

A Fan TTRPG based on the video game series:
Horizon: Zero Dawn
Horizon: Forbidden West
Image by Guerilla Games

Image by Guerilla Games
The TTRPG
The Horizon Fan TTRPG is a tabletop role-playing game based on the Video Games Horizon Zero Dawn and Horizon Forbidden West. The goal is to keep the vibe of the games the same and integrate them into a new medium of Pen and Paper. However, I also aim to simplify as much as possible to allow new and inexperienced players to quickly get into a game and the world while also adding enough options for experienced players to enjoy.
The Horizon Fan TTRPG uses a d12 and d6 success pool system. Each player has a minimum of 1d12 for any roll if they do not have any expertise or proficiency in a skill, ability or weapon. If you have expertise, you can add one additional d12, and the proficiency dice (d6) can pool up to 10d6 in total for any check made through different sources.
When rolling check or attack, you must roll equal to or higher than the set target number (TN), commonly 4. Each dice, whether d12 or d6, reaching the TN counts as a success. To see if a check is successful, the GM or Chaplain, as they are called in this system, defines a set number of successes required to succeed in the check.
The Dice System
The entire system is based on a three-action economy, from combat-, to social encounters, travelling, exploration, delving and more. Certain features require a number of actions between one and three to be used, while many other checks can be made with just one roll, or one to two additional rolls to reduce the difficulty of the final check.
Three-Action Economy

Character Sheet Page 1

Character Sheet Page 2

Character Sheet Page 3

Pouches

Quivers & Satchels 1

Quivers & Satchels 2

Quivers & Satchels 3

Ammunition Cheat Sheet 1

Ammunition Cheat Sheet 2

Ammunition Cheat Sheet 3

Ammunition Cheat Sheet 4

Ammunition Cheat Sheet 5

Three Major Pillars
Journey
Once the party has gotten a quest or a location to travel to and the road is dangerous, or they have to trek cross-country past machine sites or enemy outposts. The travel rules apply. Each party member will have one of three roles during travel, scout, protector or hunter. At different stages the party makes progress rolls to see how quickly or how safely they continue on their travel. During a journey different events can happen which can afflict the entire party or just a particular player.
The system stands on three major pillars and a few minor ones. The focus is on not only providing a similar experience to video games but also adding some additional aspects for TTRPGS.
Combat
Combat is one of the most enjoyable aspects of video games, and I am trying to integrate a similar vibe into the pen-and-paper medium. I want to uphold the uniqueness of machines, in their attacks, abilities, movement, and components, in the system, just as the elemental damages for weaknesses and resistances.
Like the video games, the emphasis is on the various ranged weapons, but the game also includes some more melee weapons to allow the players to create a more custom character experience.
Initiative works in tiers from 0-12, depending on how many successes the player has rolled. Machines or other enemies can have their turn during multiple tiers, especially with the more weapons and attacks they have.
Social
Social interactions are an important aspect of most TTRPGs; talking to NPCs, befriending them, gaining information, influencing them, and more can be important for many of the party's missions and quests. Each NPC or faction has an attitude towards the players, ranging from enemy to hostile, neutral, and friendly to ally. As well as personality traits such as generosity, intimidacy, steadfastness, arrogance, and more. Players can play into the NPC's personality if they know it and gain a benefit on their role when interacting with the NPC.
An Interaction works in three stages: introduction, which defines the goal of the interaction, such as convincing someone, bartering with a trader, or befriending a guard, etc. Conversation, which is the main part where players can use the NPC's personality to their advantage, and resolution, which defines the outcome of the interaction.
For each stage, the player must roll a skill check, but only the resolution stage must be a social skill. The two previous stages can reduce the resolution's TN or increase it if the rolls are bad.
Character Aspects
Legacy
A character’s legacy defines what people they identify with. Many legacies are established tribes, with their unique cultures, rites, rituals and myths. Each legacy is known for one or more particular skills and abilities.
Nora
They are an isolationist, matriarchal hunter-gatherer society situated in what is known as the Sacred Land, east of the map. The Nora are the first tribe encountered and are one of the oldest known tribes in the game. It is notable for its leaders, the High Matriarchs, rituals such as the Proving, and its strong taboos against the technology of the ancient world and talking to outcasts.
Tenakth
The Tenakth are the westernmost tribe on the North American continent, inhabiting and controlling the Clan Lands located within the Forbidden West. A tribe divided into three clans, the Tenakth have spent much of their history warring amongst themselves, having only achieved peace and unity within the last two decades, and are mostly viewed by the other tribes as bloodthirsty and aggressive.
Carja
The Carja (also referred to as the Sun Carja to differentiate themselves from their splinter tribe) are an advanced and powerful human tribe and one of the largest, most organised, and technologically advanced tribes in the known world. The Carja have held dominance over their neighbouring tribes for centuries. Following a succession crisis, they were engaged in a civil war that ultimately ended sometime after the Battle of the Alight.
Utaru
The Utaru are an agrarian tribe; their homeland, Plainsong, a land of rich and fertile plains, is supported by massive machines, which sow and harvest the massive fields around their home. They can be considered to most peaceful tribe, sensing a deep connection with the machines and the environment around them.
Oseram
The Oseram are known for their excellent metalworkers and craftsmen, as well as their steel and powerful weaponry. They are more technologically advanced compared to the other known tribes. They settled many regions with outposts and towns to gather resources and knowledge from the wilderness and the ruins of the old ones.
Quen
The Quen are hailing from a land across the Pacific Ocean. They are an advanced and powerful empire formed around the discovery of the Focus and the recovery of ancient knowledge and worship of the old ones.
Banuk
The Banuk are a nomadic people, native to the mountains to the far north of the Sacred Lands and east of the Claim, in an area known as Ban-Ur. Made up of fearless hunters and mysterious shamans, they are constantly trying to prove their worth against increasingly stacked odds, and favour this over engaging with other tribes.
Outcasts & Outlaws
Outcasts and Outlaws can be found either alone or in small groups, not identifying themselves with the customs of any of the tribes anymore, they live out in the wilds, constantly surviving the elements and hostile machines roaming the world.
Destiny
A character’s destiny is their chosen path in the future, what role they are going to play in the wider society, which skills they will learn and how they will interact with the world.
Each player chooses one core destiny among the 6 presented. The other skills and features gained by other destinies can only be learned by finding a mentor to teach them.
Hunter
A hunter is eminently skilled with ranged weaponry such as the bow, sling or throwing spike. They not only hunt for food, but also for machines. To gather valuable parts for their tribe or sell them for a good price.
Maker
The maker specialises in repairing or creating all sorts of weaponry and outfits. They invent new ways to craft weapons, making them stronger, sharper or more precise.
Warrior
A warrior is precise in close combat, using spears, blades and all sorts of melee weaponry. They engage even the largest machines with fury and bravery and are quick on their feet.
Scavenger
A scavenger delves deep into the ruins of the old ones, fields of trashed machines or into dense forests. They can find the most valuable resources by digging through the muck and climbing to terrifying heights, and find ancient artefacts or valuable herbs.
Machinist
A machinist has limited control over machines. They can influence their behaviour, making them go berserk, become temporary allies or use them as mounts or pack animals for long travels.
Traveller
A traveller know their surroundings like no other, having journeyed through many territories, having gmet many different people and knowing the dangers of the wild.