trip +2. Twice per game you can fully distract
8 Obnoxious Semi-Auto Rifle with 20 Rounds +2 8 a minion NPC with your tears.
Ironclad Liver - Gain Drinking +2. You do not feel the effects of drinking
9 Tired Heavy Wrench +1 9 alcohol unless you wish to.
Heavy Knuckles - Gain Brawling +2. Twice per game you may knock out a
10 Slob Silenced Pistol with 10 rounds +1 10 minion NPC without making any combat flips.
Patsy - Gain Lying +2. Once per game you may convince a non-Boss NPC
J Humble One-shot Derringer with 5 shots +1 J that someone else is at fault without flipping for it.
Sidekick - Gain Shout Orders +2. Start play with a Minion NPC designed
Q Chatty World War One Trench Knife +2 Q with GM approval that acts under your command.
Tough Talk - Gain Intimidate +2. Twice per game you may intimidate a
K Independent Length of Piano Wire +1 K Minion NPC without flipping for it.
: Noir Game Master Table
Villain Villain’s Main Crime What Happened? What was Lost?
Ace County Judge Drug Trafficking Ace Was Killed A Printing Plate for Large Bills
2 Police Chief Embezzlement 2 Was Kidnapped A Family Heirloom
3 Head of the Labor Union Blackmail 3 Was Mugged An Incriminating Letter
Some Awkward to Explain
4 CEO of a Large Company Kidnapping 4 Has Disappeared
Photographs
5 Heir of A Rich Family Murder 5 Was Arrested Their Prize Pet
6 Local Senator Money Laundering 6 Was Struck by a Car A Suitcase of Bearer Bonds
7 Head of the Local Mafia Loan Sharking 7 Has Flown the Coop Their Bosses Car
8 Owner of a Local Bar Illegal Gambling 8 Ran Off with Someone A Purebred Race Horse
Owner of the Foreign
9 Protection Rackets 9 Was Found Unconscious A Secret Formula
Laundromat
10 Head of the Sweat Shops Counterfeiting 10 Was Blackmailed The Evidence
J Local Card Sharp Fencing Stolen Items J Got Blackout Drunk The Office Safe
Q Mayor Illegal Fight Rings Q Was Seduced Their Child
K Local Priest Human Trafficking K Was Drugged A Valuable Work of Art

Location Clues The Client


in The Chinatown The Tearful Dame, a lovely lady who has been worn down by the
Ace A Ripped Newspaper Ace
Apothecary hardships of life and raising a family
at the Cleaners on 8th The Shifty Stranger, a man that can’t seem to sit still and jumps
2 A Muddy Shoe 2
Street at every noise outside the window
3 Behind Danny's Pub A Dry-cleaning Receipt 3 The Eager Kid, wet behind the ears and easily excitable
Cutting through the Alley An Unusual Bullet The Strung-Out Detective, he’s been on the force for a long
4 4
off 21st Street Casing while and seen more of the world than he wants
5 Down at McKleary Park A Bloody Handkerchief 5 The Man with the Money, rich and entitled
Staying at The Golden The Woman with the Perfume, red dress, long hair, eyes that
6 A Single Driving Glove 6
Macaw, Room 213 burn, and legs that never stop
In 525 Blackjack Rd. The Man with the Gun, professional and patient dressed
7 A Bent Golf Club 7
Apartment 13 somberly in a muted suit and tie
Visiting Sheila's The Hooker with a Heart of Gold, she’s been used roughly by life
8 A Smudged Letter 8
Gentleman's Club but hasn’t let it tarnish her integrity
Shopping at the Fish A Broken Camera with The Drunken Bum, he may smell but his money is just as good as
9 9
Market Film the next persons once cleaned off
In the Portabello Lane The Shady Pawn Broker, seller of broken hopes and dreams and
10 A Scrap of Torn Cloth 10
Pawn Shop always looking to cut a good bargain
at The Offices of Smith, An Envelope marked The Nosy Reporter, ambitious and eager for the next big scoop
J J
Smith, and O'Henry "TOP SECRET" and not willing to take No for an answer
in the Penthouses on the The Humble Clergyman, quiet and calm but ashamed at having
Q A Broken Watch Q
Gold Coast to rely on Earthly help for his problem
Outside the Scrapyard on The Hustler, bright green suit, fast-talking and so smooth he
K A Tattered, Blonde Wig K
the Edge of Town could sell a television set to the Amish

Fill in the Blanks Below from the Above Tables to generate a Quick Adventure:
(Client)'s relative (What Happened?) while they were (Location), and now (What was Lost?) is missing. They think that the (Villain),
which the town gossip rags say is eyes deep in (Villain’s Main Crime) is responsible but have no proof. The only clues that will become
available over the course of the investigation is (Clues) and (Clues). Solve this and hit the big times!
: Post-Apocalypse Player Table
 Descriptor Item  Fame Item

Ace Righteous Kevlar Gloves +1 Ace 1 Fast, Pristine Vehicle with Gas +3

2 Spastic Radiation Suit +1 2 2 Rocket Launcher (one Shot ) +3

3 Motormouth Rusty Chainmail Shirt +1 3 3 Complete Medical Kit +3


4 Solid Shin Guards +1 4 4 Militarized Heavy Vehicle +3
5 Brainiac Mechanics Kit +2 5 5 Roll of Pre-Apocalypse Money +1

6 Reptilian Bandages +1 6 6 A Cared-for Leatherman +2

7 Ballsy 5 Gallons of Gas +1 7 7 Full set of Ballistic Armor +3

8 Pure Bottle of Pain Killers +1 8 8 Unreliable Sports Vehicle +1

9 Bland Football Helmet +1 9 9 A Chainsaw with Gas +3

10 Caring Week supply of MREs +1 10 10 A Riot Shield +2

J Foxy Football Pads +1 J 11 Well-Maintained Sports Vehicle +2

Q Shiny Length of Rope +1 Q 12 A Working GPS Unit +2


Week supply of Water Purification
K Legit
Tablets +1
K 13 A Machine Gun (5 clips) +3

♣ Descriptor Item ♠ Spades Bonus


Gearhead - Gain Vehicle Repair +2. Twice per game you can automatically fix a
Ace Fanatic A Sharp Machete +2 Ace mechanical problem without flipping for it.
Rabbity - Gain Flee +2. Once per game you may remove yourself from a chase
2 Explosive A Sawed-Off Shotgun (20 Shots) +2 2 and automatically escape without flipping for it.
Thick Skinned - Gain Block +2. Add your ♣ Stat to your Health Total. Your
3 Maggot A Two-Handed Katana +2 3
health is now the new number, and not 20.
Bone Mender - Gain First Aid +2. When healing someone else, flip 2 cards and
4 Crybaby ABent Lead Pipe +1 4 choose which one you wish to keep.
Survivor - Gain Hunting +2. Due to your time surviving outdoors, you cannot be
5 Bland A Baseball Bat with Barbed Wire +2 5 ambushed or caught off guard.
Scavenger - Gain Scavenge +2. Once per game you may claim a found item is
6 Airhead A Clean Pistol (20 Shots) +2 6 one bonus point higher than it really is (+2 instead of +1).
Underling - Gain Imposing +2. Start play with a Minion NPC designed with GM
7 Glutton A Sturdy 2x4 with Nails +1 7 approval that acts under your command.
Resourceful - Gain Barter +2. When creating your character, start with an extra
8 Rockheaded A Large Wrench +1 8 ♣, , &  item so that you have 6 items instead of 3.
A Scoped Hunting Rifle Smooth - Gain Convincing +2. Twice per game you can befriend a Minion NPC
9 Bloodthirsty
(20 shots) +2
9 after roleplaying the talk without making any flips.
Fate Shift - Gain Lucky +1. Twice per game you may ignore a card you flipped
10 Savage A Tire Iron +1 10 and flip a new card. You may choose which result to keep.
A One-shot Derringer He did it! - Gain Lying +2. Twice per game you may convince a
J Humble
(5 bullets) +1 J non-Boss NPC that someone else is at fault without flipping for it.
Inventor - Gain Jury-Rig +2. Once per game combine 2 items, adding their
Q Childish A Knife with Brass Knuckles +2 Q bonuses together, into one new item with a max bonus of +3.
Hulking - Gain Intimidate +2. Twice per game you can intimidate a Minion NPC
K Independent A Length of Piano Wire +1 K without having to make any flips for it.
: Post-Apocalypse Game Master Table
Mission Item Objective Location Villain
A Harem of Fertile A Crazed Ex-Noble with scary amounts of
Ace A Broken Smartphone
Men/Women
Ace Utopia
manservants
2 A Shiny Rock The Cure 2 Guttown A Morally Ambiguous Mad Scientist
An Unpolluted Source of A Social Justice Warrior with delusions of
3 A Rusted Hubcap
Water
3 The Hub
grandeur
4 An Old Map A Stockpile of Clean Food 4 The Garden A Speed-Obsessed Stunt Driver
5 A Flower Mid-Bloom The Tribe 5 Hazardmoor A Murderous Madman
6 A Jar of Sand The Key to The Pristine Lands 6 Boomtown A Tyrannical Despot
An Unlimited Source of
7 A Ring of Keys
Energy
7 The Bordermarsh An Overprotective Artificial Intelligence
A Stockpile of Hi-Tech
8 A VHS Tape
Pre- Apocalypse Weapons
8 The Dumps A Pompous Windbag of a General

9 A Scrap of Tattooed Skin A Reserve of Fuel 9 Killville A Masochistic Marauder


An Unexploded Nuclear An Apologetic Religious Leader set on cleansing
10 A Secret Drawer
Bomb
10 Nuclear Falls
the world
J A Piece of Jewelry The Information J The Deeps A Flashy Gang Leader
Q A Briefcase The Answer Q Quarantine A Hot-Tempered Firebug
K Some Cracked Binoculars The Child K The Deathzone A Cold & Calculating Killer

Descriptor Deus Ex Machina The Setting


Desert Wasteland. Almost all of the drinkable water has dried up,
Ace Suicidal The Old Man in the Mountain Ace making it a very precious commodity in this parched world.
The Woman Deep in the Flooded World. When the polar ice caps melted and water took over the
2 Ravenous
Swamps
2 Earth it left humanity with only islands to live on.
Zombie Apocalypse. What do you do when the dead won’t stay dead and
3 Chemical Junkie The Man with the Chaps 3 whatever is causing it is extremely contagious?
Nuclear Fallout. After the dirty bombs stopped falling everything was
4 Fanatical The Lady on the Lake 4 covered in radioactive fallout and mutants.
Final Plague. Ten years ago a plague killed off 90% of the population of
5 Radical Images of the Past 5 the world, since then everyone tries to make do.
Underground Caverns. When the surface becomes deadly to all forms of
6 Gluttonous The Ghosts of the Plains 6 life, obviously the best course is to live underground.
Social Anarchy. They took out the corporations first, then the
7 Hardcore The Veterinarian 7 government, and now everything is controlled by the gangs.
Great Extinction. Something killed off all of the animals on the planet,
8 Barbaric The Final Six 8 now everyone is either a vegetarian . . . or not.
Final Fill-Up. All of the fossil fuels were used up, solar didn’t work out, &
9 Mechanical The Junker King 9 no one could crack Fusion, at least we have wind?
Sudden Storms. Something happened to the atmosphere & now deadly
10 High-Speed The Taxi Man 10 storms rage across the planet non-stop.
Alien Invasion. It turns out that the scientists who claimed alien
J Brain dead The Mushroom Prophet J intelligent life would come in peace were dead wrong.
Robot Overlords. Turns out that giving Artificial Intelligences super-
Something in the Secret
Q Deadly
Hideout of the Dragoon
Q powerful robot bodies that can be powered by a human’s energy field
was a bad idea . . . who knew?
10th Ice Age. Cold can be deadly, especially when you think that you have
K Treacherous The Contents of the Vault K a Global Warming issue . . . Not a Global Freezing one.

Fill in the Blanks Below from the Above Tables to generate a Quick Adventure:
When a survivor of the (Setting) thrusts (Mission Item) into your hands, saying you’re the only chance humanity has and you gotta get to
(Objective) hidden in (Location) . . . you don’t really get much say in the matter. Especially when they were being chased by (Villain) and
their (Descriptor) horde. Hopefully (Deus Ex Machina) can help?
: Western Player Table
 Descriptor Item  Fame Item

Ace Grumpy Dented Mess kit +1 Ace 1 Healthy Stallion +3

2 Lilly-Livered Fire-starting Kit +1 2 2 Pouch of Gold Nuggets +3

3 Sneak Marshal's Badge +2 3 3 Well-Maintained Shotgun with 10 rounds +3


4 Righteous Thick Leather Duster +1 4 4 A Satchel containing 10 Sticks of Dynamite +3
5 Good'Un 20 rounds of ammunition +1 5 5 Gunsmithing Kit +3

6 Highfalutin Length of Rope +1 6 6 Slow Covered Wagon +1

7 Cantankerous Thick Canvas Tent +1 7 7 A Famous Native Chieftain’s War Club +3

8 Rascally Under the Shirt Money Vest +1 8 8 Sickly Nag +1

9 Crow Bait Map of the Region +1 9 9 Strong-backed Mule +2

10 Promiscuous Set of Blacksmith Tools +2 10 10 High-Wheel Bicycle +2


A Week of Trail
J Calculating
Rations +1
J 11 Doc's Bag +3

Q Proud Silver Flask of Moonshine +1 Q 12 Heavy, Metal Breastplate +2


Marked Deck
K Cheat
of Cards +1
K 13 Fast Horse and Buggy +2

♣ Descriptor Item ♠ Spades Bonus


Cared-for Revolver with 20 Mountain Man - Gain Trap Making +2. You automatically know about local
Ace Obsessed
bullets +2 Ace animals and the best ways to hunt them without flipping for it.
Gambler - Gain Gambling +2. Once per game you may look at the top three
2 Loco Calvary Saber +2 2 cards of any one deck and arrange them in any order you want.
Snake-Oil Salesman - Gain Fast-Talk +2. Twice per game you may convince any
3 Randy Bowie Knife +2 3 non-Boss character something is true.
Old Blood - Gain Arrogance +2. You automatically know about historical political
4 Varmint Bow with 20 Arrows +1 4 ties and family scandals without flipping for it.
Holistic Healer - Gain Holistic Healing +2. You automatically know about local
5 Foreign Brace of 6 Throwing Knives +1 5 plants and their different uses without flipping for it.
Schemer - Twice per game you can add +3 to your Action Result but must
6 Crusty Well-used Hatchet +1 6 explain how your planning ahead of time gave you the bonus.
Quick Draw - Gain Perceptive +2. Twice per game you may take one free action
7 Salty Lasso +1 7 before everyone else on the first round of initiative.
Bolt-Action Rifle with Bayonet Barkeep - Gain Seduction +2. Twice per game you may automatically distract
8 Carpetbagger
(10 Bullets) +2
8 someone without flipping for it but must roleplay it.
Miner - Gain Brawling +2. You automatically know about local geology, cave
9 Skunk Throwing Tomahawk +1 9 systems, and mining equipment without flipping for it.
Bounty Hunter - Gain Ambush +2. Once per game designate one NPC of any
10 Dandy Mining Pickaxe +2 10 level as your Bounty, gain +3 to action results against them.
Winchester Rifle Raised by Natives - Gain Stealth +2. After a short survey, you can automatically
J Scary
(20 rounds) +2 J know the best way to quietly enter a location.
One Shot Derringer Soldier - Gain Riding +2. When looking at a weapon you automatically know the
Q Savage
(5 bullets) +1 Q item bonus and quality of it without flipping for it.
Law Man - Gain Investigate +2. Twice per game, you may ask the GM one
K Warmonger Straight Razor +1 K specific question related to the game that they must answer.
: Western Game Master Table
Villains Villain’s Contact Problems 1 Problems 2
Ace An Opium Gang The Woman Ace Foreign Business A Giant Grizzly Bear
2 A Tribe of Natives The Scary Weapons 2 Railway Construction A Native Medicine Man
3 A Posse of Outlaws The Herd 3 Mine being Dug Lights in the Hills
4 A Railroad Gang The Property Deed 4 Sheriff in Town Weird Weather Patterns
5 A Rich Businessman The Gold 5 Oil Well being Drilled A Wild Mountain Man
6 The Local Judge The Bounty 6 Inventor in Town Shadows in the Woods
7 Rowdy Prospectors The Man 7 Fast-Talking Salesman A Jackalope
8 Cattle Rustlers The Relic 8 Church being Built Strange Desert Noises
9 A Foreign General The Train 9 City-Folk in Town Odd Designs in the Fields
10 A Big Fancy Politician The Good Stuff 10 Homesteading Family Missing Children
J The Sheriff & Deputies The Information J Iron Mule Acting Up Graves being Dug Up
Q A Travelling Carnival The Answer Q Schoolmarm in Town Whispers in the Dark
K A Fiery Priest & his Flock The Child K Army Fort being Built Rivers Drying Up

Mission Item Location The Twist


The Bounty Hunter - Your Posse has a bounty on their heads
Ace A Burnt Treasure Map Paradise Ace and a Boss-Level Bounty Hunter is after you!
A Masked Man - Who is that masked man, and why in the world
2 A Fossilized Bone The Badlands 2 do they keep following you?
Snakes in the Grass - Somehow the posse keeps stumbling into
3 A Mummified Finger El Aqua 3 dangerous animals. Watch your Step!
A Deadly Mob – Someone is stirring up the village folk into a
4 A Nugget of Fool's Gold Fort Brown 4 frenzy! Can the group defuse the situation?
A Second Posse - There is a second posse of Minion & Mid-Boss
5 A Bent Horseshoe Crow's City 5 NPC’s that keeps showing up at bad times.
A Letter in a Foreign A Mexican Standoff - You never know when someone else is
6 Buzzard's Bluff 6 going to draw a gun on you, or your partners.
Language
A Stampede – The cattle are unexpectedly stampeding through
7 A Broken Pocket Watch Ragport 7 town for some reason! Don’t get gored!
A Crack Shot - The (Villain) has a Mid-Boss that is an Expert
8 An Excitable Chihuahua The Mesa 8 Sniper. Try not to lose your heads!
A Bait & Switch - Is the (Villain) they’re after really the right
9 A Bloodstained Blanket Silent Rock 9 one? Flip 2 (Villain) during mission generation.
A Black Hat - A player is secretly the (Villain). Each player draw
A Torn and Bloody Shirt
10 El Dorado 10 1 card & silently pass it to the GM. High card is Villain & gains
Stained with Honey Boss-NPC Stats for the end scene.
A Bar Brawl - Someone looked at someone else the wrong way
J Smudged Orders Casa del Fuego J and soon the tables will be flying!
A High Noon Duel – There’s always a duel happening in these
Q A Frayed Noose Chapel Q tales, but what sort of duel will it be!?
The Storm of a Century - A storm is coming, and it will hit at the
K A Bottle of Bitter Wine Desperation K worst possible time. Try not to blow away!

Fill in the Blanks Below from the Above Tables to generate a Quick Adventure:
A true western tale don’t normally start with the discovery of (Mission Item). Nor does it usually end up leading to (Villain), rumored to
be involved with (Villain’s Contact) from (Location). And of course there’s also the new (Problems 1), (Problems 2) reported by some
locals, and if that weren’t enough this tale also includes (The Twist). Now saddle up!
Playing
Suited is designed to be played with as little as a single TIES
deck of cards but can use as many as you wish. Suited Resolve ties in the order of , , ♣, ♠. In the case of
is also meant to be played in a narrative style, focusing the same card being flipped when using multiple
more on the story than card flips. decks, flip another card with the higher face value
acting first, but using the original flipped card for
The Players take on the role of the characters that they calculating the Action Result total and Initiative turns.
created, describing everything the characters do during
gameplay and speaking for them when interacting with INITIATIVE
When starting combat every person flips a card from
Non-Player Characters (NPCs) and other player
the deck and takes turns from high card to low. Once
characters.
each turn is done, everyone flips new initiative cards
The Game Master represents any NPCs that the Players for the next round of combat.
interact with during the game. The Game Master also
HOLDING AN ACTION
describes the world around the Player’s Character and
A character choosing to wait and go later in the
helps them run through the one-shot mission that was
initiative order flips over their initiative card. When the
randomly generated during character creation.
character takes their action flip the card back over and
Anytime a Character attempts an important action that take their action as normal. If no action is taken before
can fail horribly is when the Narrative style needs a the end of the initiative order, discard their card and
little help in deciding if the character succeeds or not. draw a new one at the start of the next initiative
This is when the deck of cards comes into play. round.
TAKING ACTIONS ACTION RESULTS & CRITICAL RANGES
When an important action can fail, flip a card from the deck. These numbers are designed to give everyone an
Add the flipped card’s face value (Aces are 1, Jacks 11, idea of how high an Action Result should be for a
Queens 12, and Kings 13) with the character’s most success at varying difficulty levels:
relevant Suit Stat value (p.5), skill rating (p.6), and item
bonus value (p.6). The character’s ACTION RESULT is 1 – 7 = Critical Failure: Always fails when not an
the combined total of all the above values. opposed action and turns the flipped card into the
Negative Flavor Effect Suit.
CARD SUITS add flavor to the action. If you flip the 8-10 = An easy task for a skilled person with no tools.
same suit as the Suit Stat you are using in the action
then you gain a Beneficial Flavor Effect (p.27). If you 11-13 = An easy task for a skilled person, or a person
flip the same color but opposite suit you receive a with the right tools.
Negative Flavor Effect (p.27). If the card is the 14-16 = A tough challenge for a skilled person with
opposite color, then no flavor effect occurs. The Game some tools.
Master decides what the flavor effects are, but players
may make suggestions. 17-19 = Only a skilled person with proper tools should
have any chance of success.
RETRYING ACTIONS
20-21 = Only a very lucky person with proper tools and
Characters may retry an action they have failed only skills should have any chance of success. Usually must
once. When a player character retries an action, they be aided by an ally in order to succeed.
have a -2 penalty to the attempt.
22+ = Critical Success: Always succeeds when not an
opposed action and turns the flipped card into the
Beneficial Flavor Effect Suit.
COMBAT ACTIONS: ATTACKS, DEFENSE, & DAMAGE compared against the Opposing Group Leader’s Action
1. The Attacker describes their attack and calculates Result to determine if they are 5 points ahead or not.
their character’s Action Result. Character’s in a group that are not the Group Leader
may use the Aid Another action to attempt to increase
2. If the Defender is aware of the incoming attack,
the Group Leader’s total Action Result.
then they describe their defense and calculates
their character’s Action Result. If the Defender is OPPOSED ACTIONS: SOCIAL COMBAT
unaware of the attack their Action Result is 4. Social Combat occurs when a character is trying to
force an NPC to do as they wish without resorting to
3. Compare the two Action Results, the character
violence. Social Combat uses opposed action rules, but
with the higher Action Result wins. The character
at the end of the action the winners gain a point of
with the lower Action Result takes the difference
fame (max of 13) and all others opposing them drop a
between the two Results in damage.
point (minimum of 1). Fame gain & loss only occurs
COMBAT ACTIONS: MULTIPLE TARGETS against Mid-Boss and Boss Level NPCs.
It is possible to attack multiple targets on a single turn
Social Combat must be roleplayed. Player’s must speak
but there are a couple of downsides to it:
and argue for their characters on each turn, while the
1. Each target after the first causes an additional -1 Game Master does the same for any NPCs involved.
penalty to your action.
AID ANOTHER
2. The Action Result is opposed by the strongest
There are times when you really want to see another
targeted enemy. Other targets may sacrifice their
character succeed in what they are attempting to do.
turn to use the Aid Another action on this flip.
You may use the Aid Another action before, or after an
3. The end damage result is either dealt to all targets
Action Result is determined, allowing you to boost an
or dealt by all targets to the attacker. That means if
ally’s Action Result a few points higher than it would
you target three Minions and lose the flip by 3
have been. To Aid Another, you must describe how
points then each minion does 3 points of damage
your character is trying to help. If you are in combat,
to you for a total of 9 points.
then only people that have not acted may aid, they
OPPOSED ACTIONS: ONE ON ONE CONTESTS must discard their initiative card and forfeit their turn
When there is just one character competing against to try and aid. Flip a single card from the deck, the suit
another player outside of combat the winner is of the card will determine how helpful you were;
determined in a manner similar to combat, with each
character describing their actions, flipping Action  = Huge Help! (+2 Bonus to Action Result)
Cards, and comparing Action Results. Instead of
dealing health damage to end the action, the opposed
 = Some Help. (+1 Bonus to Action Result)
action does not end until one character’s Action Result ♣ = Didn’t Help, Didn’t Hinder.
is 5 points higher than the other involved character. If
neither character’s Action Result is 5 points higher the ♠ = In the Way! (-2 Penalty to Action Result)
contest continues and the character with the highest HEALING DAMAGE
Action Result gains a bonus to their next flip equal to An injured character may be healed once per real-life
the difference between the two highest Action Results. hour. Healing counts as a  action and you may add
These bonuses only last until the end of the next flip, one skill and one item bonus to the flip. The Action
with the new highest character getting the bonus next. Result is how many points of damage is removed from
the injured character.
OPPOSED ACTIONS: GROUP CONTESTS
When there is more than one character in the same OUT OF CARDS
opposed action that are on the same side, designate Whenever a deck of cards runs out just shuffle the
one of them as Group Leader for the Opposed Action. discard pile and use it as the new deck.
The Group Leader’s Action Result will be the number
14
ACTION CARD FLIP FLAVOR EFFECTS:
One of the unique things about Suited is the use of Beneficial Flavor Effect Examples
flavor effects that affect the gameplay and story of the
game. Whenever a card is flipped, if the suit of the COMBAT
card matches the suit of the action then something • Extra damage rolls onto another Enemy
beneficial happens for the character. If the color of the • A Minion NPC (or two) is downed
card is the same color as the suit of the action but is • An enemy is hit by a ricochet
the opposite suit, then something negative happens • Somehow their weapon is reloaded
for the character. This means that it is fully possible for
a player to succeed in an action, but have a negative SOCIAL
side-effect occur in the process of succeeding. It is • The Opposing Speaker gets something
equally possible that a player can fail an action, but still distracting on their shirt
• The Speaker sways someone to their side
have something beneficial happen.
• Gain an insight on the Opposing Speaker
An example of suit flavor effects in play involving a
character attempting to break into a safe would have GENERIC
the player successfully breaking into the safe, but • Gain a new +1 or +2 item
accidentally setting off an alarm they didn’t realize was • An NPC crashes their vehicle
there. On the flip side, our thief could have failed to • An NPC Vendor has a rare +3 item
break into the safe but realized that there was an • Gain a bonus on their next flip
alarm attached that wasn’t in the schematics they • Cancel a Single Negative Flavor Effect
were given. These are both examples of receiving a • Succeed in warning other people of a danger
flavor effect to your action from the flipped card suit.
Flavor effects occur quite frequently during combat
and one fun way to use flavor effects in combat is with
Minion-Level NPCs. Minions are designed to be an easy Negative Flavor Effect Examples
challenge for players, as such a single player should be
able to handle 3-4 of them singlehandedly (unless they COMBAT
just have bad luck). If a player should deal more than 5 • They trip and fall
points to a Minion and have a beneficial flavor effect, • More enemies show up
then have the extra damage hit another minion that • The ammo clip falls out of their gun
was conveniently standing behind the main target. • Their weapon jams
There is nothing quite like the celebrations of a player SOCIAL
that just took out 5 Minions with a single lucky shot. • The Opposing Speaker reveals awkward
information
• They get distracted, gain a -1 penalty
• They mistranslate something
GENERIC
• Lose one item
• A vehicle loses a tire
• A strap snaps
• Lose a shoe
• Fail to notice something important
• An item breaks, dropping its rating by one
point

15
EXAMPLE OF AN OPPOSED ACTION GM: The two minions on their motorcycles throttle
Tim, Dan, and Sarah find their characters in a car chase forward, one of them more expertly than the other as
through the streets of Chinatown in a game using the he charges ahead of his boss, nearly catching up to
Noir playset. Tim‘s character is driving the car, making you. His partner on the other hand hits a patch of
him the Group Leader for this opposed action, while something slippery, bumping into the side of his boss’s
Dan and Sarah’s characters are doing their best to help car and turning his windshield into a spider web of
him out. Behind them is a car with one Mid-Boss level cracks. Despite suddenly having his view distorted, the
NPC driving, which the Game Master (GM) designates Mid-Boss has enough momentum that he catches up
as the Group Leader, and two Minion level NPCs on to you guys and cuts you off before the turn since his
Motorcycles. Action Result of 21 is more than 5 points higher than
Tim’s Result of 15.
The opposed action starts with Tim describing what his
character is attempting to do and with the Game SARAH: Wait, I want to try and Aid Tim’s driving by
Master describing what the Mid-Boss is going to try. leaning out a window and shooting at the Mid-Boss’s
tires!
TIM: We are ripping down the street in my Shiny Rolls DAN: I also want to help by trying to shoot at the guy
Royce +3 and up ahead of me I see an intersection with on the bike that didn’t slip.
a lot of traffic. I’m going to try and cut through the
Sarah flips a card from the deck getting a . Dan flips a
traffic in a way that causes the car behind me to crash.
card as well getting a .
Tim now finds out his Action Result. Tim’s character has
a 5 in ♠’s, a +3 in Driving, and his Shiny Rolls Royce SARAH: Bam! I got a heart that means Tim’s at a 17
now, which means the Mid-Boss didn’t beat us by 5!
gives him an additional +3, for a total of +11 before the
card flip. Flipping his card, he gets a 4 of s, making DAN: And my diamond means Tim got an 18, the Mid-
his Action Result a 15. Boss only beat us by 3!
GM: The Mid-Boss sees what you are doing and GM: Nice job guys! So yeah, it happens like you said.
gestures for his motorcycle minions to try and cut you Tim, you zip through the intersection, avoiding the
off as he steps on the gas, trying to keep up with you. heavy traffic in the area as Sarah and Dan lean out the
His Minions are going to race ahead of him on their windows shooting at the Mid-Boss and his goons. For a
motorcycles, trying to cut you off and Aid their Boss. second there it looked like they were going to be able
to cut you off, but the bullets whizzing past them made
Time for the Game Master to figure out their Action
them slow down enough for you to make the turn.
Result. They’re going to say the Mid-Boss also has a
Time to flip again and this time the Mid-Boss gets an
Shiny Rolls Royce +3, and is using one of his NPCs two
additional +3 bonus for being in the lead last time!
+7 skill slots for Driving, which means his bonus before
the flip is a +10. Flipping a card, he gets a Queen of TIM: Okay, so I cut through the turn and see a truck in
♣s, making his current Action Result a 22, but with a front of me. I’m going to swerve around him and into
Negative Flavor Effect since Driving is a ♠ action and he a nearby alley, trying to time it so the truck blocks the
flipped the same color but opposite suit. He then flips two alley when the NPCs reach it.
cards for the Minions on their Motorcycles trying to Aid their
boss. One gets a , increasing his boss’s Action Result by DAN: And I’m going to Aid him by trying to knock some
+1 to a 23. The other Minion draws a ♠, reducing his boxes that are stacked up into the road behind us.
boss’s Action Result by -2, for a final Action Result Total of SARAH: While I keep shooting at them!
21. His total of 21 is one point short of a critical success,
which would have turned his Negative Flavor Effect into a Flipping their cards, Tim draws the King of ♠s. Dan flips
Beneficial Flavor Effect if he had gotten it! over a ♣, and Sarah gets a .

16
GM: Let’s see a starting bonus of +11, and the king of And they would continue from there, with Tim warning
Spades makes Tim a 24 with a Beneficial Flavor Effect. the others about their suddenly decreasing gas supply.
Dan, as you went past the boxes you just couldn’t Do any of them have the mechanic skill and can patch
reach them, sorry man. And Sarah, with your shooting the leak? If not, then it might be worth it to try and
at them, I am going to say that Tim’s Beneficial Flavor take the car to an NPC mechanic.
Effect is that you hit one of the motorcycles causing
him to crash into the boxes that Dan was trying to push ITEMS
over, making it harder for the Mid-Boss to avoid the Throughout the course of the game as you play, there
truck. Seeing one of his minions go down, the boss is are good chances that the Players will want to buy new
going to plow through the boxes and try to ram your items or scavenge items off enemies. Items that can be
car into a wall. I am going to say that the boxes are found in games varies anywhere from Bubblegum to
giving him a -2 penalty as he tries to go through them Transforming Fighting Robots. So as Game Master how
with his cracked windshield. His one remaining minion do I know what bonuses an item should provide? The
is also going to try and Aid him by shooting at you guys answer to that question is… usefulness.
and trying to distract you.
Items that are nice to have but aren’t super useful or
The Game Master flips over two cards, one for the Mid- dangerous will almost always have a basic bonus of +1.
Boss and one for the Minion Aiding him. The cards are That bubblegum mentioned earlier would be
the Ace of ♠s and another ♠, talk about bad luck! Doing considered a +1 item because it has potential to be
the math, the Game Master realizes this chase is over. useful, but it probably won’t bring down a Boss Level
GM: Okay, the Mid-Boss had a +3 from last round NPC anytime soon.
which is added to his normal bonus of +10, but he is +2 Items are items that are going to almost always be
also at a -2 from the boxes in the way. That means useful or dangerous. These are the items that give a
before his flip he has a total of +11, the Ace only character that uneven edge in a competition and
bumps him up to a 12, which means you guys escape would normally be some sort of tool that
even before his minion got the spade, which brings his
final total down to a 10 against your 24. He did get a requires practice and training before you know how to
spade though so he does get a Beneficial Flavor Effect. properly use it. This could be a deck of marked playing
Here’s my verdict. cards, a handgun, a multi-tool with tons of options, or
even a laptop.
You guys cut around the truck and down the alley,
Sarah you’re peppering the lead motorcycle with And finally, the +3 items are hard to get your hands on
bullets and hit his tire causing him to crash into the or would normally be considered extremely dangerous
boxes that Dan noticed and sending them everywhere. in a fight. These items would be the type that only rich
The Mid-Boss hits those boxes at the same time as his people could normally afford, weapons that are
second motorcycle, and in his attempts to avoid them military grade, or an extremely specialized tool that
he swerves into his minion, wiping them out and requires exhaustive amounts of training to put to
causing him to spin into the wall with a loud CRASH! proper use. Examples of +3 items would be Grenades,
As you guys speed off down the alley, you can hear Missiles, Racecars, Fighter Jets, Transforming Fighting
him cussing behind you. Tim, you may find this Robots, A Credit Card Worth Millions of Dollars, or
hilarious, but you know what you don’t find funny? even an Official Pardon from a High Level of Political
Your steadily decreasing fuel gauge. It looks like one of Office.
the bullets from the motorcyclist punctured your fuel Whether it is a sparkly rock, cannon, or a dirt bike,
tank and you guys are now leaking gas. items in Suited should always provide some sort of
bonus.

17
NPCs

Minion/Small Creature: Mid-Boss/Medium Creature: Boss/Large Animal:


+5 in 3 skills. +6 in 3 skills +7 in 5 skills
Health = 5 Points. +7 in 2 skills. +11 in 2 skills.
Health = 25 Health = 40

NPCs have a +4 in unspecified skills. NPCs do not receive item bonuses, these are factored already into their skill totals.
NON-PLAYER CHARACTERS (NPCS) especially if they have any minions with them. Save
In the above example, the players are being chased by these guys for when you want the party to be worried
three NPCs. NPCs are characters that the players about the outcome, or to make them really feel
interact with that aren’t controlled by one of them. challenged.
NPCs are the car mechanic working on fixing up their
Rolls Royce, the drunken miner in the bar they get into
a fight with, or the helpful dog that guides them
through the radiation-blasted wastes of the desert. All
these characters would be voiced and played by the
Game Master.

NPCs do not have suit stats like ♣ or , instead all they


get are skill and item bonuses. To compensate for their
lack of core stats, NPCs have a certain amount of blank
skill slots with different bonuses that the Game Master
can fill in at need. Once all blank skill slots are filled in,
NPCs do not get any newer ones, so the Game Master
must choose wisely. Anytime an NPC must perform an
action that they don’t have a skill for they make their
flip at a +4 bonus. There are three levels of NPCs in
Suited: Minion, Mid-Boss, and Boss.
Minion Level NPCs are going to be most people and
animals that the players run into. They are low-health
characters that only really specialize in one or two
things and are usually just meant to show up and then
never really be seen again.
Mid-Boss Level NPCs are designed to give a group of
players a tough fight in whatever they are opposing
them in. They have a couple of high ranked skill
bonuses, as well as more options for low ranked skills.
In a fair fight of three to four players versus one Mid-
Boss, at least one player should end up significantly
wounded and in need of healing.
Boss Level NPCs are designed to be the final encounter
of the night. These guys are designed to be a tough
and scary fight that will require some excellent
planning, as well as some lucky card flips to defeat,

18
EscapeBoxGames@Escapeboxgames.com

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