Suzerain (PFRPG) PDF

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So, you want to be a Demigod?

Choose a place, a cave, a town, a far-flung planet. Now choose a time, when dinosaurs roamed the Earth, when aliens invaded our star sector… once again, anything goes. Now choose a genre, from horror to swashbuckling, steampunk to sci-fi, fantasy to fairytales...

Where your place, time and genre intersect, that’s Suzerain. Try it again tomorrow when you’re in a different mood and that’s still Suzerain. Past, present and all possible futures? Check. Every possible alternate reality? Check. Mortal realms and god realms? Check. Check. In the Suzerain Continuum your gaming group just became…

A pantheon in the making!
Inside these covers you'll find:

  • All the background you'll need to run games set in any time, and any place.
  • 48 new Pulse feats, allowing you to tap into the life energy of the multiverse! .
  • Telesmae - bonded, semi-intelligent items that grow with your character!
  • Your Pocket Realm! An extradimensional hideaway that grows as your heroes grow in power!
  • Flexing a Nexus - use your godlike powers to warp the nature of reality itself!
  • 30 mini-scenarios including a campaign outline spanning the main eras of a character's development from Neophyte to Demigod!

Where most campaigns and adventure paths finish, Suzerain is just getting started. With Suzerain a starting character can expect to become true hero of the multiverse, meet the gods themselves, and become a demigod!

To gain the full use of this product you will need copies of the Pathfinder Roleplaying Game Core Rulebook and The Pathfinder Roleplaying Game Advanced Player’s Guide. Let your imagination run wild!

Suzerain is newest interpretation of Savage Suzerain. an Origins Award Nominee from the Savage Mojo design house.

Product Contains: A 186 page full color, hi-resolution PDF. It is a large download file and art intensive. Also included for the same price is a print friendly version.

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An Endzeitgeist.com review

4/5

This massive book clocks in at 186 pages, 1 page front cover, 1 page editorial, 1 page ToC, 3 pages of SRD, 2 pages of advertisement and 1 page of back cover, leaving us with a massive 177 pages of content, so let's take a look!

Well, this book has two sections - one for players and one for GMs - it should be noted that the player's version, the Suzerain Continuum Guide, can be considered a massive teaser for this book - and it's FREE! So yeah, you can take a look at what this book offers by downloading that one.

But back to what this book offers, shall we? Suzerain, in a nut-shell, can be described as a kind of meta-campaign setting template; it denotes a massive collective of worlds and plains. Campaign settings are described as realms - so both Golarion and Athas could, potentially, exist within the confines of this meta-setting. Suzerain assumes that you use the hero point mechanics introduced in the APG...but goes one step further: For one, the maximum of 3 hero points is not in effect. Secondly, escaping death only takes one hero point and returns to play with starting hero points if their rank is high enough.

A given Suzerain character has a Telesma, a special kind of gem set in jewelry, weapons or the like - but more on Telesma later. Suzerain Sports 10 ranks in 6 categories that denote how much you're touched by "greatness" - even rank 2 classifies you as god-touched, while 10+ means you qualify as a demigod. Each rank provides its own benefits: Hero Points, bonus feats, ability score increases, save bonuses...and later even a pulse pool (equal to 1/4 character level + highest ability score modifier)...but again, more on that later. Rules for cohorts, new followers in a given realm and similar interactions are covered.

Upon reaching demigod rank, characters can "flex a nexus" - a nexus denotes an important historic anchor. You flex a nexus by paying 1 pulse and 1 hero point, 2 for a major flex - these allow for the modification of the setting; consider them narrative wild-cards: Whether you manage to find a fully functional hovertank in a post-apocalyptic desert or make a bridge disappear - the effects are basically massive narrative components that are deliberately loose in their wording...with one exception: They last about 5 minutes and generally can affect an area of about 150 ft. Creatures with a pulse pool can resist...that's it. Gods (and ONLY true gods) can use 3-point godlike flexes...which brings me to an important motif: The characters may become demigods here...but they sure are no deities...to quote to old Shadowrun/WoD-wisdom: There are always bigger fish in the tank...Character creation wise, 6+2d6 or 25-point-buy are recommended for this high fantasy romp.

Okay, so what do these Pulse-feat-tricks do? Well, once your PCs have reached demigod-hood...they'll have some impressive tricks at their disposal: Via the right pulse feat, you can e.g. mitigate critical hits down to regular hits or even force them to reroll the original attack (NOT the confirmation roll) or rearrange initiative order as you see fit immediately after initiative is rolled. 3/day SPs, reduced falling damage (plus means to stop nearly any fall), temporarily ignoring fear conditions (upgradeable to immunity while you have at least 1 pulse) or partially breaking through resistances. Choosing an attribute and using pulse as constantly consecutive means to retroactively add bonuses to the related check on a 1 pulse:+2-basis, extended number of targets for spells, using pulse as a +5 bonus to any d20 check (not even an action), causing a sickening pain-aura to form around you - the pulse-feats themselves are powerful, but well within the confines of what can be deemed as something a GM can handle - it should be noted that their general feeling is less that of hyper-specialization or escalation that mythic rules sport, instead focusing on a broader, more general means of usefulness. If you need a comparison: Mythic rules are more about playing guys like Hercules, where these seem to champion a playstyle that is more reminiscent of Dr.Who - you're basically better, stronger, more resilient and have reality-bending powers, but still retain a certain fragility...though it's hard to kill you. Really hard.

Interesting: Once the group has achieved an average of folk hero on the ranking system, their telesmae resonate and they receive their very own pocket dimension. Telesmae are basically semi-sentient, very powerful artifacts with a divine spirit - while it's impossible to lose them per se, they do have a catch - in the spirit world (the ethereal plane), they are easily distinguished; they act as beacons to gods and outsiders alike and mean that you'll have a lot potential issues on your hand...and finally, while not too smart, they do have a will of their own...which can also lead to troubles. Telesmae are considered to be CL 20 items with an aura of moderate abjuration, divination, illusion and have 30 ft senses. Starting at 11th level, they increase their Int by +1 per level, with Wis/Cha adhering to a 1/2-progression and 11th level + every 3 levels thereafter, they gain a telesma growth, basically an ability you choose from a set of different ones. Basic telesma personalities also grant a skill bonus - yeah, they are kind of like psycrystals. On a nitpicky side, the table of these personalities and the header have been integrated in a less than superb manner on the page - the text from the previous page continues under the table, while the table's header-section adheres to the same formatting as said previous page, which makes this page, at first glance, slightly confusing.

So that's the basics.

After that, a sample world is mentioned - Relic, in the year 298, where Egyptian-style sea elves rule the waves and huge Greco-Roman empires loom - think of it as a blending of classical antiquity with your basic fantasy tropes. Unique-crunch-wise, there are a couple of Planar feats - the base feat of these must be taken at first level, with further feats allowing the character to enhance his/her/its tricks; The feats closely reflect the politics of the setting, with prerequisites featuring "may not be an elf" or "may not be bestial" - Fury, as a feat-tree, is for example a means to play a quasi-lycanthropic shapechanger that starts the game with full claw and bite-attack array, while Living Rock reduces your speed by 5 ft., but grants DR 2/bludgeoning...and yes, these feats often have additional, Pulse-based effects that obviously come into play later. Considering that this is a sample and teaser, it's hard to judge whether these kind-of-racial feats end up as balanced in the context of the overall world -for a default high-fantasy world they sure as hell are potent.

The second part of this massive book would be the GM-section - so what do we get here? Well, we begin with a discussion of the spirit world, Suzerain's iteration of the ethereal plane and what is has to offer; how religion can shape the place and the pulse-touched CR+2 template that allows the GM to make creatures that can employ some of the PC-tricks. Native creatures of the ethereal plane, the spirits of feral glee and their variants, the spirits of feral empathy are featured alongside the Mael-born - at the end of the spirit world, the veil lies...and beyond it, terra incognita: Very little solid ground, all held aloft by pure pulse - here space and time become fluid and some gods have their realms in this weird place - and there are a lot: Whether Yggdrasil's realm, that of the archangels or Mount Olympus or the more strange realm of pure mages, where raw mathematics and genius reign supreme are concerned - the places depicted sound fantastical and sufficiently familiar and weird to be considered interesting.

The section discussing travels in time and space via portals and other means deserves special mention: Unlike many a bad movie or series-episode, it establishes a concise background that subscribes to the elastic history approach and explains its tenets and consequences in detail - while this section may be fluff-centric, ultimately, it is useful - more so than quite a few more rules-heavy takes on the concept I've seen.

Now one of the most pronounced goals of Suzerain is to make gameplay beyond 10th level more interesting, more fulfilling - thus, the discussion and advice regarding games at folk-hero rank (rank 6 - 7) cover a significant array of themes to ponder - whether to restrict yourself to one world, how to make multiple themes and campaign settings fluidly interact. Similarly, extensive pieces of advice for player/character types...and demigod games are provided: With themes like massive glory, end-times, alternate realities and similar high-concept ideas, the contemplations and themes change here once again. There also is the idea of the plot-point campaign - which is then exemplified via a massively detailed sample campaign in Relic - while each chapter sports just a couple of scenes, there is a lot of crunchy material herein: Nanobot pseudo-swarms, various NPCs (often with complex class arrangements), a new vehicle...and a suitably cataclysmic final fight.

Sure, it's basically a skeleton set-up...but if you're time-starved or if the creative juices have run dry, this is great. Similarly, for scavenging purposes, there is quite a bit to find here. Similarly, multiple encounter/adventure-sketches follow suit, providing a pretty wide and diverse accumulation of ideas to scavenge and peruse -and yes, several of them take place in different epochs of our very own world, while others assume diverse realms within the maelstrom - whether they want to pit themselves against the desolation engine or stave off an invasion of bipedal, evolved saurians and their titanosaur from an alternate earth. What if priests tried to manipulate the Olympian gods to bring about the end of the multi-verse? Or a quasi-sentient protocol infects and converts people? ...well, and of course, the obligatory throw-down between aforementioned arch-angels and dread forces of darkness - including multiple, fully statted high-level foes. Basically, the majority of this section of the book can be considered a sketch-book of stories, encounters and adversaries that make for a rather superb scavenging-ground, even when not playing Suzerain directly.

Conclusion:

Editing and formatting are very good - I noticed no significant accumulations of glitches. Layout adheres to a gorgeous two-column full-color standard. People with extensive collections of obscure 3.X-supplements may recognize some of the gorgeous full-color artworks herein, though I have seen the vast majority never before. The book is art-heavy and beautiful. The pdf is fully bookmarked with detailed, nested bookmarks. I can't comment on the virtues or lack thereof of the print edition.

Miles M. Kantir, Zach Wellhouse, Alan Bundock, Clyde Clark, Richard Mendenhall, Aaron Rosenberg, George "Loki" Williams, Pastor Allan Hoffmann, Richard Moore and Matt Medeiros have done an impressive job in this huge book. Suzerain endeavors to be basically a campaign-template for high-level gaming and themes - and it succeeds in several interesting regards: The decision to emphasize the narrative component without drifting off into the, pardon my French, competitive b@&@+!$%ting of FATE, works surprisingly well in the Pathfinder-context. The demigod-rules are sufficiently different from mythic rules to fit a different playstyle and themes, which is a BIG plus in my book - I love mythic rules (provided I can use all those Legendary Games-supplements; I hate vanilla mythic with a fiery passion...)...and I can see myself growing to love these rules as well, perhaps even combining them for some particularly brutal foes.

Theme-wise, Suzerain is basically the planewalker's toolkit as opposed to mythic's superhero-flair. Toolkit...that's what describes this book best. There are crunchier books out there, sure - but the ideas and observations regarding often problematic themes, setting-switching etc. make this a handy tome to have. The crunchy statblocks and adventure/campaign-sketches also illustrate rather well how to utilize these rules....or rather, concepts. The true treasure herein lies in the concepts and yes, this book makes it significantly easier to come up with a justification for the jumping between worlds.

Suzerain is an intriguing book, that has two minor flaws, which I still feel obliged to mention: In the player-section in particular, a cleaner division between fluff and crunch would be appreciated - the size of the Pulse Pool, for example, is neither its own paragraph, nor bolded or the like - it's hidden in the flow of text, something you can observe regarding other components as well. The second component would pertain the fact that the numerous, rather awesome-sounding realms that Savage Mojo has hinted at in Palace of the Lich Queen (and/or already released for their Savage Worlds-rules-set) have not yet been converted to PFRPG; while I e.g. am truly intrigued in this fantasy take on Norse or Greek mythology, the antique/scifi-blend of Set Rising and similar settings, this book, by necessity, is a bit opaque regarding the respective places. Personally, I would have loved to see more on the Spirit World and the Maelstrom, the meta-world, if you will - perhaps with mechanical repercussions, unique hazards or planar traits.

As it stands on its own, Suzerain is a captivating, massive book somewhere between campaign template, DM-advice book and meta-setting - and it fulfills these roles rather well for the most part. Still, in the end, I found myself wishing for more material regarding the meta-realm, if you will - something you can chalk up to a) the excellent prose that made reading this book a rather pleasant experience and b) the amount of space devoted to the high-concept campaign/adventure/encounter-seeds. In the end, I consider Suzerain a worthwhile, high-quality book that will continue to grow in usefulness with the release of subsequent settings and books in the continuum; as a stand-alone book, for now I will settle on a final verdict of 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.



So, you want to play a Demigod? Now is your chance!

Suzerain has come to the Pathfinder RPG and now that it is out we have opened for business here on Paizo!

Choose a place, a cave, a town, a far-flung planet. Now choose a time, when dinosaurs roamed the Earth, when aliens invaded our star sector… once again, anything goes. Now choose a genre, from horror to swashbuckling, steampunk to sci-fi, fantasy to fairytales....

Where your place, time and genre intersect, that’s Suzerain. Try it again tomorrow when you’re in a different mood and that’s still Suzerain. Past, present and all possible futures? Check. Every possible alternate reality? Check. Mortal realms and god realms? Check. Check. In the Suzerain Continuum your gaming group just became…

...a Pantheon in the making!

Inside these covers you'll find:

All the background you'll need to run games set in any time, and any place.

48 new Pulse feats, allowing you to tap into the life energy of the multiverse! .

Telesmae - bonded, semi-intelligent items that grow with your character!

Your Pocket Realm! An extradimensional hideaway that grows as your heroes grow in power!

Flexing a Nexus - use your godlike powers to warp the nature of reality itself!

30 mini-scenarios including a campaign outline spanning the main eras of a character's development from Neophyte to Demigod!

Where most campaigns and adventure paths finish, Suzerain is just getting started. With Suzerain a starting character can expect to become true hero of the multiverse, meet the gods themselves, and become a Demigod!

To gain the full use of this product you will need copies of the Pathfinder Roleplaying Game Core Rules and The Pathfinder Roleplaying Game Advanced Player’s Guide. Let your imagination run wild!

Suzerain is newest interpretation of Savage Suzerain. an Origins Award Nominee from the Savage Mojo design house. We are very serious about doing the Pathfinder RPG system justice with our design work, and not just dabbling in it. Look up the reviews for our last book, Palace of the Lich Queen and you'll see.

Editor, Jon Brazer Enterprises

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Wahoo! I'm so happy to see this released! I had an absolute blast working on this project with George Williams, Matt Medeiros, and Allan Hoffman, and I look forward to future design collaborations with all of them!

If you're seeking a more approachable alternative to other supercharged character-building rulesets like Mythic Pathfinder or Epic D&D 3.5, Suzerain's Demigod rules are well worth trying out. This is a tightly-integrated product that builds on the foundations that the core rules have established and offers a unique suite of abilities that make for excellent storytelling opportunities at the table.


Thanks Richard, you're always a joy to work with!

Suzerain has been around since the early 90's and was an Origins Award nominee in it's earlier days. The meta setting has been a high profile Savage Worlds setting for years, and when we decided to bring it to Pathfinder the uppermost thought we had was to create something that retained that flavor, but played to the strengths of the PFRPG rules. Thanks to you and the rest of the team I believe that we did.

Our goal is to create the best and wildest Pathfinder products out there, so please leave us comments and reviews. They really do help us find and fix any flaws and deliver the best possible work!


I'm a bit shaky on what this product is all about. Any place, like a forum thread or something where I can get more details about what kind of content this is?


Yeah color me curious


christos gurd wrote:
Yeah color me curious

Answer I got from DriveThruRPG

Quote:

It's our demigod rules for Pathfinder. Somewhat akin to other efforts in this direction that you've seen such as Mythic and Epic rules, but a different spin on the idea. In Suzerain you play agents of the gods working up to Demigod status, and the setting is designed to allow you to adventure across multiple realities. This enables high fantasy parties to adventure everywhere from the ancient elgends of Celtic culture to the cyberpunk environs of a future Shanghai.

This book contains all the rules needed for GMs and players to not only traverse these different worlds and genres, but also to do so as rising Demigods infused with power drawn from the pulse of the multiverse itself.

Hope that helps!

-Loki, Pathfinder Line Developer, Savage Mojo

The way I'm interpreting it is that it's an overlap for the game, that turns PCs into Planeswalkers.

Although I'm curious as to how it facilitates play in other genres aside from getting there in the first place.


1 person marked this as a favorite.
Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Dare I ask, is there plans to make a physical product in the future for this pdf book?

Editor, Jon Brazer Enterprises

Suzerain is indeed an overlay, but one extrapolated from the core mechanics of the game so as to be easier to manage at the table. It's the rules you already know from the CRB and the APG, but amped up to the Nth degree with a much faster progression of stats from levels 1 to 10--and after that point, a host of new feats that can supercharge your PC's performance. Your characters acquire signature artifacts called telesmae and gain access to Pulse, a wellspring of power that lets you (and your enemies) alter reality at a mere whim. This mechanic requires some trust between a GM and his or her players to adjudicate, yet isn't so squishy as to be confused with something out of a strongly narrative game like Fate.

Setting-wise, what you get is a lot of write ups for the realms which the gods and demigods populate and control, often with mechanics unique to that corner of the multiverse--monsters, racial options, equipment, and more. The included campaign starts off as a fairly ordinary fantasy romp and becomes anything but that by its bombastic conclusion. There are also other shorter adventure ideas included to take you to even more far-flung locales in the Continuum, complete with mechanics to help a GM bring them to life quickly and vividly.

If you want to see how deep the rabbit hole goes, you'll also soon be able to pick up Palace of the Lich Queen, which pits high-level PCs (demigods or otherwise) against some of the baddest villains across the multiverse in more than 30 different encounters, each one involved enough to dominate a night's worth of play. It should be available from this website and other digital retailers in the near future. (And its predecessors, Tomb of the Lich Queen and Machine of the Lich Queen, combine with it to create one mega-dungeon campaign that leads your players right into these dimensional rifts...)

And yes, print copies of Suzerain will be available later, as I understand it.


The description leads me to ask; How does this compare to Mythic Adventures?

The general description makes me think this is like Mythic but different, making it the second Mythic clone I've seen this month leaving me to wonder what the real niche is. I'm guessing that it's more magical in nature and pulls more towards planar hopping based magic than general superpowers or whatever the heck Mythic Adventures is doing.

Although either way this is on my wishlist from the description of equipment, racial options and monsters from each universe, although I have to also ask how reaching does that go? If I pull up the Technology Guide and some technological classes can I really go to town? How much crunch is in each universe?


Greetings all! Loki, the Pathfinder Line Developer for Savage Mojo here!

Let's address a few of these questions that Richard did not cover (he is one of the designers on the team as well as our resident Pathfinder editor.)

Print versions - they will be coming soon. We are awaiting the proofs right now and once those get the thumbs up from the boss they will be going on sale.

How does it compare to Mythic? Conceptually it has similarities in that it is kicking things up a notch by making the heroes agents of the gods. I'm going to steal Richard's comments from a Facebook post as they get things across in a very concise manner:

" yes, they can be run in tandem... but you will probably want to try Demigod on its own first. My gut instinct is that Demigod rules are a little less powerful than Mythic, unless your GM plays really fast and loose with Pulse and Nexus Flexing.

And honestly, part of the design approach in creating the Demigod rules was to make a system that is a little less exception-heavy than Mythic so that GMs and players can focus on what is new to their specific builds rather than having to remember all the rules changes brought about by the new subsystem.

If you do this, you might consider leaving off the extra stat adjustments given to Demigod characters from levels 1 to 10 since mythic abilities will more or less even out to the same thing anyway. I'd also have to look more closely at how Pulse and Mythic Power stack up--the best answer would likely be to merge the two mechanics rather than using them in tandem."

How much crunch is in each universe? There is a moderate amount, but this is the core book of our setting and so it is more of an overview. There are a number of new creatures and NPCs included as part out the campaign outline part of the book. The real crunch for the differing realities is coming in the individual Realm books that are in the pipe.

The next three coming (after our updated versions of the Lich Queen books Richard spoke of) are going to be:

Shanghai Vampocalypse: a cyberpunk future setting in which a plague of vampires threatens to overrun the world. The vampires were created by a nanotech virus engineered to create supersoldiers and let's just say it got a bit out of hand.

Set Rising: A far future, high tech setting with a twist. Tech came to us through the auspices of Ra, the sun god. In this setting the Techno-Egyptian gods walk the earth and interact directly with mankind. As a matter of fact most of the tech is hard light based and was a gift from Ra. Set, however, has decided he wants it all and has begun sucking dry other alternate realities in order to stage the biggest coup ever....

Clockwork Dreams: Faerie meets Steampunk in a city that exists in the dreams of a dying philosopher.

And of course the Dungeonlands series, the Lich Queen books referred to above. In Palace of the Lich Queen the first 27 chapters each occur in different Realms and the heroes have to run a guantlet through them in order to stop and ancient evil. That one is a doozy, and Endzeitgeist just gave it 4.5 stars and his seal of approval.

Hit me with more questions if you have them! I'll answer as promptly as I can!

-Loki


Long shot but, Is it possible that there would be a print release of just pages 1-35? The rest of the book appears to be mostly fluff, and adventures so it would be valuable to have a cheap and small Player's guide for me to be able to and players.


Sorry for the brevity, but I am heading out the door right now. Yes, there will be a Players Guide composed of those sections, and it should be out soon. I'll post more details later in the afternoon today.


Apologies for not getting back to you sooner, Malwing. In the next few weeks we will be releasing our Continuum Guide, which is composed of those exact pages you weer asking about. It will be a free pdf to help introduce players to Demigod play in the Suzerain Continuum.

In addition I've posted some preview pages from the big book, including both art and sample stats. Since you were asking about Tech Guide compatible stuff I made sure to include some goodies just for you. Examples of the Green Earth Coalition, a race of intelligent suarians on a tech heavy world that never saw the fall of the dinosaurs.

You can find the previews here: https://www.facebook.com/suzerainrpg/posts/10153706602933856

Enjoy! And Welcome to The Continuum!

-Loki


Okay. I'm still absorbing the book but what stuck out to me was that the fluff and adventure section were huge and kind of separated from the book, which is a good thing. If there was not a players guide-like product I would have printed out a few copies of up to page 35 so players can reference the mechanics at the table. Particularly useful as those are the main mechanics needed for mentioned specific setting books and honestly the only part that I really needed for my purposes.

I am looking forward to Set Rising. Typically I play Golarion or homebrew settings so I wind up only grabbing pieces of crunch and a few ideas from setting books but that sounds like a setting I'd want to run and play.


You could certainly do that if you wish. We hope to have the Continuum Guides out in the next two weeks or so.

Set Rising is great fun, Darren Pearce knocked it out of the park with that one! If you're not familiar with his work look him up. From Cubicle 7's Dr Who RPG to a long standing position working on Suzerain he has an extensive and well earned set of chops.

For a bit more about Set Rising here is a review of the Savage Worlds release by Geekly Inc.: http://geeklyinc.com/savage-worlds-set-rising-review/

Keep your eyes open as there will also be a few freebies hitting the store soon!

-Loki


So this could be used for an epic world/dimension spanning style game in which the heroes are attempting to save several realms of existence? Savage Mojo, you may have just made my future campaign boatloads easier....

Editor, Jon Brazer Enterprises

Sometimes wishes do come true--free demigod rules for anyone interested!


Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.

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