Savage Worlds - Suzerain - Set Rising - Player's Guide.pdf
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Disclaimer
Suzerain is a fictional depiction of our universe. Any
resemblance between any proper noun we come up with
and any real person/place/whatever is purely coincidental.
By the same token, the book you are reading is a game
based on a fictional depiction of our universe. It is not
reality. The GM sets a scene in a fictional realm and the
players play characters in it. Repeat after me, “I am not my
character. I cannot do the things that my character can do
because he is a fictional character in a fictional universe.”
Don’t try to fly just because your character can fly. Don’t
kill anyone just because your character is a master of the
Scottish claymore. Roleplaying is meant to be fun, but
comes with serious responsibilities.
We would also like to explain that Suzerain is our
take on reality with mythological and magical elements.
It depicts religions and mythologies with a twist – that is
to say, differently than a true believer might see them. We
mean no disrespect if you are such a believer but ask you
to respect our right to our own interpretation.
Credit Where Credit’s Due
Words:
Darren Pearce.
Rules:
G’Andy, Brian Johnson.
Edits:
Tommy Brownell, Brian Johnson, Miles M
Kantir, Tim Uren.
Illustrations:
Bartlomiej Fedyczak, Jenna Fowler, Gill
Pearce, Alida Saxon, Peter Szmer.
Design And Layout:
Alida Saxon.
Additional Design:
Aaron Acevedo.
Thank You
Brenda Pearce, you were a rock when my life was a
storm, you brought me into this world and I will NEVER
forget you.
— Darren
To the Suzerain community, rocking across the
universe since 1997... thank you for the inspiration. As
ever, we want your feedback to make Suzerain even better.
Email us on hello@savagemojo.com to tell us what you like
and what you’d like more of.
We Bring Worlds To Life
www.savagemojo.com
This product is copyright Savage Mojo Ltd 2014. All rights reserved. It is for personal use only, and may be printed for personal
use. It may not be modified, distributed or sold without written permission.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage
Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle
makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
Version: 2.savage140927
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Contents
For Players
Plans And Counter-Plans
Special Forces
A Base... With Wings!
Society In The Outer Kingdoms
Into The Thick Of It!
You Want To Come From Where?
The Hook
Archetypical Characters
Magic Meets Science Meets Ra
New Skills
New Hindrances
New Races
New Edges
Pulse Paths And Powers
Telesma Edges
Tech And Hypertech
Corporation Street
Technology For The Masses
Hypertech (Hard-light Technology)
Communications
Computing
Miscellaneous
Hypertech – Ground Vehicles
Hypertech – Air/Space Vehicles
Hypertech – Weapons
The Osiris At A Glance
Upper Deck
Mid Deck
Lower Deck
Osiris Stats
Using The Osiris In Battle
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For Players
Time is running out...
In the early days of mankind, a group of curious
cavemen are kidnapped by shadowy figures. They wake
screaming, trapped in ancient stone sarcophagi, their life
force stolen by powerful, terrible magic.
In 1937, Amelia Earhart and her navigator, Fred
Noonan, vanish while trying to circumnavigate the globe,
their plane drawn into the Maelstrom. There seems to be
no one to prevent their capture by Set’s agents.
In 2327, in an alternate Norse winter, the Valkyrie
have broken free of the Norse gods and overthrown them,
ruling in their stead. One warrior maiden opposes this and
her name is Sigrid. It’s time for Set to take her out of the
equation and because she has the spark he needs, the best
way to do it is to kidnap her for his magical device.
In 4301, in a reality where magic is commonplace,
a whole city of glass vanishes overnight; those who are
questioned about the city can’t even remember its name.
It’s as if it never existed.
In the chaotic, swirling eddies of the Maelstrom,
something is wrong; something is
terribly
wrong. And on
the other side of the Veil, across the whole of mortal time
and space, people are going missing. Agents of a powerful
god are wreaking havoc and transforming reality as they
go.
Ripples of change whisper out across the ages and
create a flex in numerous alternate realities (see
Savage
Suzerain
for more about flexing a nexus) in which new
masters rule existence. Reality is being manipulated and
subverted into one of Set’s choosing, and it’s not a place
most people will want to live.
What Is
Set Rising?
Welcome to the world of the Egyptian gods.
Set, a cunning and chaotic deity, has tired of life in
his old pantheon’s stomping ground. He’s gathered
a bunch of followers and claimed a new realm for
himself; now he’s planning to reshape reality in the
god realms of the Maelstrom.
The other gods know how bad this is. They have
a request: hunt down Set, reverse the damage he’s
already done, and make sure he can never threaten
the universal order again.
Alternate realities? New god realms? It’s all part
of the
Set Rising
experience.
In this book you’ll find more detail on the
situation, new Powers and abilities for your
characters, key gods of the pantheon, and a whole
slew of Techno-Egyptian equipment (including the
Osiris super future-tech war barge).
If you’re the GM, you’ll want a copy of the full
Set Rising
book where you’ll get all the player stuff
and also some neat things in your own section:
there are secrets of the Maelstrom, a complete Plot
Point Campaign, 20 Savage Tales set in different
versions of the mortal realms, and a host of useful
NPCs and critters inspired by Egyptian mythology.
Plans And Counter-Plans
People from all walks of life across countless worlds
and realities are being kidnapped and placed within
powerful spells to be used as living Pulse batteries, fueling
a change to so many nexus points that it will alter the face
of the Maelstrom forever.
Welcome to
Set Rising!
Your character is a demigod, chosen by Mighty Ra,
Father of the Egyptian gods to undertake a dangerous
quest — to save reality from the ambition of Set, one of the
former gods in his Egyptian pantheon.
Set will stop at nothing to become master of Ra’s
pantheon. He’ll risk destroying everything in the Egyptian
realms to remake reality to his design. It’s up to your
character as a demigod to stop him and reorder reality
before it’s irrevocably broken. The question is: how do you
stop a god?
The gods have always had an uneasy alliance; your
character knows this, having probably worked for a few
of them by the time he reaches Demigod rank. Now, the
Egyptian pantheon has come to your demigod (and his
friends). The talking cats of the goddess Bast have spoken
of a schism ripping through their pantheon and upsetting
the balance.
Set has gathered an army of those who are loyal to
his goal and those who believe their reality is too diseased
and broken to continue as it is. They’ve been swayed by
the promises of power and more. Ra has taken the main
Egyptian realm, the Outer Kingdom, in the direction of
super high tech wizardry and is reinventing his loyal
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