This is a gaming blog for our home-brewed GURPS setting. We should have a new update about every two weeks.
Thursday, January 19, 2017
Session 2 - Febuary 12th - 15th 1879
As the adventurers were walking through the dusty evening streets of Neverwhere laughing about the peculiarities of their colony lives there was suddenly a shout from the main gates and people began to assemble before the fort as riders and wagons began to stream in looking exhausted. Emily Shaw recognized the man on the lead horse as Professor James Mountjoy , a respected explorer and cartographer of the Royal Geography society. John Henry took more immediate notice of a number of wounded men being carried in by the expedition's wagon. The full expedition of six horses, two wagons and a dozen men on foot slowly spilled into the crowded streets and began to slowly spit apart. Both Emily and Lance hurried behind the horses as they filed into the gates of the Fort, hoping to overhear news from far afield. Professor Mountjoy met with Lord Commander Newholm and while they couldn't make out much of what was said over the noise in the square behind them, Lance heard the expedition leader mention "Zula savages..".
Patrick didn't see much value in watching the expedition file and and went to the Lonely Hart to get his rationed pint. It was good thinking as the returned expedition quickly filled the pub and as the other adventurers filed in they found seats at his table with a few other strangers who happened to be part of the expedition. Emily was hoping for some sweeties but the barmaid sadly told her they usually sell out of anything sweet in the morning, however they do bake pies on Friday nights. As they sat and drank Lance struck up a conversation with one of the expenditioniers about their outing. The soldier at their table was grim, painting the natives as essentially animals in clothing, savage and bloodthirsty. The soldier assured them that the savages did not wear animal masks but unimaginably had animal's faces and he produced a necklace made of leather and teeth as proof of his claim. As Emily looked the artifact over she recognized that the teeth looked like shark's teeth although nobody had found a sea anywhere nearby. Lance noticed the amulet bore a curious resemblance to a Constantinople Cross and pondered aloud that perhaps England wasn't the first visitor to these lands.
While huddled around the table listening to tales of savages Patrick noticed a well dressed but shady looking gentleman with a sheleighly draped over his shoulders walk out of the back of the bar, accompanied by two big men of Scottish descent. He excused himself to go meet with a man he assumed was the infamous Tom Blackpool. He asked Blackpool if he'd be willing to teach him to fight with the stick. Blackpool looked at once confused and offended as he stepped back from Patrick "Boy you're not the one to ask me that, now make some space, you're breathin air meant for your betters.." Patrick snorted "The bar railing is the great equalizer as no man stands taller than another when both are leaning against it." Blackpool gritted his teeth in an almost savage anger as he regarded Patrick "Angus, learn our new friend a lesson in equalizin.." and one of Blackpool's big thugs stepped into Patrick, tightening his huge meaty hand into a fist. Patrick thought quickly as his friend stood from their table and John Henry's hands move to his guns. He glared furiously up at huge Angus and sniped "Your father never taught you to take your business outside?" and he abruptly left the bar before his mouth started the fight faster than his escape.
Angus followed the hot-headed Irish Communist out into the street, unnerved when John Henry, Lance and Emily filed out and rested against the front of the bar. When Angus motioned for them to depart John Henry looked back at him unflappably and said "If it's a fair fight you have no need to worry and no reason to object to spectators. Patrick squared off against the big Scott, a little unnerved when the already huge man adopted a trained boxing stance but it became quickly clear the Angus was a slow study at the sweet science and even with no formal training Patrick was too fast to be hit my more than a glancing fist. Soon soldiers up on the walls of Fort Alice spotted the scuffle as Patrick planned and he and Angus each ran from the authorities as Lance and Emily distracted the soldiers with some clumsy fast-talk.
As the party broke up Emily returned to the lady's boarding house only to be given a scolding my her house mother for sneaking in late. Emily didn't care for being treated like a child more today than when she was a child but in the interest of not making waves she took her admonishment. She asked about breakfast and found that it is served very late. Her House Mother explained that most of her girls work at night, indicating prostitution, but that there was a nice young lady who worked as a clerk for the provisioners and Miss Fordham, a chemist working over in the barn with the academics.
The following morning Emily arose early and found a shady space in front of the main gates practice her illustration and people watch. She had agreed to introduce Lance Weston to the Pooles but didn't set a time to meet so she figured she'd just watch for him. As she surveiled the streets in front of Fort Alice, Emily began to notice peculiar patterns of behavior. She spotted military officers having discrete conversations with laborers, and Lady Poole taking audience of a rough-looking Irish woman. It would seem the social terrain in the New Imperial Territories was more complex than it first appeared.
As Lance arrived on the scene Emily grabbed her sketch book and hurried to intercept him, escorting him to the Poole's home and offering him an introduction to Lady Poole. Lance had questions about how to become attached to the expeditions traveling out into the wilds but the Lady was little help, not really knowing how they sort out who is allowed on expedition. Lady Pool was however intrigued by the idea of a new spiritualist and asked if a demonstration could be provided. Lance decided to demonstrate his powers of levitation if Lady Poole promised not to let others hear of it. They thanks Lady Pool for her hospitality and said their goodbyes and within a mater of hours Lance spied a pair of ladies walking along the boardwalk of the town, pointing at him and gossiping about his remarkable powers.
John Henry had risen from bed and set to work immediately on examining his sample of Orichalcum. The work he had done yesterday was productive but today each experiment he performed only seemed to lead to a dead-end. Distractedly he became interested in the other work scientists were doing in the lab and he found that they were either confusingly advanced or dubiously simplistic but he couldn't be sure which. After an unproductive morning he was tapped on the shoulder by Laura Popwell "Mister Jackson, do you by any chance have a mechanical inclination?" She led John Henry into one of the equipment corrals of the barn and showed him a high-powered pump that was powered by a drive belt. She explained that she had rebuilt it and now it seems to be leaking. John Henry was only fleetingly familiar with such devices from his mining career but he had a good mind for solving problems so he methodically took the pump apart and solved her problem for her. Popwell was joyous and promised to reward him for his good deeds.
Patrick was woken roughly by a kick to his bunk and McShane stood over him "Up boyo.. I heard you were in a disagreement with Blackpool's boys.." Patrick dismissed to scuffle and let McShane look him over for wounds. McShane admonished Patrick for sticking his nose in Blackpool's business and warning him that the slimy Scottsman was a shark and should any more trouble come to Patrick he should bring it to McShane directly. Patrick worked his long morning at the Mill, still thinking about a sheleighly. As lunch broke Patrick ran to the Lonely Hart hoping to catch Blackpool. Entering the pub he went straight for that back room only to be stopped by the comely barkeep "Eh mill-boy, that's not the way for you.." Patrick explained that he was looking for Tom Blackpool and she nodded pouring him a pint and handing him a folded note. Patrick opened the note to find it was in fact from Blackpool.
"You held your ground against my meanest man and by his account you're a fast fucker. I have judged you too quickly. Please have a pint on me by way of my apology. Come around the Hart Saturday after nine-bells and I may have an opportunity for a man of your talents."
Patrick Returned and finished out his shift. As afternoon turned to evening the characters gathered at the Lonely Hart for another night indoors. There was fiddle music and the crowd seemed to be a great spirits. Emily ordered a fresh baked Goldfruit pie to share with the table. While the others were reluctant to try the peculiar colony fruit, and joked a about how a lot of things taste a bit like apple, when the pie arrived steaming and sweet they all dug in. Even Patrick who had taken a dislike to Emily's ruling class ideas had to admit it was a fine pie.
Lance Weston woke the next day in his little boarding house room only to find he had slept past breakfast again and found cold porridge on the stove. There was a young man in workman's clothes in the kitchen cooking and he struck up a conversation hoping to talk him into sharing some egg and toast. The introduced himself as Bernard Spencer, a disbursement clerk for the East India Company. After a cordial conversation Lance didn't get breakfast but convinced the practical young man to cook him wholesome hot meals for a frugal price and to teach Lance how to cook in the bargain.
Patrick slept in late in the day and took his time getting himself together before hunting down McShane to ask about working to renovate the sorry dorm kitchen with his free time. McShane didn't have to be asked twice if he wanted something for nothing so he had a boy fetch some board from the mill yard and let Patrick have his run of the kitchen for the day.
Emily woke early, knowing the line at the Fort Purser's desk was very long on payday. She got in line before the crowd got too large and collected her stipend then visited lady Abernathy to discuss goings on about town and read through her library for the afternoon.
Lance was suffering afternoon boredom poorly as he window shopped through the few shops in town when he spotted John Henry emerging from Fort Alice after collecting he pay. Lance greeted him and asked if he wouldn't mind accompanying him out to the edge of the fields for some target practice. John Henry reasoned that a few rounds might help him get in a better mood for research. Then ran into Patrick on the way out to the gate and dragged him along in tow. Out at the edge of the fields where an old gnarled tree sat alone in the field. John Henry showed off a little of his fast-draw and Lance began to obliterate the tree with repeated blasts of lightning from his fingertips that didn't stop until the tree caught fire and Lance noticed that a crowd had gathered on the walls to watch.
As the sun set John Henry was feeling a bit wild from nips of whiskey and gunplay and he opted hunt around town for one of the working girls he had seen loitering in front of the pub. After a brief negotiation he discovered that whores in Neverwhere don't have anywhere to conduct their business so while he pounded a prostitute in the space between the reeking stables and the palisades wall he mused over the possibility of building a whorehouse.
Patrick showed up at the Lonely Hart to meet Tom Blackpool and found him there with Angus and the other thug. Blackpool was in a much more gracious mood, greeting Patrick and walking him into the back of the pub and down into the cellar where a crowd of men and women from all walks of life were making bets on two men pummeling one another in a fighting pen. Blackpool explained that win or lose a fighter makes a pound note for putting up fists. Patrick told Mr Blackpool that he'd think on it. Patrick could only imagine how crooked the fights must be, but still it was nearly twice his weekly pay just to step in the ring.
Lance had stepped into the bar once John Henry abandoned him and had a pint while watching people come and go. Eventually he headed back to his sad little boarding house and skulked in the back. As he was trying to sneak in he heard a voice call his name and turned to find a figure wearing a hooded cloak in the moonlight. The sultry feminine voice told him there was an opportunity to join an excursion of Aether prospectors going to Silver Lake and they'd very much like his company. Lance was interested but insisted he know who was making the offer. The hooded figure pulled back her cloak to reveal Laura Popwell's attractive features. She explained that she wanted Lance's support but didn't want to spook people already working on the excursion. Lance said he'd go but he wanted to bring on his people, a mining engineer, explorer and laborer. Popwell agreed and said the excursion departed at dawn on Monday.
One by one the characters rose on Sunday morning and dressed and groomed, making their way through the streets to the old white chapel to attend a standing-room-only mass. Each had their own reasons. Lance wanted to see how rumors of his prowess had spread. John Henry was hoping to see if the town's working girls showed up at church and how others reacted to them. Emily Shaw was legitimately looking for the solace of church. Patrick O'Mallie just didn't want to be suspected of atheism. The sermon was especially incendiary for an Anglican church, warning of the temptation of the devil in making you sympathize with the savage natives, tricking good-hearted people into believing natives are not so different from the proper English and the Hell that awaits those that put trust in the devil-spawn that populate this strange land.
After church Lance caught up with Emily and John Henry to tell them about the expedition and while each had questions that Lance couldn't offer much of an answer to they were all intrigued. Patrick returned to the Irish Dorm, keenly aware that his rich and privileged friends were all excited about something likely to get him killed. While checking over his work in the kitchen Theodore McShane came in with a please smile and some sweet words for Patrick's work. He explained that he can see that Patrick is a man due some respect and that he had a special work detail for him to show thanks for his hard work, no need to show gratitude, it's just good old McShane looking out for his hard-workin brethren. Naturally the reward was a job on the excursion he had tried to avoid.
On her way back to the women's boarding house Emily stopped off to the stable to speak with the manager. He was in charge of cleaning up the mess from hunters and tanners and he always had a few bones set aside for her to practice her scrimshaw on. She exchanged a few pence for a handful of clean white bones, some of which looked most peculiar. After she wrapped her ghoulish purchase in a handkerchief she continued down the boardwalk and slipped into the provisioners and had a look at the Rifles for sale. The selection was poor compared to what a woman of her means could find in London but there wouldn't be time for a trip to the city. She purchased a fairly expensive older military caplock and got a dozen nicely rolled cartridges.
John Henry returned to the barn to find that packing crates had been left on his table. As he began to rage about the importance of an orderly workspace one of the other academics explained that Miss Popwell had set them for him to pack any materials he'd need for the excursion tomorrow. John Henry mused that he hadn't actually been asked to come, but more packed along like he was a piece of equipment.
One by one the adventurers laid to rest, all anxious about what tomorrow excursion would hold..
Saturday, January 7, 2017
Session 1 - Feb 11 1879
Session 1 - Feb 11 1879
Lance Weston was a newer member of the London Spiritualist Confederacy. Lance was a powerful mystic who's supernatural abilities began at the age of 6 when he discovered he could speak with the dead. Naturally his well-to-do parents were very concerned about any scandal and tried to have him committed but he thwarted doctor's attempts to cure him when his body could not be submerged in an ice water bath despite a host of orderlies pushing him against the water's icy surface. Lance was discharged and his family sent him away to study with German Bohemians and Russian Yogis. He has accumulated some impressive powers but he lacks the showmanship to generate wealth as a spiritualist so recently he has played the assistant to charlatan spiritualists in the order who are better at selling the craft. In his spare time Lance was found at the Southerby School, blowing off steam in the fencing lanes. After three long years of making charlatans look good, Lance responded to a post in
the Communion Hall of the spiritualist's domicile looking for seance spiritualists in
the New Imperial Territories. As a mystic he has knowledge that the
colonies are otherworldly and possessed of a powerful spiritual symmetry. He hopes to discover unknown magics.
John Henry Jackson was the son of a 49'er, raised on a California gold claim. At the young age of 6 his father was confronted by claim jumpers while he was panning at the river. John saw his father's six gun in a box of tools. Allegedly boyhood john shot each of the men dead, he reality the shots sent them running, but he's satisfied with that tale enough that he doesn't disagree. As he grew John became quite a pistolier, partially out of fear that he might face other men after his father's gold but also out of the pride of his fame as the six-gun kid. John's father didn't like the idea of his son hanging out in shooting salons so he sent him off to school to become a geologist. John Henry didn't kick the pistol habit but instead adopted the manner of a mean drunk in school. When his father retired and sold the mine he went on to manage other mining interests, specializing in exotic ores and minerals like cinnabar and turquoise. He never lasted long at a mine before bourbon signed his walking papers.
While
working in the Arizona territories John Herny had taken a date to the
Wild Bill Hickock Traveling Western show and discovered how poorly
skilled professional pistoliers really are. He was between positions and
had been drinking a lot for a weekday and when he finally sobered up he
was on a train to the next show. John Herny found show business suited
him, he could do his act drunk, it flattered his vanity, and it
attracted his latest vice, women of poor character. The Show took John
Henry to England where he shook hands with the wealthy and influential
and discovered a curious metal in their fashionable jewelry, it was
called Orichalcum, it was all the rage. John's curiosity about the
strange metal has been peaked and he's determined to find out where it
is mined and founded.
Lady Emily Shaw was born to Lord Virgil and Lady Charlotte Grayson. Lady Charlotte
died in childbirth to her only daughter and left Virgil poorly equipped
to rear Emily. Lord Greyson departed for North India when Emily was 5,
taking her to a strange new world. Emily learned some of the language,
cuisine and custom and when her governess wasn't able to keep an eye on
her she learned Bandesh boxing down at the park with the Indian
children. To Emily India had become her home, eventually exploring the
remarkable land and culture by Lord Greyson's side. It made it all the
more horrible when in 1972 Virgil sent his daughter home for fear of
increasing hostility against visiting English in the Country. Virgil was
to finish his project for the Royal Geography Society and take a train
home to meet Emily at the Port but when she arrived he wasn't there.
Virgil Greyson had been killed when he train was derailed by radicals in
India.
Lady Shaw found solace in the company of Her Majesties Royal
Geography Society and would later become a member on her 18th birthday.
But while they all held esteem for Lord Virgil, Emily was a woman and
had no formal education in the sciences. They allowed her to assist with
organizing expeditions but she would never be an explorer. She did
attract the affection of a white-haired adventurer by the name of Sir
David Shaw, an accomplished mapper of South America and after a
prolonged courtship Emily finally agreed to marry him. Her marriage was
short-lived, Sir David returned to South America three years into their
marriage, never to be seen again. Perhaps this additional tragedy and
the increasing number of funeral services for Explorers in the New
Imperial Territory motivated Lord Peter Cavandish to offer Lady Shaw a
post in the New Imperial Territories as Darwinist on the project to
crack the native tongues.
Lady Shaw actually spent a year in the New
Imperial territories studying the notes of other explorers and found
that the spirit of sharing knowledge seemed to end at the Rabbit Hole.
She was forbidden access to field notes and maps, even journals. So she
languished in Neverwhere battling her lace ceiling. On Christmas Day
1978 there was a boy sent to lady Abernathy's house to fetch an explorer
to answer a summons from one of the Speakers of the Sylvan people, an
enigmatic tribe of natives that fascinated Emily, and all other Society members had
returned home to be with their families. Emily rode out to meet the
Sylvan with cavalrymen from the fort, exchanging goods with an officer
who spoke some of their language. After 4 hours on horseback she giddily had a clumsy conversation
with a bored elfin man with a ridiculously pompous sense of entitlement,
but the conversation connected many of the dots in her research and she
became convinced that the Sylvans held many secrets from their English guests. Now she is returning to present her work to the Royal
Geography Society in hopes of being granted another year in the New Imperial territories.
Patrick's Finnegan Omallie's history is a tale of painful woes. Patrick was a middle son in
six brothers and sisters with a father that drank and a mother that
fought. Nancy O'Mallie died of consumption when he was just five.
Patrick was bullied by children in his school for being motherless and
knocked around by his father when he came home. At 14 Patrick heard
screams coming from a the Christian work home and saw smoke. Without
thought for his safety he rushed in to save who he could. He was nearly
killed but worse than the physical scars from the ordeal was the horror
of the dying and his helplessness to do anything but watch them burn. At
16 Patrick stood his ground when his father came home angry and knocked
the old man down. Instead of backing his play and tossing the old drunk
out, his siblings kicked Patrick out.
Patrick became a miller going where
the work took him. He was in a boarding house outside of Cork when he
met a Portuguese sailor named Ernesto Pella. Pella was excited about a
revolution sweeping Portugal called Marxism that seemed to answer all of
the injustices that Patrick felt held him down. He had a book called
The Communist Manifesto that he gave Patrick, and it lit a fire in the
downtrodden young man. While working in England he caught a train to London to
seek out more books about Marxism, and found a group that met in the back
of a bar, what felt to Patrick like ground zero of the revolution.
Patrick took to proselytizing about labor and the oppression of power on the London Streets
after he got a few beers in him and a few times he was jailed for
Disreputable Manner. He had bought a pistol because London in he 1980's had
become a dangerous place. He didn't even think about it when he stepped
out onto the corner to teach the workers. He had a good crowd gathered
when a mob came out of a nearby bar, angry for some reason and began to
brawl with those gathered to listen. He pulled his pistol to fire it in
the air to scare them off when he was suddenly seized by constables. He
went down and the gun fired and a constable was injured badly. This
event received a great deal of attention, now instead of a rabble-rouser
Patrick was guilty of assaulting a constable while spreading treasonous
propaganda. And instead of a night in jail he was sentenced to 12 years
in Castle Rock prison.
Lance had received a notice of his posting to Fort Alice, he cancelled residency for his apartment, packed his things, fished all the shillings he could from his couch and caught a coach to Hyde Park. The gate guards wouldn't allow his coach in the gates so he had to hike the long road towards the encampment. He found a day officer who confirmed his train to the New Imperial territories was departing at 9p, so he find a quiet corner and meditated. As he was finding his center a cute woman in safari wear walked up to him and asked "Is that a Yogi Pose?" Lance opened his eyes and looked up "It is, I was just meditating, miss?". She smiled "Lady, Emily Shaw, I'm not used to men who won't stand to greet a lady.." Lance flashed a devilish grin "I'm not accustomed to a woman who interrupts a man so clearly engaged in contemplation. Well met Lady Shaw, I'm Lance Weston of the London Spiritualists Confederation.."
John Henry Jackson had spent the days between shows asking around jewelers and dropping bribes with local metalworkers until he found that the Oricalcum came from a mysterious train line that came through London station but didn't seem to have rails that led out. He snuck into the tunnels under the old train station and deep into the dark. When he emerged he found himself in a military encampment with dozens of soldiers turning their rifles at him. He was taken into custody without explanation and left in a make-shift brig to sweat out his reckless decisions. However, one thing was clear, this wasn't a mine, it was something else entirely.
After two days of enjoying the hospitality of Victoria's army John Henry was visited by a well-dressed English gentleman who introduced himself as Lord Peter Cavandish. Lord peter knew his name and credentials and more than a few details about run-ins with the law. He told John Henry that he was in the awkward position of having stumbled upon one of England's little secrets that must be kept but that it may end up working in his favor as they currently need a geologist with experience mining soft metals. John Henry heard out the offer and saw no shortfall for himself. He agreed and was told that his train would be departing for the colony in 6 days and he had the run of the camp and would be given resources to catch up on the work being done.
Emily Shaw had contacted the camp and was delivered through the gates in a luxurious coach but left to handle her considerable baggage. She arrived the day before her departure as she had learned that the Crystal Palace station becomes somewhat chaotic the day of departure. She claimed a bunk for the night in the sciences building and went to the mess tent to see what was cooking. While she ate she was approached by a man in an American costume, complete with Stetson hat and belted pistols. His name was John Henry Jackson and despite his roughness he seemed to be a pleasant enough man. He was also making the journey to the New Imperial Territories and wanted to know where he was going. Having been through the whole veil of secrecy for the Rabbit Hole Emily simply explained that the journey was a very quick trip by train. Jackson continued to press her for details but she just smiled and explained that she was sure all of his questions would be answered tomorrow.
Patrick Finnegan O'mallie languished in prison for weeks, taking beatings from the Christians for his frank views on religion and getting rough treatment from the guards who were friends of the injured constable. Each Sunday the friar would call on him to offer him the Lord's absolution and each Sunday he'd politely refuse. It was a tedious exercise but a welcome break from the loneliness of Castle Rock prison. One Sunday as Patrick was escorted to the visitors chamber, rather than the far friar in black robes, he was greeted by a young man in a black suit. The man introduced himself as Donovan Sullivan, a clerk for The Company, and he wanted to offer Patrick a chance to work for the queen rather than doing his time in prison. Patrick was irate. he told Sullivan that capitalists like him are how he ended up in prison. Donovan calmed him and said that he's merely a man with an opportunity, that the crown has imprisoned him but his case doesn't seem to show Patrick to be a dangerous man or even a real criminal. He explained he wanted to give Patrick a fair shot, to do his time doing fair labor in the Queen's colony rather than rotting in prison. Patrick's temper cooled and he looked over the contract. The language was thick in places and he noticed that if he failed his employment over the next 10 years that he would be returned to prison for his full sentence, but he could see a better deal when it was handed to him. He signed and he was told a carriage would be picking him up the next day.
Patrick was woken early the next day and marched in line with 20-some other prisoners to collect their possessions and sign their agreement of early release. They piled into two wagons and rode to a train stop where their shackles were removed and they were boarded, still in their prison clothes. Once they reached London the switched trains to a cramped little car that traveled deeper into the station tunnels and emerged in a military camp somewhere in the city. Patrick and his fellows were directed to rows of chairs that sat under the huge skeletal remains of the Crystal Palace fairgrounds and they were told they would wait for the duration.
As the little engine pulled through the tunnels from London Station and pulled up to the Crystal Palace train platform Lance made his way towards the bustle of people preparing the train for it's trip and was directed to stand in line with other gentlemen and ladies boarding the train. He greeted a friendly American by the name of John Henry Jackson who was apparently travelling through the Rabbit Hole to dig up rocks or some-such.
Emily Shaw boarded the train and was conducted to the velvet padded seats at the rear of the train. She was seated next to a handsome but boorish nobleman named Michael Cabbot who seemed very keen on impressing her with his appointment in the New Imperial Territories working under the governor Lord Poole. Emily knew the trip was very short so it cost her little to smile and nod along. As she waited and watched the bustle outside the train, a host of professionals boarded the train and found seats on the benches, including the spiritualist and the American she had met. Lastly a pack of brooding looking laborers were shown onto the train and told to sit at the front. The doors were closed and the conductor rapped at the timbers of the train car advising in a loud voice "We are to be underway soon, please keep your hands and feet within the train car for the duration of the trip. Do not look directly into the horizon as we travel. If you experience nausea or feel unsteady do not be alarmed. Remain seated and it will pass.
All aboard could hear the engine building up steam and then the train lurched forward, moving slowly down the tracks in the dark of night. They could see people running alongside the train, soldiers rushing ahead and kneeling in positions with rifles aimed towards the rail stop at the end of the tracks. A bank of limelight flashed to life and the tracks were bathed in bright yellow light. The train slowly accelerated towards the barricade at the end of it's rails. Lance pushed his face to the narrow windows to see ahead and could see the barricade open wide like a yawning mouth and the train driving into a circle of electric light. The train car was bathed in bright blue light from the passage into the Rabbit Hole and when it emerged from the darkness it was pulling into an enclosed rural train station in the bright afternoon sun.
Passengers began to rise shakily and gather their possessions. Sir Michael Cabot was having a bit of trouble with his stomach after the short Journey. The doors were opened and the conductor cautioned "Stand carefully and disembark. You may experience disorientation. If you feel ill remain seated and someone will assist you." As the characters each disembarked and looked around they found themselves in a long narrow fortification seemingly built for the little four-car train, heavy steel portcullis closed behind the train, massive barred doors ahead, and all around people hurriedly unloading and loading cargo, above the train platform was a balcony were a silver-haired man in an armored uniform looked down unhappily and an almost skeletal man in an expensive black suit supervised the work on the platform while watching his pocket watch with a frown.
As they acclimated to the much warmer and more humid weather and began to wonder what to do next there was a thunderous boom from above and the loud ringing of a bell. Soldiers ran to the parapets of the fort and in seconds another boom rang out, the sound of cannon fire coming from the corner fortifications of the Fort. Soldiers ran to check the barricades for the doors of the Fort. John Henry saw that nobody seemed to be paying attention to the passengers and he darted up the stairs of the battlements to see over the walls, Lance Weston close on his heels. Emily Shaw looks around at the confused and scared passengers and called out in a clear voice "Everyone, please remain calm, stay low and near the train until you are told to do otherwise.." and upon seeing that Lance and John Henry had charged up the walls she followed behind them. Patrick looked at all of the madness breaking out and he sat down against a stack of crates, having no interest in getting shot or stabbed for the imperialists. As Emily Shaw ran up the battlements the silver-haired knight on the upper platform held out a gloved hand and cautioned her "Young Lady I don't think you should be up there.." Emily chafed visibly and nodded at the other two now reaching the top of the wall "Should they be up there??". She elderly knight glanced at Lance and John Henry and just shrugged, drawing back his hand in disinterested surrender and allowing Emily to the top of the walls.
As they stood and leaned over the walls to see the commotion they could see a huge ring of buildings below the fort walls and inside a secondary wall of log Palisades with reinforced gates leading out of the town and patchworks of farm fields around the town. At the far edge of the Northern fields was a group of people fending off attackers in horseback. The cannons would fire from the walls and huge clods of dirt and mud would explode around the battle. Soldiers took aim but didn't fire at the extreme range, however within the melee there were puffs of smoke and little cracks of gunfire. The seventh staggered cannon shot struck one of the horses, causing an explosion of gore, and the rest of the riders turned and fled the fight bringing cheers from the soldiers on the wall.
Once the fighting was over there was a complex drill of checking the portcullis locks before the fort's main doors were unbarred and opened and the passengers began to spill into the town of Neverwhere, greeted by strangers come to meet the train just outside. A East India Company clerk called out for all common labor to line up and Patrick filed in with his caste, following them out the long way around town to the dormitories for Irish and Scott workers. John Herny had heard the call of the clerk and asked if he wouldn't mind showing him where he's bunking down. The Clerk politely agreed, leading him on to the chalk hall where the few academics studying unique materials or exotic flora work. He found the work areas a mess and his tiny sleeping cubical not much more grand. Emily walked Sir Kenneth to the home of the Pooles, finding them on their porch unphased by the battle outside the walls. Mrs Poole offered Lady Emily a pleasant greeting veiled with the subtle reminder of her social superiority to the young explorer. And then Emily continued on to Lady Abernathy's residence to share the good news of her extended appointment to the Territories. Lance Weston followed the simple directions down the Port Road towards Madam Torkov's home. As he knocked at the door he was greeted be a slender dour black man who looked at him expectantly. Lance introduced himself and presented his appointment letter to which the man gestured into to home and collected his bags. Madam Torkov was an elderly Russian Jew with all the uniform of a gypsy mystic. She greeted Lance and performed a prefuctory reading of his aura that assured him she had at least some skill as a legitimate spiritualist. Then she sent Mr Bokom to prepare a room for their guest for the night. Once they were left alone Madam Torkov warned Lance that the dead of the New Imperial Territories are not dead gentlemen or ladies and should not be taken at their word, they are wily trixters with no motive for honesty.
Just then a flicker of shadow passed over the town. As the characters looked skyward curiously the alarm bell rang out once more. Emily Shaw ran upstairs to Lady Abernathy's balcony, searching the sky for what imagined was one of the Territory's rarest beasts. Lance Weston rose from tea with the Madam and walked outside looking skyward. John Henry walked slowly towards the open barn-doors of the chalk hall where other academics were clustered. Patrick O'mallie backed away from the burst of shadow that flitted across all of the dormitory windows and pressed his back against the wall. Overhead a great beast, glistening and red flew over the fort, diving and sweeping past buildings as it beat it's huge bat-like wings, a dragon. It soared low over the town long enough for everyone to get an undeniably good look before a number of rifle shots from the walls of the fort made the massive beast dive low and shoot away over the fields. It was about that time that each of them decided they needed a drink.
One by one the characters filed in to the Lonely Hart pub to find that everyone else in the little town wanted a drink and the place was filling up quickly. knowing virtually nobody else in the crowded bar they all ended up around the same table. They sat around the table and drank and commiserated about their unexpected stakes in the New Imperial Territories and Emily Shaw beamed with excited optimism about the unknown. Soldier's in the street announced a recommendation that all persons be indoors by dark and the characters headed to bed one-by-one.
Arriving in his little barn-house cubical John Henry found a tall woman in plain work clothes looking through his belongings. As he unsnapped the stays on his holsters audibly she turned with a start and smiles embarrassed "I head heard you Americans have a flare for the dramatic.." she introduced herself as Miss Laura Popwell, a chemist working with the Aether team and his bunk mate for the duration. Miss Popwell's tone and pitying smile made it clear she wasn't impressed with the vocation of Geology. John Henry, four whiskeys into his evening, couldn't think of anything more diplomatic to offer than a charming grin and Laura uncomfortably changed under her blanket and wished him good night.
The following morning Patrick was woken by a kick to his bunk from a big Irish Bloke who introduced himself as Theador McShane, and established well enough that he ran the Irish dorm. McShane showed Patrick to the mill and introduced him around to the Miller and his crew then left Patrick to his work. Patrick struck up a conversation with the Miller, curious how often people die out in the woodline with the attacks and flying beasts. The Miller told him if you're smart you have no troubles... if you're smart you never get stuck working out at the woodline.
Lance woke late in the day and made the rounds to find a room in one of the boarding houses in the town. Later he looked around the outskirts of the town for a place to practice his craft but he didn't like the idea of being out in the open. He ended up bribing Patrick O'Mallie to come out on his lunch break and watch Lance practice for a bit. Patrick followed him with a woodsman's ax remembering the advice about smart people while he munched on a warm pasty from the tavern. Lance threw a couple of lightning bolts to see if his magic felt any different in the Territories but he didn't sense anything different. So the two of them walked back across the fields talking about Lance's supernatural powers.
John Henry woke and got his bearings. He found the lab space a mess after he had cleaned it the night before. Hung over and naturally a bit mean spirited in the morning he drew his pistol and began using it to point out the unacceptable level of cleanliness for a work space. He tracked down the form to acquire Oricalcum for his work and got a lockbox to store it. He found the Company clerk managing the Oricalcum stores less than helpful but putting him in just a little inconvenience got him a very large chunk of Oricalcum ore from one of the locked ore bins with very little accountability.
Emily Shaw rose and shared breakfast with Lady Abernathy to discuss her role with The Society in the coming year Lady Abernathy cautioned her against hasty disclosure, that crown is less eager to hear about the wonders of the New Imperial Territories than she thinks.
John Henry Jackson had spent the days between shows asking around jewelers and dropping bribes with local metalworkers until he found that the Oricalcum came from a mysterious train line that came through London station but didn't seem to have rails that led out. He snuck into the tunnels under the old train station and deep into the dark. When he emerged he found himself in a military encampment with dozens of soldiers turning their rifles at him. He was taken into custody without explanation and left in a make-shift brig to sweat out his reckless decisions. However, one thing was clear, this wasn't a mine, it was something else entirely.
After two days of enjoying the hospitality of Victoria's army John Henry was visited by a well-dressed English gentleman who introduced himself as Lord Peter Cavandish. Lord peter knew his name and credentials and more than a few details about run-ins with the law. He told John Henry that he was in the awkward position of having stumbled upon one of England's little secrets that must be kept but that it may end up working in his favor as they currently need a geologist with experience mining soft metals. John Henry heard out the offer and saw no shortfall for himself. He agreed and was told that his train would be departing for the colony in 6 days and he had the run of the camp and would be given resources to catch up on the work being done.
Emily Shaw had contacted the camp and was delivered through the gates in a luxurious coach but left to handle her considerable baggage. She arrived the day before her departure as she had learned that the Crystal Palace station becomes somewhat chaotic the day of departure. She claimed a bunk for the night in the sciences building and went to the mess tent to see what was cooking. While she ate she was approached by a man in an American costume, complete with Stetson hat and belted pistols. His name was John Henry Jackson and despite his roughness he seemed to be a pleasant enough man. He was also making the journey to the New Imperial Territories and wanted to know where he was going. Having been through the whole veil of secrecy for the Rabbit Hole Emily simply explained that the journey was a very quick trip by train. Jackson continued to press her for details but she just smiled and explained that she was sure all of his questions would be answered tomorrow.
Patrick Finnegan O'mallie languished in prison for weeks, taking beatings from the Christians for his frank views on religion and getting rough treatment from the guards who were friends of the injured constable. Each Sunday the friar would call on him to offer him the Lord's absolution and each Sunday he'd politely refuse. It was a tedious exercise but a welcome break from the loneliness of Castle Rock prison. One Sunday as Patrick was escorted to the visitors chamber, rather than the far friar in black robes, he was greeted by a young man in a black suit. The man introduced himself as Donovan Sullivan, a clerk for The Company, and he wanted to offer Patrick a chance to work for the queen rather than doing his time in prison. Patrick was irate. he told Sullivan that capitalists like him are how he ended up in prison. Donovan calmed him and said that he's merely a man with an opportunity, that the crown has imprisoned him but his case doesn't seem to show Patrick to be a dangerous man or even a real criminal. He explained he wanted to give Patrick a fair shot, to do his time doing fair labor in the Queen's colony rather than rotting in prison. Patrick's temper cooled and he looked over the contract. The language was thick in places and he noticed that if he failed his employment over the next 10 years that he would be returned to prison for his full sentence, but he could see a better deal when it was handed to him. He signed and he was told a carriage would be picking him up the next day.
Patrick was woken early the next day and marched in line with 20-some other prisoners to collect their possessions and sign their agreement of early release. They piled into two wagons and rode to a train stop where their shackles were removed and they were boarded, still in their prison clothes. Once they reached London the switched trains to a cramped little car that traveled deeper into the station tunnels and emerged in a military camp somewhere in the city. Patrick and his fellows were directed to rows of chairs that sat under the huge skeletal remains of the Crystal Palace fairgrounds and they were told they would wait for the duration.
As the little engine pulled through the tunnels from London Station and pulled up to the Crystal Palace train platform Lance made his way towards the bustle of people preparing the train for it's trip and was directed to stand in line with other gentlemen and ladies boarding the train. He greeted a friendly American by the name of John Henry Jackson who was apparently travelling through the Rabbit Hole to dig up rocks or some-such.
Emily Shaw boarded the train and was conducted to the velvet padded seats at the rear of the train. She was seated next to a handsome but boorish nobleman named Michael Cabbot who seemed very keen on impressing her with his appointment in the New Imperial Territories working under the governor Lord Poole. Emily knew the trip was very short so it cost her little to smile and nod along. As she waited and watched the bustle outside the train, a host of professionals boarded the train and found seats on the benches, including the spiritualist and the American she had met. Lastly a pack of brooding looking laborers were shown onto the train and told to sit at the front. The doors were closed and the conductor rapped at the timbers of the train car advising in a loud voice "We are to be underway soon, please keep your hands and feet within the train car for the duration of the trip. Do not look directly into the horizon as we travel. If you experience nausea or feel unsteady do not be alarmed. Remain seated and it will pass.
All aboard could hear the engine building up steam and then the train lurched forward, moving slowly down the tracks in the dark of night. They could see people running alongside the train, soldiers rushing ahead and kneeling in positions with rifles aimed towards the rail stop at the end of the tracks. A bank of limelight flashed to life and the tracks were bathed in bright yellow light. The train slowly accelerated towards the barricade at the end of it's rails. Lance pushed his face to the narrow windows to see ahead and could see the barricade open wide like a yawning mouth and the train driving into a circle of electric light. The train car was bathed in bright blue light from the passage into the Rabbit Hole and when it emerged from the darkness it was pulling into an enclosed rural train station in the bright afternoon sun.
Passengers began to rise shakily and gather their possessions. Sir Michael Cabot was having a bit of trouble with his stomach after the short Journey. The doors were opened and the conductor cautioned "Stand carefully and disembark. You may experience disorientation. If you feel ill remain seated and someone will assist you." As the characters each disembarked and looked around they found themselves in a long narrow fortification seemingly built for the little four-car train, heavy steel portcullis closed behind the train, massive barred doors ahead, and all around people hurriedly unloading and loading cargo, above the train platform was a balcony were a silver-haired man in an armored uniform looked down unhappily and an almost skeletal man in an expensive black suit supervised the work on the platform while watching his pocket watch with a frown.
As they acclimated to the much warmer and more humid weather and began to wonder what to do next there was a thunderous boom from above and the loud ringing of a bell. Soldiers ran to the parapets of the fort and in seconds another boom rang out, the sound of cannon fire coming from the corner fortifications of the Fort. Soldiers ran to check the barricades for the doors of the Fort. John Henry saw that nobody seemed to be paying attention to the passengers and he darted up the stairs of the battlements to see over the walls, Lance Weston close on his heels. Emily Shaw looks around at the confused and scared passengers and called out in a clear voice "Everyone, please remain calm, stay low and near the train until you are told to do otherwise.." and upon seeing that Lance and John Henry had charged up the walls she followed behind them. Patrick looked at all of the madness breaking out and he sat down against a stack of crates, having no interest in getting shot or stabbed for the imperialists. As Emily Shaw ran up the battlements the silver-haired knight on the upper platform held out a gloved hand and cautioned her "Young Lady I don't think you should be up there.." Emily chafed visibly and nodded at the other two now reaching the top of the wall "Should they be up there??". She elderly knight glanced at Lance and John Henry and just shrugged, drawing back his hand in disinterested surrender and allowing Emily to the top of the walls.
As they stood and leaned over the walls to see the commotion they could see a huge ring of buildings below the fort walls and inside a secondary wall of log Palisades with reinforced gates leading out of the town and patchworks of farm fields around the town. At the far edge of the Northern fields was a group of people fending off attackers in horseback. The cannons would fire from the walls and huge clods of dirt and mud would explode around the battle. Soldiers took aim but didn't fire at the extreme range, however within the melee there were puffs of smoke and little cracks of gunfire. The seventh staggered cannon shot struck one of the horses, causing an explosion of gore, and the rest of the riders turned and fled the fight bringing cheers from the soldiers on the wall.
Once the fighting was over there was a complex drill of checking the portcullis locks before the fort's main doors were unbarred and opened and the passengers began to spill into the town of Neverwhere, greeted by strangers come to meet the train just outside. A East India Company clerk called out for all common labor to line up and Patrick filed in with his caste, following them out the long way around town to the dormitories for Irish and Scott workers. John Herny had heard the call of the clerk and asked if he wouldn't mind showing him where he's bunking down. The Clerk politely agreed, leading him on to the chalk hall where the few academics studying unique materials or exotic flora work. He found the work areas a mess and his tiny sleeping cubical not much more grand. Emily walked Sir Kenneth to the home of the Pooles, finding them on their porch unphased by the battle outside the walls. Mrs Poole offered Lady Emily a pleasant greeting veiled with the subtle reminder of her social superiority to the young explorer. And then Emily continued on to Lady Abernathy's residence to share the good news of her extended appointment to the Territories. Lance Weston followed the simple directions down the Port Road towards Madam Torkov's home. As he knocked at the door he was greeted be a slender dour black man who looked at him expectantly. Lance introduced himself and presented his appointment letter to which the man gestured into to home and collected his bags. Madam Torkov was an elderly Russian Jew with all the uniform of a gypsy mystic. She greeted Lance and performed a prefuctory reading of his aura that assured him she had at least some skill as a legitimate spiritualist. Then she sent Mr Bokom to prepare a room for their guest for the night. Once they were left alone Madam Torkov warned Lance that the dead of the New Imperial Territories are not dead gentlemen or ladies and should not be taken at their word, they are wily trixters with no motive for honesty.
Just then a flicker of shadow passed over the town. As the characters looked skyward curiously the alarm bell rang out once more. Emily Shaw ran upstairs to Lady Abernathy's balcony, searching the sky for what imagined was one of the Territory's rarest beasts. Lance Weston rose from tea with the Madam and walked outside looking skyward. John Henry walked slowly towards the open barn-doors of the chalk hall where other academics were clustered. Patrick O'mallie backed away from the burst of shadow that flitted across all of the dormitory windows and pressed his back against the wall. Overhead a great beast, glistening and red flew over the fort, diving and sweeping past buildings as it beat it's huge bat-like wings, a dragon. It soared low over the town long enough for everyone to get an undeniably good look before a number of rifle shots from the walls of the fort made the massive beast dive low and shoot away over the fields. It was about that time that each of them decided they needed a drink.
One by one the characters filed in to the Lonely Hart pub to find that everyone else in the little town wanted a drink and the place was filling up quickly. knowing virtually nobody else in the crowded bar they all ended up around the same table. They sat around the table and drank and commiserated about their unexpected stakes in the New Imperial Territories and Emily Shaw beamed with excited optimism about the unknown. Soldier's in the street announced a recommendation that all persons be indoors by dark and the characters headed to bed one-by-one.
Arriving in his little barn-house cubical John Henry found a tall woman in plain work clothes looking through his belongings. As he unsnapped the stays on his holsters audibly she turned with a start and smiles embarrassed "I head heard you Americans have a flare for the dramatic.." she introduced herself as Miss Laura Popwell, a chemist working with the Aether team and his bunk mate for the duration. Miss Popwell's tone and pitying smile made it clear she wasn't impressed with the vocation of Geology. John Henry, four whiskeys into his evening, couldn't think of anything more diplomatic to offer than a charming grin and Laura uncomfortably changed under her blanket and wished him good night.
The following morning Patrick was woken by a kick to his bunk from a big Irish Bloke who introduced himself as Theador McShane, and established well enough that he ran the Irish dorm. McShane showed Patrick to the mill and introduced him around to the Miller and his crew then left Patrick to his work. Patrick struck up a conversation with the Miller, curious how often people die out in the woodline with the attacks and flying beasts. The Miller told him if you're smart you have no troubles... if you're smart you never get stuck working out at the woodline.
Lance woke late in the day and made the rounds to find a room in one of the boarding houses in the town. Later he looked around the outskirts of the town for a place to practice his craft but he didn't like the idea of being out in the open. He ended up bribing Patrick O'Mallie to come out on his lunch break and watch Lance practice for a bit. Patrick followed him with a woodsman's ax remembering the advice about smart people while he munched on a warm pasty from the tavern. Lance threw a couple of lightning bolts to see if his magic felt any different in the Territories but he didn't sense anything different. So the two of them walked back across the fields talking about Lance's supernatural powers.
John Henry woke and got his bearings. He found the lab space a mess after he had cleaned it the night before. Hung over and naturally a bit mean spirited in the morning he drew his pistol and began using it to point out the unacceptable level of cleanliness for a work space. He tracked down the form to acquire Oricalcum for his work and got a lockbox to store it. He found the Company clerk managing the Oricalcum stores less than helpful but putting him in just a little inconvenience got him a very large chunk of Oricalcum ore from one of the locked ore bins with very little accountability.
Emily Shaw rose and shared breakfast with Lady Abernathy to discuss her role with The Society in the coming year Lady Abernathy cautioned her against hasty disclosure, that crown is less eager to hear about the wonders of the New Imperial Territories than she thinks.
Monday, January 2, 2017
Cast of Characters
Player Characters
Lance A. Weston - Chris - Lance is a newer member of the London Spiritualist Confederacy. Despite the dubious reputation of seance spiritualists, Weston can legitimately commune with the dead. He can Levitate and throw rather dangerous bolts of lightning from his fingertips. He's also a very accomplished hobbyist saber fighter.
John Henry Jackson - Dave - John Henry Jackson is an American cowboy and talented geologist. During a long bender he found himself working for a Wild West show that brought him to England where he discovered Oricalcum.
Lady Emily Shaw - Vanessa - Emily Shaw is a lesser noble raised in India, daughter to a prestigious explorer. She married young and lost her husband, placing her in a unique position of power and social freedom for an adventurous woman.
Patrick Finnegan O'Mallie - Alex - Patrick has been beaten into the shape of a tough-as-nails Irishman. He is a miller and carpenter from a poor town in Southern Ireland. His family largely abandoned him and he became a communist. He has had some legal woes but is being given an opportunity to work free in the New Imperial Territories.
NPCS
Herbert George Wells - Herbert came to the New Imperial Territories by invitation of a writer friend who got him work as an engineer despite little education. Herbert is a very capable inventor and is good at finding new solutions and inventing new applications. Herbert is also sick with romanticism and youthful idealism, a determined gentleman and always willing to give others a chance. He is drawn to John Henry and Lance Weston as they embody all of the great masculine characteristics he writes about in his silly books. Secretly Herbert has strong Marxist leaning and finds Patrick's communist ideals fascinating.
Phillip Hughes Montjoy - Montjoy is a young adventurer in love with the mystery and potential of the New Imperial Territories. He lacks Lady Shaw's money or standing or experience but he does have a penis which makes him her superior in the eyes of the Geographer's society. So he depends on her political ability and expertise and he opens doors for her that women aren't traditionally allowed to go through unescorted. Montjoy obviously holds a great fondness for Emily Shaw but for whatever reason has made no intention known.
Sunday, January 1, 2017
This was the chargen handout for the game. There are typos and more importantly some oddness in how GURPS templates normally work. They made some fairly well balanced 150pt characters.
Characters
– Rabbit Hole
Career
Templates
1st
Reformed Cavalry NIT Hussar [100pts]
Your character is part of the
ranks of the regal Royal Hussars, a mounted cavalryman in service to
the Queen's army. You have defended Fort Alice from her enemies and
guarded expeditions into the forests of the New Imperial Territories.
But a great deal of your time is spent escorting mining wagons,
caring for your horse or racing your mates through the streets of the
town. The 1st Reformed see themselves as the ultimate
cavalry, seasoned in battle with other mounted riders.
Attributes: ST 10 [0]; DX 12 [40]; IQ 11 [20]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [-5]; Per 10 [-5]; FP 10 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0].
Advantages: Patron – Fairly powerful organization, offering equipment in excess of starting wealth, appearing on 9+ [20], and 10pts chosen from among Acute Senses [2/level], Ambidexterity [5], Appearance-Attractive [4], Fit [5], Hard to Kill [2/level], Hit Points-+1 [2], Rank 1 [5], Signature Gear [Varies].
Disadvantages: Duty-Extremely Hazardous, 9+ [-10], and -10pts chosen from among Addiction-Tobacco, legal, cheap [-1], Appearance-Unattractive [-4], Bad Temper [-10], Callous [-5], Code of Honor (soldier) [-10], Compulsive Carousing [-5], Jealousy [-10], Nightmares [-5], Noisy [2/level], Overconfidence [-5], Skinny [-5], Stubbornness [-5], Wealth-Struggling [-10].
Attributes: ST 10 [0]; DX 12 [40]; IQ 11 [20]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [-5]; Per 10 [-5]; FP 10 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0].
Advantages: Patron – Fairly powerful organization, offering equipment in excess of starting wealth, appearing on 9+ [20], and 10pts chosen from among Acute Senses [2/level], Ambidexterity [5], Appearance-Attractive [4], Fit [5], Hard to Kill [2/level], Hit Points-+1 [2], Rank 1 [5], Signature Gear [Varies].
Disadvantages: Duty-Extremely Hazardous, 9+ [-10], and -10pts chosen from among Addiction-Tobacco, legal, cheap [-1], Appearance-Unattractive [-4], Bad Temper [-10], Callous [-5], Code of Honor (soldier) [-10], Compulsive Carousing [-5], Jealousy [-10], Nightmares [-5], Noisy [2/level], Overconfidence [-5], Skinny [-5], Stubbornness [-5], Wealth-Struggling [-10].
Primary
Skills: Guns-Pistol
(E) DX+2 [4],
Melee-saber
(A) DX+1
[4],
Riding
(A) DX+1
[4],
Secondary Skills: Animal Handling (A) IQ [2], Savior-Faire-military (E) IQ+1 [2], Tactics (A) IQ [2], and pick one of; Area Knowledge-Regional (E) IQ+1 [2], Armory-small arms (A) IQ [2], Packing (A) IQ [2], Survival-woodland (A) Per [2].
Background Skills: Pick five of; Boxing (A) DX-1 [1], Carousing (E) HT [1], Cooking (A) IQ-1 [1], Dancing (A) DX-1 [1], Fast Draw (E) DX [1], First Aid (E) IQ [1], Gambling (A) IQ-1 [1], Intimidation (A) IQ-1 [1], Knot Tying (E) DX [1], Musical Instrument (H) IQ-2 [1], Sex Appeal (A) HT-1 [1], Swimming (E) HT [1].
Secondary Skills: Animal Handling (A) IQ [2], Savior-Faire-military (E) IQ+1 [2], Tactics (A) IQ [2], and pick one of; Area Knowledge-Regional (E) IQ+1 [2], Armory-small arms (A) IQ [2], Packing (A) IQ [2], Survival-woodland (A) Per [2].
Background Skills: Pick five of; Boxing (A) DX-1 [1], Carousing (E) HT [1], Cooking (A) IQ-1 [1], Dancing (A) DX-1 [1], Fast Draw (E) DX [1], First Aid (E) IQ [1], Gambling (A) IQ-1 [1], Intimidation (A) IQ-1 [1], Knot Tying (E) DX [1], Musical Instrument (H) IQ-2 [1], Sex Appeal (A) HT-1 [1], Swimming (E) HT [1].
Choose one of the following
lenses;
1)
Cavalryman
Advantages:
Special Rapport-horse [5].
Skills:
Animal
Handling (A) IQ [2],
Guns-Pistol (E) DX+1
[2], Melee-saber
(A) DX
[2],
Riding
(A) DX [4].
2)
Officer
Advantages:
Rank 2 [10].
Skills:
Connoisseur-any
(A) IQ-1 [1],
Interrogation
(A) IQ-1
[1],
Leadership
(A) IQ [2],
Public
Speaking (A) IQ-1
[1].
74th
Line Infantry Infantryman [100pts]
Your character is part of the
regiment that keeps Fort Alice safe from threats, manning the
parapets and keeping watch over the walls. Your job isn't exciting
unless it's deadly. When you're not guarding a gate or a work crew
you're maintaining your kit, or helping the constable keep an eye on
the city.
Attributes: ST 11 [10]; DX 12 [40]; IQ 11 [20]; HT 10 [0].
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 10 [-5]; Per 10 [-5]; FP 10 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0].
Advantages: Patron–Fairly powerful organization, offering equipment less than starting wealth, appearing on 6+ [8], and 15pts chosen from among Acute Senses [2/level], Appearance-Attractive [4], Combat Reflexes [15], Fit [5], Hard to Kill [2/level], Hit Points-+1 [2], Rank 1 [5], Signature Gear [Varies] Will-+1 [5].
Disadvantages: Duty-Extremely Hazardous, 9+ [-10], and -10pts chosen from among Addiction-Tobacco, legal, cheap [-1], Appearance-Unattractive [-4], Bad Temper [-10], Bully [-10], Chummy [-5], Code of Honor (soldier)[-10pts], Compulsive Carousing/Gambling [-5], Cowardice [-10], Gullibility [-10], Noisy [2/level], Overweight [-1], Shyness-mild [-5], Wealth-Struggling [-10].
Attributes: ST 11 [10]; DX 12 [40]; IQ 11 [20]; HT 10 [0].
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 10 [-5]; Per 10 [-5]; FP 10 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0].
Advantages: Patron–Fairly powerful organization, offering equipment less than starting wealth, appearing on 6+ [8], and 15pts chosen from among Acute Senses [2/level], Appearance-Attractive [4], Combat Reflexes [15], Fit [5], Hard to Kill [2/level], Hit Points-+1 [2], Rank 1 [5], Signature Gear [Varies] Will-+1 [5].
Disadvantages: Duty-Extremely Hazardous, 9+ [-10], and -10pts chosen from among Addiction-Tobacco, legal, cheap [-1], Appearance-Unattractive [-4], Bad Temper [-10], Bully [-10], Chummy [-5], Code of Honor (soldier)[-10pts], Compulsive Carousing/Gambling [-5], Cowardice [-10], Gullibility [-10], Noisy [2/level], Overweight [-1], Shyness-mild [-5], Wealth-Struggling [-10].
Primary
Skills: Guns-Rifle
(E) DX+2 [4],
Hiking (A) HT+1
[4], Survival-woodland
(A) Per+1
[4].
Secondary Skills: Boxing (A) DX [2], Climbing (A) DX [2], Savior-Faire-military (E) IQ+1 [2], and choose two from: Armory-small arms (A) IQ [2], Knot Tying (E) DX+1 [2], Melee-spear (A) DX [2], Tactics (A) IQ [2], Teamster (A) IQ [2].
Background Skills: Choose five from; Boating-unpowered (A) DX -1 [1], Carousing (E) HT [1], Cooking (A) IQ-1 [1], Dancing (A) DX-1 [1], First Aid (E) IQ [1], Fishing (E) Per [1], Gambling (A) IQ-1 [1], Guns-any (E) DX [1], Intimidation (A) IQ-1 [1], Musical Instrument (H) IQ-2 [1], Packing (A) IQ-1 [1], Sex Appeal (A) HT-1 [1], Stealth (A) DX-1 [1], Swimming (E) HT [1].
Secondary Skills: Boxing (A) DX [2], Climbing (A) DX [2], Savior-Faire-military (E) IQ+1 [2], and choose two from: Armory-small arms (A) IQ [2], Knot Tying (E) DX+1 [2], Melee-spear (A) DX [2], Tactics (A) IQ [2], Teamster (A) IQ [2].
Background Skills: Choose five from; Boating-unpowered (A) DX -1 [1], Carousing (E) HT [1], Cooking (A) IQ-1 [1], Dancing (A) DX-1 [1], First Aid (E) IQ [1], Fishing (E) Per [1], Gambling (A) IQ-1 [1], Guns-any (E) DX [1], Intimidation (A) IQ-1 [1], Musical Instrument (H) IQ-2 [1], Packing (A) IQ-1 [1], Sex Appeal (A) HT-1 [1], Stealth (A) DX-1 [1], Swimming (E) HT [1].
Choose one of the following
lenses;
1)
Artillerist
Skills:
Artillery-cannon (A) IQ+2
[8], Forward
Observer (A) IQ [2].
3)
Coreman
Skills:
Diagnosis (H) IQ, Physician
(H) IQ [4],
Surgery (H) IQ-1[2].
2)
Engineer
Skills:
Engineer-combat (H) IQ-2
[1], Mathematics (H) IQ-2
[1], Explosives-demolition
(A) IQ+2 [8].
3)
Officer
Advantages:
Rank 1
[5].
Skills:
Interrogation
(A) IQ-1
[1],
Leadership
(A) IQ [2],
Public
Speaking (A) IQ-1[1],
Savior-Faire-military
(E) IQ
[1].
4)
Rifleman
Skills:
Armory-small
arms (A) IQ [2],
Guns-Rifle (E) DX+3
[8].
East
India Company Employee [125pts]
Your character works for The
company managing it's assets in the New Imperial territories. You
play a role in making sure work crews work and trains are loaded or
unloaded promptly and that stores have what they need to keep the
fort running. But most importantly you look out for Company
interests, making sure it's money and it's secrets are kept, and it's
enemies are dealt with.
Attributes: ST 9 [-10]; DX 11 [20]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 11 [-5]; FP 10 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0].
Advantages: Patron-Very powerful organization, disproportionate political power, 6+ [15], and 10pts chosen from among Ambidexterity [5], Appearance-Attractive [4], Contact-snitch, somewhat reliable, Streetwise-15, 9+ [2pts], Language [Varies], Hard to Kill [2/level], Hard to Subdue [2/level], Signature Gear [Varies], Wealth-comfortable [10].
Disadvantages: Duty-to patron, 12+ [-10], and -10pts chosen from among Addiction-Opium, legal, expensive, highly addictive [-10], Addiction-Tobacco, legal, cheap [-1], Appearance-Unattractive [-4], Bad Sight-mitigated [-10], Bad Temper [-10], Bloodlust [-10], Callous [-5], Compulsive Gambling [-5], Overweight [-1], Skinny [-5], Unfit [-5], Wealth-Struggling [-10].
Attributes: ST 9 [-10]; DX 11 [20]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 11 [-5]; FP 10 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0].
Advantages: Patron-Very powerful organization, disproportionate political power, 6+ [15], and 10pts chosen from among Ambidexterity [5], Appearance-Attractive [4], Contact-snitch, somewhat reliable, Streetwise-15, 9+ [2pts], Language [Varies], Hard to Kill [2/level], Hard to Subdue [2/level], Signature Gear [Varies], Wealth-comfortable [10].
Disadvantages: Duty-to patron, 12+ [-10], and -10pts chosen from among Addiction-Opium, legal, expensive, highly addictive [-10], Addiction-Tobacco, legal, cheap [-1], Appearance-Unattractive [-4], Bad Sight-mitigated [-10], Bad Temper [-10], Bloodlust [-10], Callous [-5], Compulsive Gambling [-5], Overweight [-1], Skinny [-5], Unfit [-5], Wealth-Struggling [-10].
Primary
Skills: Administration
(A) IQ+1 [4],
Detect Lies (H) Per [4],
Fast Talk (A) IQ+1
[4].
Secondary Skills: Intimidation (A) IQ [2], Merchant (A) IQ [2], and choose four from; Guns-Pistol (E) DX+1 [2], Hidden Lore-Vampires (A) IQ [2], Lockpicking (A) DX [2], Research (A) IQ [2], Riding (A) DX [2], Smuggling (A) IQ [2], Teamster (A) IQ [2], Typing (E) IQ+1 [2].
Background Skills: Choose six from; Boxing (A) DX-1 [1], Carousing (E) HT [1], Connoisseur-any (A) IQ-1 [1], Escape (H) DX-2 [1], Fast Draw (E) DX [1], First Aid (E) IQ [1], Gambling (A) IQ-1 [1], Holdout (A) IQ-1 [1], Knot Tying (E) DX [1], Literature (H) IQ-2 [1], Melee-knife (E) DX [1], Musical Instrument (H) IQ-2 [1], Sex Appeal (A) HT-1 [1], Smuggling (A) IQ-1 [1], Swimming (E) HT [1], Typing (E) IQ+1 [2].
Secondary Skills: Intimidation (A) IQ [2], Merchant (A) IQ [2], and choose four from; Guns-Pistol (E) DX+1 [2], Hidden Lore-Vampires (A) IQ [2], Lockpicking (A) DX [2], Research (A) IQ [2], Riding (A) DX [2], Smuggling (A) IQ [2], Teamster (A) IQ [2], Typing (E) IQ+1 [2].
Background Skills: Choose six from; Boxing (A) DX-1 [1], Carousing (E) HT [1], Connoisseur-any (A) IQ-1 [1], Escape (H) DX-2 [1], Fast Draw (E) DX [1], First Aid (E) IQ [1], Gambling (A) IQ-1 [1], Holdout (A) IQ-1 [1], Knot Tying (E) DX [1], Literature (H) IQ-2 [1], Melee-knife (E) DX [1], Musical Instrument (H) IQ-2 [1], Sex Appeal (A) HT-1 [1], Smuggling (A) IQ-1 [1], Swimming (E) HT [1], Typing (E) IQ+1 [2].
Choose one if the following
lenses;
1)
Enforcer
Attributes:
+2 ST.
Skills:
Armory-small arms (A) IQ [2],
Guns-Shotgun (E) DX+2
[4], Holdout
(A) IQ [2],
Intimidation (A) IQ [2],
Karate (H) DX [4]
Melee-knife
(E) DX
[1].
2)
Fixer
Attributes:
+1 IQ
Skills:
Body Language (A) Per-1
[1], Criminology
(A) IQ-1
[1],
Diplomacy (H) IQ [2],
Forgery (H) IQ [4],
Interrogation
(A) IQ [2],
Law-criminal
(H) IQ [4], Poisons
(H) IQ-2
[1],
3)
Informant
Attributes:
+1 DX
Skills:
Carousing (E) HT+1
[2], Lip
Reading (A) Per-1 [1],
Observation
(A) Per [2],
Pickpocket
(H) DX
[4],
Shadowing
(A) IQ [2],
Stealth
(A) DX [2], Streetwise (A) IQ [2].
4)
Manager
Attributes:
+1 IQ
Skills:
Accounting (H) IQ-1
[2],
Administration (A) IQ+1
[4], Cartography
(A) IQ [2],
Diplomacy (H) IQ-1
[2], Leadership
(A) IQ+1
[4],
Savior-Faire-upper
class (E) IQ [1].
Foreign
Consultant to the Crown [100pts]
In civilization you'd be called
a professor or master but out here in the New Imperial Territories
you're a consultant, bringing your exceptional knowledge to the
problems of how to tame England's newest and oddest colony. You stand
out a lot from the English but in the Territories everyone does what
they can to be neighborly. When you're not working on a list of
exotic projects you're looking for new ways to prove that you're
useful and worthy of the opportunity to keep working close to the
wonders of this new world.
Attributes: ST 9 [-10]; DX 11 [20]; IQ 14 [80]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d-1; BL 16 lbs.; HP 9 [0]; Will 11 [-15]; Per 12 [-10]; FP 10 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0].
Advantages: and 15pts chosen from among Acute Sense [2/level], Ambidexterity [5], Appearance-Attractive [4], Charisma [5/level], Contact-Expert, somewhat reliable, choose one of the specialization skills from lenses below-21, 6+ [2], Eidetic Memory [5], Hard to Subdue [2/level], Language [Varies], Luck [15], Signature Gear [Varies], Single Minded [5], Social Regard-Respected 1 [5], Wealth-comfortable [10],
Disadvantages: Social Stigma (Foreigner) -1 [-5], and -15pts chosen from among Addiction-Tobacco, legal, cheap [-1], Alcoholism [-15], Appearance-Unattractive [-4], Bad Temper [-10], Compulsive Carousing [-5], Curious [-5], Greed [-15], Jealousy [-10], Noisy [2/level], Overweight [-1], Pacifism-reluctant killer[-5], Sense of Duty-friends [-5], Shyness-mild [-5], Skinny [-5], Wealth-Struggling [-10], Stubbornness [-5], Unfit [-5], Wealth-Struggling [-10],
Attributes: ST 9 [-10]; DX 11 [20]; IQ 14 [80]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d-1; BL 16 lbs.; HP 9 [0]; Will 11 [-15]; Per 12 [-10]; FP 10 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0].
Advantages: and 15pts chosen from among Acute Sense [2/level], Ambidexterity [5], Appearance-Attractive [4], Charisma [5/level], Contact-Expert, somewhat reliable, choose one of the specialization skills from lenses below-21, 6+ [2], Eidetic Memory [5], Hard to Subdue [2/level], Language [Varies], Luck [15], Signature Gear [Varies], Single Minded [5], Social Regard-Respected 1 [5], Wealth-comfortable [10],
Disadvantages: Social Stigma (Foreigner) -1 [-5], and -15pts chosen from among Addiction-Tobacco, legal, cheap [-1], Alcoholism [-15], Appearance-Unattractive [-4], Bad Temper [-10], Compulsive Carousing [-5], Curious [-5], Greed [-15], Jealousy [-10], Noisy [2/level], Overweight [-1], Pacifism-reluctant killer[-5], Sense of Duty-friends [-5], Shyness-mild [-5], Skinny [-5], Wealth-Struggling [-10], Stubbornness [-5], Unfit [-5], Wealth-Struggling [-10],
Primary
Skills: Public
Speaking (A) IQ+1
[4],
Research (A) IQ+1
[4].
Secondary Skills: Administration (A) IQ [2], Mathematics (H) IQ-1 [2], Typing (E) IQ+1 [2], and pick one from; Engineering (H) IQ-1 [2], Fast Talk (A) IQ [2] Teaching (A) IQ [2].
Background Skills: Choose four from; Brawling (E) DX [1], Carousing (E) HT [1], Cooking (A) IQ-1 [1], Dancing (A) DX-1 [1], Fishing (E) Per [1], Guns-any (E) DX [1], Melee-knife (E) DX [1], Musical Instrument (H) IQ-2 [1], Photography (A) IQ-1 [1], Poetry (A) IQ-1 [1], Riding (A) DX-1 [1], Savior-Faire-servant (E) IQ [1], Swimming (E) HT [1].
Secondary Skills: Administration (A) IQ [2], Mathematics (H) IQ-1 [2], Typing (E) IQ+1 [2], and pick one from; Engineering (H) IQ-1 [2], Fast Talk (A) IQ [2] Teaching (A) IQ [2].
Background Skills: Choose four from; Brawling (E) DX [1], Carousing (E) HT [1], Cooking (A) IQ-1 [1], Dancing (A) DX-1 [1], Fishing (E) Per [1], Guns-any (E) DX [1], Melee-knife (E) DX [1], Musical Instrument (H) IQ-2 [1], Photography (A) IQ-1 [1], Poetry (A) IQ-1 [1], Riding (A) DX-1 [1], Savior-Faire-servant (E) IQ [1], Swimming (E) HT [1].
Choose one if the following
lenses;
1)
Exotic Materials Consultant:
Skills:
Biology (H) IQ-1
[2],
Chemistry (H) IQ+1
[8],
Geology (H) IQ-1
[2], Metalurgy
(H) IQ [4],
Prospecting (A) IQ +1
[4].
2)
Engineering Consultant
Skills:
Engineering-Airship/clockwork/electrical//mining/parachronic/robotics
(H) IQ+1
[8],
Mechanic-steam engine (A)
IQ+2
[8],
Scrounging
(E) Per+1
[2],
Writing
(A) IQ [2].
3)
Consultant to Native affairs:
Skills:
Anthropology (H) IQ+1
[8],
Archeology (H) IQ-1
[2], Gesture
(E) IQ [1], Linguistics (H)
IQ+1 [8],
Sociology (H) IQ-2
[1].
Impoverished
Laborer [100pts]
Your character is a slag, a
chopper, a horsegroom, a grunting sweating peasant. You were given
the “opportunity” to come work in her Majesty’s neverland
rather than serve out your time in prison or struggle to get by in a
town that's dying out. You're a bit crude for the high and mighty
around the town and you're not above swiping what you need or running
a con now and again but you don't think of yourself as a bad sort.
0
points
Attributes: ST 11 [10]; DX 12 [40]; IQ 11 [20]; HT 11 [10].
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 10 [-5]; Per 10 [-5]; FP 11 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0].
Advantages: 15 pts from among; Acute Senses [2/level], Appearance-Attractive [4], Charisma [5/level], Contact-dandy, somewhat reliable, Current Affairs-12, 12+ [2pts], Fit [5], Flexibility [5], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Language [Varies], Signature Gear [Varies].
Disadvantages: Social Stigma (Scott, Irish, Foreigner) -1 [-5], and -15 points chosen from among Addiction-Opium, legal, expensive, highly addictive [-10], Addiction-Tobacco, legal, cheap [-1], Alcoholism [-15], Appearance-Unattractive [-4], Bad Temper [-10], Bully [-10], Chummy [-5], Compulsive Carousing/Gambling [-5], Greed [-15], Honesty [-10], Noisy [2/level], Overweight [-1], Pacifism-cannot harm innocents [-10], Sense of Duty-close friends [-5], Skinny [-5], Wealth-Struggling [-10],
Attributes: ST 11 [10]; DX 12 [40]; IQ 11 [20]; HT 11 [10].
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 10 [-5]; Per 10 [-5]; FP 11 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0].
Advantages: 15 pts from among; Acute Senses [2/level], Appearance-Attractive [4], Charisma [5/level], Contact-dandy, somewhat reliable, Current Affairs-12, 12+ [2pts], Fit [5], Flexibility [5], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Language [Varies], Signature Gear [Varies].
Disadvantages: Social Stigma (Scott, Irish, Foreigner) -1 [-5], and -15 points chosen from among Addiction-Opium, legal, expensive, highly addictive [-10], Addiction-Tobacco, legal, cheap [-1], Alcoholism [-15], Appearance-Unattractive [-4], Bad Temper [-10], Bully [-10], Chummy [-5], Compulsive Carousing/Gambling [-5], Greed [-15], Honesty [-10], Noisy [2/level], Overweight [-1], Pacifism-cannot harm innocents [-10], Sense of Duty-close friends [-5], Skinny [-5], Wealth-Struggling [-10],
Primary
Skills: Carousing
(E) HT+2 [4],
Fast Talk (A) IQ+1
[4], Savior-Fair-servant
(E) IQ+2
[4].
Secondary Skills: Brawling (E) DX +1 [2], Scrounging (E) Per+1 [2], and choose two from; Filch (A) DX [2], Intimidation (A) IQ [2], Melee-knife (E) DX+1 [2], Sex Appeal (A) HT [2], Stealth (A) DX [2], Teamster (A) IQ [2],
Background Skills: Choose five from; Climbing (A) DX-1 [1], Cooking (A) IQ [1], Dancing (A) DX, Escape (H) DX-2 [1], Esoteric Medicine (H) Per-2 [1], Farming (A) IQ-1 [1], Fishing (E) Per [1], Gambling (A) IQ-1 [1], Guns-any (E) DX [1], Holdout (A) IQ-1 [1], Knot Tying (E) DX [1], Lockpicking (A) DX-1 [1], Merchant (A) IQ-1 [1], Riding (A) DX-1 [1], Swimming (E) HT [1],
Secondary Skills: Brawling (E) DX +1 [2], Scrounging (E) Per+1 [2], and choose two from; Filch (A) DX [2], Intimidation (A) IQ [2], Melee-knife (E) DX+1 [2], Sex Appeal (A) HT [2], Stealth (A) DX [2], Teamster (A) IQ [2],
Background Skills: Choose five from; Climbing (A) DX-1 [1], Cooking (A) IQ [1], Dancing (A) DX, Escape (H) DX-2 [1], Esoteric Medicine (H) Per-2 [1], Farming (A) IQ-1 [1], Fishing (E) Per [1], Gambling (A) IQ-1 [1], Guns-any (E) DX [1], Holdout (A) IQ-1 [1], Knot Tying (E) DX [1], Lockpicking (A) DX-1 [1], Merchant (A) IQ-1 [1], Riding (A) DX-1 [1], Swimming (E) HT [1],
Choose one of the following
lenses;
1)
Butcher
Skills:
Diagnosis (H) IQ-1
[2], Profession-butcher
(A) IQ+1
[4],
Surgery
(H) IQ [4].
2)
Farrier
Skills:
Animal Handling (A) IQ+1
[4], Riding
(A) IQ [2],
Packing (A) IQ [2],
Veterinary (H) IQ-1 [2].
3)
Miller
Skills:
Artist-woodworking
(A) IQ [2], Carpentry
(E) IQ+1 [2],
Melee-two-handed axe (A) DX
[2],
Profession-milling (A) IQ+1
[4].
4)
Miner
Skills:
Engineer-mining (H) IQ-1
[2], Geology
(H) IQ-1 [2],
Metalurgy (H) IQ-1
[2], Prospecting
(A) IQ+1 [4],
5)
Smith
Skills:
Metalurgy
(H)
IQ [4],
Smith-Blacksmith
(A) IQ+1 [4],
Smith-brownsmith
(A) IQ [2].
Squire
of the Order of Avalon [125pts]
Your
character is a member or the prestigious and secretive Order of
Avalon, a squire attempting to prove their worth to The Order. You
have unprecedented legal protections and access to miraculous
technologies. In exchange
the only thing that is asked of you is to Save all of the British
Empire.
Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [-5]; Per 11 [-5]; FP 10 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0].
Advantages: Patron–very powerful organization, offering equipment of a higher tech level, appearing on a 6+ [20], Status 1 [5], Legal Enforcement Powers [10], and 15pts from among Acute Senses [2/level], Ambidexterity [5], Appearance-Attractive [4], Charisma [5/level], Combat Reflexes [15], Fit [5], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Hit Points-+1 [2], Language [Varies], Rapid Healing [5] Signature Gear [Varies], Status 1 [5], Wealth-comfortable [10].
Disadvantages: Duty-extremely hazardous, 9+ [-10], and 10 pts from among Addiction-Heroin, legal, very expensive, incapacitating [-10], Addiction-Tobacco, legal, cheap [-1], Appearance-Unattractive [-4], Callous [-5], Code of Honor-gentleman[-10], Easy to Read [-10], Nightmares [-5], Noisy [2/level], Overconfidence [-5], Stubbornness [-5].
Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [-5]; Per 11 [-5]; FP 10 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0].
Advantages: Patron–very powerful organization, offering equipment of a higher tech level, appearing on a 6+ [20], Status 1 [5], Legal Enforcement Powers [10], and 15pts from among Acute Senses [2/level], Ambidexterity [5], Appearance-Attractive [4], Charisma [5/level], Combat Reflexes [15], Fit [5], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Hit Points-+1 [2], Language [Varies], Rapid Healing [5] Signature Gear [Varies], Status 1 [5], Wealth-comfortable [10].
Disadvantages: Duty-extremely hazardous, 9+ [-10], and 10 pts from among Addiction-Heroin, legal, very expensive, incapacitating [-10], Addiction-Tobacco, legal, cheap [-1], Appearance-Unattractive [-4], Callous [-5], Code of Honor-gentleman[-10], Easy to Read [-10], Nightmares [-5], Noisy [2/level], Overconfidence [-5], Stubbornness [-5].
Primary
Skills: Guns-pistol
(E) DX +2 [4],
Karate
(H)
DX [4],
Search (A) Per+1
[4].
Secondary Skills: Diplomacy (H) IQ-1 [2], Melee-shortsword (A) DX [2], Savior-Faire-upper class (E) IQ+1 [2], Tactics (A) IQ [2], and choose one from; Detect Lies (H) Per-1 [2], Fast Draw (E) DX+1 [2], Guns-rifle (E) DX+1 [2], Hidden Lore-Lycanthropes (A) IQ [2].
Background Skills: Choose three from; Armory-small arms (A) IQ-1 [1], Bow (A) DX-1 [1], Carousing (E) HT [1], Climbing (A) DX-1 [1], Connoisseur-any (A) IQ-1 [1], Dancing (A) DX-1 [1], First Aid (E) IQ [1], Liquid Projector-Lightning (E) DX [1], Heraldry (A) IQ-1 [1], Interrogation (A) IQ-1 [1], Intimidation (A) IQ-1 [1], Melee-saber (A) DX-1 [1], Poetry (A) IQ-1 [1], Riding (A) DX-1 [1], Stealth (A) DX-1 [1], Swimming (E) HT [1].
Secondary Skills: Diplomacy (H) IQ-1 [2], Melee-shortsword (A) DX [2], Savior-Faire-upper class (E) IQ+1 [2], Tactics (A) IQ [2], and choose one from; Detect Lies (H) Per-1 [2], Fast Draw (E) DX+1 [2], Guns-rifle (E) DX+1 [2], Hidden Lore-Lycanthropes (A) IQ [2].
Background Skills: Choose three from; Armory-small arms (A) IQ-1 [1], Bow (A) DX-1 [1], Carousing (E) HT [1], Climbing (A) DX-1 [1], Connoisseur-any (A) IQ-1 [1], Dancing (A) DX-1 [1], First Aid (E) IQ [1], Liquid Projector-Lightning (E) DX [1], Heraldry (A) IQ-1 [1], Interrogation (A) IQ-1 [1], Intimidation (A) IQ-1 [1], Melee-saber (A) DX-1 [1], Poetry (A) IQ-1 [1], Riding (A) DX-1 [1], Stealth (A) DX-1 [1], Swimming (E) HT [1].
Squires
may take the optional template: Knight of the Order of
Avalon [25pts]
Advantages:
Status 1 [5],
Skills:
Detect
Lies (H) Per-1
[2],
Diplomacy
(H) IQ-1
[2],
Guns-pistol
(E) DX +2
[4],
Guns-rifle
(E) DX+1
[2],
Interrogation
(A) IQ [2], Karate
(H)
DX [4],
Leadership
(A) IQ [2],
Melee-shortsword
(A) DX [2].
Lord
or Lady of the Victorian Crown [100pts]
Your
character is one of the blue-blooded idle rich of Great Britain.
While you are not landed or
powerful, you have many
advantages to make your way in the world. You have come to the New
Imperial Territories because of the opportunities it offers to
someone with money and contacts in government.
Attributes: ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 10 [-10]; FP 10 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0].
Advantages: Status 2 [10], and 20pts chosen from among Appearance-Attractive [4], Charisma [5/level], Hard to Kill [2/level], Language [Varies], Luck [15], Signature Gear [Varies], Status [5/level], Wealth-comfortable/Wealthy [10/20].
Disadvantages: -20 chosen from among Addiction-Morphine, legal, expensive, highly addictive [-10], Addiction-Tobacco, legal, cheap [-1], Alcoholism [-15], Appearance-Unattractive [-4], Bad Temper [-10], Callous [-5], Code of Honor (Gentleman) [-10], Compulsive Gambling [-5], Gluttony [-5], Greed [-15], Jealousy [-10], Laziness [-10], Noisy [2/level], Overweight [-1], Pacifism-reluctant killer[-5], Skinny [-5], Stubbornness [-5], Unfit [-5].
Attributes: ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 10 [-10]; FP 10 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0].
Advantages: Status 2 [10], and 20pts chosen from among Appearance-Attractive [4], Charisma [5/level], Hard to Kill [2/level], Language [Varies], Luck [15], Signature Gear [Varies], Status [5/level], Wealth-comfortable/Wealthy [10/20].
Disadvantages: -20 chosen from among Addiction-Morphine, legal, expensive, highly addictive [-10], Addiction-Tobacco, legal, cheap [-1], Alcoholism [-15], Appearance-Unattractive [-4], Bad Temper [-10], Callous [-5], Code of Honor (Gentleman) [-10], Compulsive Gambling [-5], Gluttony [-5], Greed [-15], Jealousy [-10], Laziness [-10], Noisy [2/level], Overweight [-1], Pacifism-reluctant killer[-5], Skinny [-5], Stubbornness [-5], Unfit [-5].
Primary
Skills: Diplomacy
(H) IQ [4],
Leadership
(A) IQ+1
[4],
Savior-Faire-upper
class (E) IQ+1
[4].
Secondary Skills: Administration (A) IQ [2], Connoisseur-any (A) IQ [2], Public Speaking (A) IQ [2], Public Speaking (A) IQ [2], Riding (A) DX [2], and choose two from Artist-any (H) IQ-1 [2], Gardening (E) IQ+1 [2], Gambling (A) IQ [2], Heraldry (A) IQ [2], Law (H) IQ-1 [2], Melee-saber (A) DX [2].
Background Skills: Choose four from among; Animal Handling (A) IQ-1 [2], Boating-sail (A) DX-1 [1], Bow (A) DX-1 [1], Boxing (A) DX-1 [1], Guns-pistol (E) DX [1], Literature (H) IQ-2 [1], Melee-smallsword (A) DX-1 [1], Musical Instrument (H) IQ-2 [1], Poetry (A) IQ-1 [1], Sex Appeal (A) HT-1 [1], Swimming (E) HT [1].
Secondary Skills: Administration (A) IQ [2], Connoisseur-any (A) IQ [2], Public Speaking (A) IQ [2], Public Speaking (A) IQ [2], Riding (A) DX [2], and choose two from Artist-any (H) IQ-1 [2], Gardening (E) IQ+1 [2], Gambling (A) IQ [2], Heraldry (A) IQ [2], Law (H) IQ-1 [2], Melee-saber (A) DX [2].
Background Skills: Choose four from among; Animal Handling (A) IQ-1 [2], Boating-sail (A) DX-1 [1], Bow (A) DX-1 [1], Boxing (A) DX-1 [1], Guns-pistol (E) DX [1], Literature (H) IQ-2 [1], Melee-smallsword (A) DX-1 [1], Musical Instrument (H) IQ-2 [1], Poetry (A) IQ-1 [1], Sex Appeal (A) HT-1 [1], Swimming (E) HT [1].
Member
of Her Majesty's Royal Geographer's Society [125pts]
Your
character is a member of the
esteemed royal Geographer's Society, an order established by the late
King to leave no part of the world unknown to British eyes. Perhaps
you are a rugged adventurer or perhaps you're a soft bibliophile that
studies maps in a comfortable chair. Either way you are part of a
brotherhood with a remarkable thirst for the unknown with a rare
opportunity to be the first to tame the mysteries of the New Imperial
Territories.
Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [-5]; Per 11 [-5]; FP 11 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0].
Advantages: Patron-Fairly Powerful 9+ [10], Status 1 [5], and 15pts chosen from among Acute Senses [2/level], Absolute Direction [5], Appearance-Attractive [4], Charisma [5/level], Contact-peer, very reliable, Area Knowledge-12, 9+ [2], Fearlessness [2/level], Language [Varies], Signature Gear [Varies], Status [5/level], Wealth-comfortable [10],
Disadvantages: Duty-to patron, extremely hazardous, 6+[-7], and -13 points chose from among Addiction-Morphine, legal, expensive, highly addictive [-10], Addiction-Tobacco, legal, cheap [-1], Appearance-Unattractive [-4], Bad Sight-mitigated [-10], Chummy [-5], Code of Honor (Gentleman) [-10], Easy to Read [-10], Gluttony [-5], Jealousy [-10], Nightmares [-5], Noisy [2/level], Overconfidence [-5], Overweight [-1], Pacifism-reluctant killer [-5], Shyness-mild [-5], Skinny [-5], Stubbornness [-5], Wealth-Struggling [-10].
Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [-5]; Per 11 [-5]; FP 11 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0].
Advantages: Patron-Fairly Powerful 9+ [10], Status 1 [5], and 15pts chosen from among Acute Senses [2/level], Absolute Direction [5], Appearance-Attractive [4], Charisma [5/level], Contact-peer, very reliable, Area Knowledge-12, 9+ [2], Fearlessness [2/level], Language [Varies], Signature Gear [Varies], Status [5/level], Wealth-comfortable [10],
Disadvantages: Duty-to patron, extremely hazardous, 6+[-7], and -13 points chose from among Addiction-Morphine, legal, expensive, highly addictive [-10], Addiction-Tobacco, legal, cheap [-1], Appearance-Unattractive [-4], Bad Sight-mitigated [-10], Chummy [-5], Code of Honor (Gentleman) [-10], Easy to Read [-10], Gluttony [-5], Jealousy [-10], Nightmares [-5], Noisy [2/level], Overconfidence [-5], Overweight [-1], Pacifism-reluctant killer [-5], Shyness-mild [-5], Skinny [-5], Stubbornness [-5], Wealth-Struggling [-10].
Primary
Skills: Cartography
(A) IQ+1 [4],
Naturalist (H) IQ [4],
Navigation-land (A) IQ+1
[4],
Secondary Skills: Diplomacy (H) IQ-1 [2], Expert-Foreign Culture (H) IQ-1 [2], Guns-rifle (E) DX+1 [2], Leadership (A) IQ [2], Savior-Faire-upper class (E) IQ+1 [2], and choose four from among; Animal Handling (A) IQ [2], Anthropology (H) IQ-1 [2], Archeology (H) IQ-1 [2], Area Knowledge-Regional (E) IQ+1 [2], Boating-unpowered (A) DX [2], Climbing (A) DX [2], Diplomacy (H) IQ-1 [2], Hiking (A) HT [2], Melee-shortsword (A) DX [2], Photography (A) IQ [2], Swimming (E) HT+1 [2],
Background Skills: Choose five from among; Biology (H) IQ-2 [1], Blowpipe (H) DX-2 [1], Boxing (A) DX-1 [2], Carousing (E) HT [1], Connoisseur-any (A) IQ-1 [1], Cooking (A) IQ-1 [1], First Aid (E) IQ [1], Gambling (A) IQ-1 [1], Guns-any (E) DX [1], Knot Tying (E) DX [1], Melee-smallsword (A) DX-1 [1], Packing (A) IQ-1 [1], Swimming (E) HT [1], Writing (A) IQ-1 [1]
Secondary Skills: Diplomacy (H) IQ-1 [2], Expert-Foreign Culture (H) IQ-1 [2], Guns-rifle (E) DX+1 [2], Leadership (A) IQ [2], Savior-Faire-upper class (E) IQ+1 [2], and choose four from among; Animal Handling (A) IQ [2], Anthropology (H) IQ-1 [2], Archeology (H) IQ-1 [2], Area Knowledge-Regional (E) IQ+1 [2], Boating-unpowered (A) DX [2], Climbing (A) DX [2], Diplomacy (H) IQ-1 [2], Hiking (A) HT [2], Melee-shortsword (A) DX [2], Photography (A) IQ [2], Swimming (E) HT+1 [2],
Background Skills: Choose five from among; Biology (H) IQ-2 [1], Blowpipe (H) DX-2 [1], Boxing (A) DX-1 [2], Carousing (E) HT [1], Connoisseur-any (A) IQ-1 [1], Cooking (A) IQ-1 [1], First Aid (E) IQ [1], Gambling (A) IQ-1 [1], Guns-any (E) DX [1], Knot Tying (E) DX [1], Melee-smallsword (A) DX-1 [1], Packing (A) IQ-1 [1], Swimming (E) HT [1], Writing (A) IQ-1 [1]
Mystic
of the London Spiritualist Confederation [125pts]
Your
character is a member of the secretive London Spiritualist
Confederation, a union of mediums and sorceresses dedicated to the
mastery of the spiritual world. Most of your brethren are gifted
mystics but more than a few are gifted charlatans.
Your patronage gives you access to rarest information about the
occult on the planet, but for some reason everything you know about
the New Imperial Territories seems to be new and different and so
much more powerful.
Attributes: ST 9 [-10]; DX 11 [20]; IQ 13 [60]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d-1; BL 16 lbs.; HP 9 [0]; Will 13 [0]; Per 11 [-10]; FP 10 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0].
Advantages: Patron-Fairly powerful supernatural abilities [15] , and 45 pts chose from among +1 IQ [20], Acute Senses [2/level], Appearance-Attractive [4pts], Charisma [5/level], Empathy-sensitive [5pts], Language [Varies], High Pain Threshold [10], Signature Gear [Varies], Unusual Background – (Spirtualists may purchase the following advantages; Binding, Channeling, Clairsentience, Detect, Healing (cure Disease), Innate Attack, Less Sleep, Medium, Metabolism control, Mind Control, Mind Reading, Obscure, permeation, Psychometry, Speak with animals, Telekinesis, temperature control, Terror, Walk on air. The Mystic may take limitations appropriate to a magical spell.) [5]
Disadvantages: Duty-to patron 9+ [-5], and -15 points chose from among Addiction-Opium, legal, expensive, highly addictive [-10], Addiction-Tobacco, legal, cheap [-1], Alcoholism [-15], Appearance-Unattractive [-4], Bad Sight-mitigated [-10], Curious [-5], Disciplines of Faith-mysticism [-10], Gluttony [-5], Jealousy [-10], Lunacy [-10], Nightmares [-5], Noisy [2/level], Overweight [-1], Pacifism-reluctant killer [-5], Skinny [-5], Unfit [-5], Wealth-Struggling [-10],
Attributes: ST 9 [-10]; DX 11 [20]; IQ 13 [60]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d-1; BL 16 lbs.; HP 9 [0]; Will 13 [0]; Per 11 [-10]; FP 10 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0].
Advantages: Patron-Fairly powerful supernatural abilities [15] , and 45 pts chose from among +1 IQ [20], Acute Senses [2/level], Appearance-Attractive [4pts], Charisma [5/level], Empathy-sensitive [5pts], Language [Varies], High Pain Threshold [10], Signature Gear [Varies], Unusual Background – (Spirtualists may purchase the following advantages; Binding, Channeling, Clairsentience, Detect, Healing (cure Disease), Innate Attack, Less Sleep, Medium, Metabolism control, Mind Control, Mind Reading, Obscure, permeation, Psychometry, Speak with animals, Telekinesis, temperature control, Terror, Walk on air. The Mystic may take limitations appropriate to a magical spell.) [5]
Disadvantages: Duty-to patron 9+ [-5], and -15 points chose from among Addiction-Opium, legal, expensive, highly addictive [-10], Addiction-Tobacco, legal, cheap [-1], Alcoholism [-15], Appearance-Unattractive [-4], Bad Sight-mitigated [-10], Curious [-5], Disciplines of Faith-mysticism [-10], Gluttony [-5], Jealousy [-10], Lunacy [-10], Nightmares [-5], Noisy [2/level], Overweight [-1], Pacifism-reluctant killer [-5], Skinny [-5], Unfit [-5], Wealth-Struggling [-10],
Primary
Skills: Hidden
Lore-spirits
(A) IQ+1
[4],
Ritual
Magic (VH) IQ-1
[4].
Secondary Skills: Carousing (E) HT+1 [2], Fortune Telling (A) IQ [2], Occultism (A) IQ [2] and choose three from among; Acting (A) IQ [2], Astronomy (H) IQ-1 [2], Body Language (A) Per [2], Fast Talk (A) IQ [2], Expert-foreign culture (H) IQ-1 [2], Hypnotism (H) IQ-1 [2], Meditation (H) IQ-1 [2], Meteorology (A) IQ [2].
Secondary Skills: Carousing (E) HT+1 [2], Fortune Telling (A) IQ [2], Occultism (A) IQ [2] and choose three from among; Acting (A) IQ [2], Astronomy (H) IQ-1 [2], Body Language (A) Per [2], Fast Talk (A) IQ [2], Expert-foreign culture (H) IQ-1 [2], Hypnotism (H) IQ-1 [2], Meditation (H) IQ-1 [2], Meteorology (A) IQ [2].
Background
Skills: Choose five from
among; Brawling (E)
DX [1],
Connoisseur-any (A) IQ-1
[1], Dreaming
(H) IQ-2 [1],
Guns-pistol
(E) DX [1], Innate Attack (E) DX [1], Melee-knife
(E) DX+1 [2],
Poetry
(A) IQ-1
[1],
Poisons (H) IQ-2
[1],
Public
Speaking (A) IQ-1
[1],
Research
(A) IQ-1
[1],
Savior-Faire-upper
class (E) IQ [1],
Sex
Appeal (A) HT-1
[1],
Stealth
(A) DX-1
[1],
Swimming
(E) HT [1].
Secret
Field Police Agent [125pts]
Your
character is a member of the Queen's Secret Field Police. You are the
Empire's only covert police force, typically recruited from the
London Metropolitan Constable Service. SFP agents are the best of the
best with exotic skills and uncanny perception. In the New Imperial
Territories the SFP are the only law, carrying on investigations and
enforcing the law with infrequent oversight from Scotland Yard even
though they are a 15 minute walk away.
Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [-5]; Per 12 [0]; FP 10 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0].
Advantages: Patron-fairly powerful organization, offering equipment less than starting wealth, appearing on 6+ [8], Legal Enforcement Powers [10], and 17 points chose from among Acute Senses [2/level], Alternative Identity [5], Appearance-Attractive [4], Contact-snitch, somewhat reliable, Streetwise-15, 9+ [2pts], Fit [5], Hard to Subdue [2/level], High Pain Threshold [10], Hit Points-+1 [2], Signature Gear [Varies].
Disadvantages: Duty-Extremely Hazardous, 12+ [-15], and -5 points chose from among Addiction-Tobacco, legal, cheap [-1], Appearance-Unattractive [-4], Compulsive Carousing [-5], Callous [-5], Curious [-5], Nightmares [-5], Noisy [2/level], Overconfidence [-5], Overweight [-1], Pacifism-reluctant killer [-5], Selfless [-5], Skinny [-5], Stubbornness [-5],
Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [-5]; Per 12 [0]; FP 10 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0].
Advantages: Patron-fairly powerful organization, offering equipment less than starting wealth, appearing on 6+ [8], Legal Enforcement Powers [10], and 17 points chose from among Acute Senses [2/level], Alternative Identity [5], Appearance-Attractive [4], Contact-snitch, somewhat reliable, Streetwise-15, 9+ [2pts], Fit [5], Hard to Subdue [2/level], High Pain Threshold [10], Hit Points-+1 [2], Signature Gear [Varies].
Disadvantages: Duty-Extremely Hazardous, 12+ [-15], and -5 points chose from among Addiction-Tobacco, legal, cheap [-1], Appearance-Unattractive [-4], Compulsive Carousing [-5], Callous [-5], Curious [-5], Nightmares [-5], Noisy [2/level], Overconfidence [-5], Overweight [-1], Pacifism-reluctant killer [-5], Selfless [-5], Skinny [-5], Stubbornness [-5],
Primary
Skills: Acting
(A) IQ+1 [4],
Criminology (A) IQ+1
[4], Interrogation
(A) IQ+1
[4],
Secondary Skills: Detect Lies (H) Per-1 [2], Guns-pistol (E) DX+1 [2], Observation (A) Per [2], Wrestling (A) DX [2], and choose three from; Armory-small arms (A) IQ [2], Boxing (A) DX [2], Holdout (A) IQ [2], Lockpicking (A) DX [2], Melee-shortsword (A) DX [2], Research (A) IQ [2], Savior-Faire-servant (E) IQ-1 [2], Shadowing (A) IQ [2], Tactics (A) IQ [2], Teamster (A) IQ [2],
Background Skills: Choose five from among; Accounting (H) IQ-2 [1], Carousing (E) HT [1], Cooking (A) IQ-1 [1], Dancing (A) DX-1 [1], Fast Draw (E) DX [1], Fast Talk (A) IQ-1 [1], First Aid (E) IQ [1], Gambling (A) IQ-1 [1], Intimidation (A) IQ-1 [1], Photography (A) IQ-1 [1], Poisons (H) IQ-2 [1], Riding (A) DX-1 [1], Stealth (A) IQ-1 [1], Swimming (E) HT [1], Throwing-baton (E) DX [1].
Secondary Skills: Detect Lies (H) Per-1 [2], Guns-pistol (E) DX+1 [2], Observation (A) Per [2], Wrestling (A) DX [2], and choose three from; Armory-small arms (A) IQ [2], Boxing (A) DX [2], Holdout (A) IQ [2], Lockpicking (A) DX [2], Melee-shortsword (A) DX [2], Research (A) IQ [2], Savior-Faire-servant (E) IQ-1 [2], Shadowing (A) IQ [2], Tactics (A) IQ [2], Teamster (A) IQ [2],
Background Skills: Choose five from among; Accounting (H) IQ-2 [1], Carousing (E) HT [1], Cooking (A) IQ-1 [1], Dancing (A) DX-1 [1], Fast Draw (E) DX [1], Fast Talk (A) IQ-1 [1], First Aid (E) IQ [1], Gambling (A) IQ-1 [1], Intimidation (A) IQ-1 [1], Photography (A) IQ-1 [1], Poisons (H) IQ-2 [1], Riding (A) DX-1 [1], Stealth (A) IQ-1 [1], Swimming (E) HT [1], Throwing-baton (E) DX [1].
Miscellaneous
Templates
Apprentice
[25pts]
Your character has trained
under a master craftsman. You may not have professional skills but
you've been given a rounded education in a skilled trade.
Attributes:
+1 IQ
Choose one of the following
professions;
1)Blacksmith
Skills:
Armory-melee
weapons
(A) IQ-1 [1],
Artist-engraving (A) IQ-1
[1],
Smith-blacksmith
(A) IQ [2],
Smith-brownsmith
(A) IQ-1
[1],
2)Gunsmith
Skills:
Armory-small arms (A) IQ [2],
Artist-engraving (A) IQ-1
[1],
Engineer-small arms (A) IQ
[2]
3)Jeweler:
Skills:
Artist-engraving (A) IQ-1
[1], Jeweler
(H) IQ-1 [2],
Smith-whitesmith
(A) IQ
[2]
4)Leatherworker
Skills:
Armory-Body Armor (A) IQ-1
[1],
Leatherworking (2)
DX+1 [2],
Profession-tanner (A) IQ [2]
5)Mason
Skills:
Artist-mosiac
(A) IQ [2] ,Masonry
(E) IQ +1
[2],
Geology
(H) IQ-2 [1]
6)Tailor
Skills:
Armory-Body Armor (A) IQ-1
[1], Artist-embroidery
(A) IQ [2],
Sewing
(E) DX +1[2]
7)Woodworker
Skills:
Artist-decoration
(A) IQ-1
[1],
Artist-woodworking
(A)
IQ [2],
Carpentry (E) IQ+1
[2]
Bar
Brawler [25pts]
Your
character spent some of their youth fighting for money in the local
pubs and developed a mean punch.
Advantages:
Hard
to Stun +2
[4],
striking
Strength +2 [10]
Skills:
Brawling
(E) DX+3
[8],
Carousing
(E) HT [1],
Gambling
(A) IQ-1
[1],
First
Aid (E) IQ[1].
Beast
Friend [25pts]
Your character has a natural
rapport with animals and have picked up a few useful skills for their
care over the years.
Advantages:
Animal Empathy [5], Talent (Animal Friend) 2 [10]
Skills:
Animal Handling (A) IQ [2],
Naturalist (H) IQ-1
[2], Riding
(A) DX [2],
Teamster (A) IQ [2],
Veterinary (H) IQ-1
[2].
Fleet
Footed [25pts]
Your character was born with
strong muscular coordination making them a superior runner.
Attributes: +1
DX.
Secondary Attributes:
+1 MV.
Giant [50pts]
Your
character is big, head and shoulders above others and tougher
than most. You have some skill at the things that come easy to big
men.
Attributes:
+5 ST [45]
Secondary Attributes:
Giantism
Advantages:
Damage Resistance-tough +1 [4]
Disadvantages:
Appearance-unattractive [-4]
Skills:
Forced Entry (E) DX [1], Intimidation (A) IQ [2], Lifting (A) HT [2].
Gifted
Singer [25]
Your character has a rare skill
for song and your singing draws the attention of everyone near you.
Were circumstances different you might have been a popular performer.
Attributes:
+1 HT [10]
Advantages:
Voice [10]
Skills:
Singing (E) HT+1
[2], Dancing
(A) DX-1
[1],
Performance (A) IQ [2]
Hard
as a Coffin Nail [25pts]
Your character is just
rigorously unrelentingly durable, not necessary from a lifetime of
hardships but simply an indomitable physical drive and a weak talent
for capitulation.
Attributes: +1 HT.
Secondary
Attributes: +1 Will [5].
Advantages:
High Pain Threshold [10].
Huntsman
[25pts]
Your character did a bit of
hunting in their youth and you've picked up some useful skills.
Secondary
Attributes: Per +2
[10]
Skills:
Camouflage (E) IQ [1],
Climbing (A) DX-1
[1], Guns-rifle
(E) DX+1 [2],
Stealth (A) DX+1
[4], Survival-woodland
(A) Per-1
[1],
Tracking (A) Per+1
[4],
Traps (A) IQ [2].
Lucky
[25pts]
Your character has always just
been very lucky and gained some aptitude for pushing that luck.
Advantages: Luck
[15].
Skills:
Acrobatics (H) DX [4], Gambling (A) IQ [2], Observation (A) Per [2],
Sex Appeal (A) HT [2].
Manservant
[25pts]
Your character has had the good
fortune of coming by an immensely loyal servant who will stick with
you through thick and thin and
perhaps more valuable they will sort you out when you lose your way.
Weather you rescued them from
a tiger or merely paid for the support and betterment of their family
your manservant (Or womanservant) believes you to be a friend of the
highest order and is ultimately loyal to you.
Advantages: Ally
100% of CP 15 or less [15].
Additional: 10
points in applicably taught abilities determined by the GM, likely
the language of your manservant, an Expert skill in their culture and
other skills they could teach you.
Misspent
Youth [25pts]
Your character fell in with a
bad crowd in your youth and you've picked up some unsavory skills.
Attributes: +1
DX.
Skills: Climbing
(A) DX-1 [1], Lockpicking (A) IQ-1 [1], Pickpocket (H) DX-2 [1],
Stealth (A) DX-1 [1], Streetwise (A) IQ-1 [1].
Oriental
Influence [25pts]
Your character has either spent
time in the far east or has spent time in the company of easterners
and learned much of their ways. Your exposure to the exotic East has
broadened your perspective and taught you many things.
Advantages:
Cultural Familiarity [1], Language-Chinese/Hindi, accented [4].
Skills:
Artist-Asian styled art (H) IQ [4], Expert-Foriegn Culture (H) IQ
[4], Cooking (A) IQ [2], Dancing (A) DX-1 [1], Esoteric Medicine (H)
Per-2 [1], Karate (H) DX [4], Meditation (H) IQ-1 [2], Throwing (A)
DX [2].
Pistolero
[25pts]
Your character has an uncanny
skill with the pistol had has likely done some competitive shooting
in their past if not performed in a wild-west show.
Advantages:
Telescopic vision 1 [5].
Skills: Armory-small
arms (A) IQ [2], Connoisseur-guns (A) IQ-1 [1], Fast Draw (E) DX [1],
Guns-pistol (E) DX+5 [16].
Seen
Some Shit [25pts]
Your character has endured some
trial by fire than has forever changed them. Weather you are a
soldier or a farmer your ordeal has changed you. You have a
reasonably sharp degree of PTSD and tend to be constantly alert to
dangers.
Advantages:
Combat Reflexes [15].
Disadvantages:
Nightmares [-5],
Fearlessness 1 [2], Perk-SOP
back-to-the wall [1].
Skills:
Observation (A) Per [2].
Silver
Tongued [25pts]
Your character has always had a
charming voice and you've built up a few skills to support it.
Advantages:
Rapier Wit [5], Voice [10].
Skills:
Diplomacy (H) IQ-1 [2], Fast Talk (A) IQ [2], Mimicry (H) IQ-2
[1], Performance (A) IQ-1
[1],
Public Speaking (A) IQ [2],
Sex Appeal (A) IQ [2].
Stronger
Than Most [25pts]
Your character is not a giant
or even a bodybuilder, you've just always been a good deal stronger
than others and you’ve developed the talents of someone who's
strength is called of often.
Attributes: +2 ST
[20].
Skills: Forced
Entry (E) DX [1], Intimidation (A) IQ [2], Lifting (A) HT [2].
Trained
by Swordmaster [25pts]
Your character had a chance to
train with the instruction of someone who mastered the sword. You
have not only learned strong technique but are practiced in unique
sword exercises that made your takent with the sword unique.
Advantage: Weapon
Master-One weapon [20].
Skills: Melee-rapier,
saber, smallsword, Broadsword, shortsword or two-handed sword (A)
DX+1 [4], Tactics (H) IQ-2 [1].
Veteran
[25pts]
Your character has some
experience in a war either as a soldier or a civilian fighting for
their lives. You have the reflexes and skills of a fighter.
Advantages: Combat
Reflexes [15].
Skills: Boxing (A) DX
[2],Guns-any (E) DX+2 [4], Melee-saber (A) DX [2], Tactics (A) IQ
[2].
Well-Born
[25pts]
Your character comes from a
good family with all of the wealth and privilege that comes with
that.
Advantages: Status 1
[5], Wealth (Comfortable) [10]
Skills:
Heraldry (A) IQ-1
[1], Savoir-faire-upper
class (E) IQ+2 [4],
Connoisseur-any
(A) IQ [2],
Current
Affairs-People/Travel (E) IQ [1], Politics (A) IQ [2].
Well-Educated
[25pts]
Your character has benefited
from a broader education than most receive.
Attributes:
+1 IQ.
Skills:
History (H) IQ-2 [1], Literature (H) IQ-2 [1] Mathematics (H) IQ-2
[1], Poetry (A) IQ-1 [1], Writing (A) IQ-1 [1].
Economy
Money
The
Victorial Dollar of the time was the Pound Note or '£',
a paper bill worth 20
Schillings. The Schilling or 's' was a metal coin depicting the bust
of queen Victoria worth 20 pence. The pence or 'p' was a small copper
coin. There was also the Crown, a 5 schilling coin, the
Half-Sovereign, a 10 schilling coin, and the Farthing, a ¼ Pence
coin. While the early industrial Victorian economy is very different
than the modern US economy, the Schilling was very close to the US
dollar in costs of manufactured goods. Most commerce in Fort Alice is
conducted in script printed by the East India Trading Company.
Players of Average Wealth begin the game with £50.
Wages
(weekly)
Soldiers – 21s
Construction workers – 12s
Service Workers – 3-4s
Stevedores – 8s
Rail Workers – 12s
Miners – 14s
Constables – 18s
Clerks and Shopkeepers – 10s
Miners or Quarrymen – 10s
Knight – 45s
Manager – 75s
Lodging
(Monthly)
Row House – 3 bedrooms
within the fort palisades, private and secure. Row houses were built
with the intent of families being stationed at Fort Alice. They're
well equipped with indoor water pumps and modest furnishings. They
are the residences that ranking Company Men or Lords in Country tend
to occupy. Rental fees includes laundry service and the wages for a
house maid. - 120s
Railhouse apartment –
Single room, very secure, within the Fortification. Appointments are
somewhat spartan but these apartments have their own chamber pot and
kitchenette. These are usually the residences of Army Officers,
Society Explorers and visiting Confederation Spiritualists. - 35s
Boarding House –
Single Room with shared facilities – 5s.
Common House – Bunk in
a workman's lodge or barracks. - 2s.
Culinary
Needs
Food to cook a meal –
Simple ingredients with fresh caught game, odd vegetables and simple
baked goods, 5p per person.
Tavern meal – Warm but
haphazardly prepared food, usually featuring a soup, a simple meat
with root vegetables and a custard or tart for desert, 3s per person.
Meal in a boarding House
– Warm but spartan meals, usually soup with bread, 3p per person.
Pint of beer – An
Imperial Pint of warm sudsy beer, often a bit off-tasting, 2p
Tumbler
of liquor – A glass of
something rich and well crafted from the other side of the Rabbit
Hole, £1.
Bottle of Wine – A
quart bottle of English table wine. Cost 2s, 3lbs full.
Smoking
Tobacco – 2
ounces of mediocre smoking tobacco. Cost 5p, wt negligible.
Media
Books
- The recent advancements of
printing technology and inexpensive book-binding techniques have
launched publishing forward and made it possible for common people to
afford printed books. Leatherbound books, typically reprinting
of classic or historic texts, often
with beautiful detailed illustration or illuminated text
cost up to £9. Hardcover books, usually recently written
publications, often fanciful fictions or biographies cost about £2.
Dreadful stories printed on
cheap pulp paper often with crude or even obscene line illustrations
cost a pence or two. A blank notebook with soft-leather cover and
space to tuck a pen costs £1.
Box
Camera – The classic tripod
mounted large lens camera, imprinting on glass plates in black &
White. The process in 1879 is quite advanced, allowing photographic
panes to be processed in advance within 20 minutes in a darkened
room, prepared plates sealed in their slates will last up two two
days and the exposure time is just 5 seconds. Costs £20-30, Wt
50lbs, exposure panes cost 2s and weight about 1lbs each. Developing
chemicals, photo paper, and a red lantern to work by costs about £12,
Wt 25lbs, flammable and poisonous.
Fountain
Pen – A technological wonder
of the age. A pen with a rubber bladder that holds fresh ink for the
pen nib, allowing continuous writing without having to dip. Most are
beautifully ornate, some made of precious metal. The
pen's bladder can spray ink up to a yard, making quite a mess. Cost
£5-15, Wt Negligible.
Player
Gramophone - A hand-crank
turntable and projection cone about the size of an end-table. Meant
to play large wax records. Sound quality was poor but still
miraculous in the age. Costs £30,
Wt 40lbs. Records that play a song or two per side cost 4s, Wt .5
lbs and are delicate.
Typewriter
– Heavy iron typing machine capable of upper and lower case typing.
Costs £16, wt 15lbs.
Writing
Kit – A necessity in the age
of polite correspondence. An ornate wood box about the size of a
large book containing a sheath of paper, quill pen and inkwell and a
few vials of ink. Most kits also contain a few envelopes and a wax
seal. Cost £3-7s, Wt 3lbs.
Tools
Dynamite – The miracle
of the age, this relatively stable explosive quickly overtook black
powder explosives for mining and military applications. It's recent
use for criminal gains has made it LC2 in the crown and it's illegal
sale is a growing problem. A stick of Dynamite does Cr EX 9d+2 and
standard comes with a 10 second fuse. Cost 12s, Wt 1/2lb.
Fire
Extinguisher – A heavy
air-pump powered brass tank and rubber hose, usually filled with
water and baking soda. Holds 20 sprays of extinguisher, can spray up
to 3 yards. Puts out a hex on a 7+, with +2 to the roll for each
successive attempt to extinguish the flames. Costs £4,
Wt 20lbs full.
Gun Cleaning Kit – A
roll-up kit with breakdown tools, cleaning cloths, a barrel rod and a
small bottle of cleaning oil. Each kit is made for a particular
weapon and gives a +2 to the Armory skill for basic maintenance. Cost
22s, Wt 1lb.
Pick and Shovel –
Basic excavation tools, includes a digging tarp used to pack the
tools when not in use. Costs 35s, Wt 10lbs.
Portable
Laboratory – A selection of
essential lab gear, common chemical reagents and measurement
equipment and an alcohol burner packed into a large travel
trunk. Allows Chemistry
skill use without penalty. Costs £146,
Wt 20lbs, fragile.
Portable
Tool Kit – A collection of
essential mechanical tools rolled tightly into a leather case. It
allows a -2
to mechanic skill rolls. Costs £8,
Wt 4lbs.
Sextant
and Log Compass –
Essential tools for map-making or navigating by map. Comes
in a beautifully engraved wood case. Gives
a +2 on Navigation attempts. Costs £40,
Wt 8lbs.
Slide
Rule – The Victorian age
calculator used for any Engineering or science. They offer a +1 to
any skill check for Engineering or Mathematics
skill rolls. Cost £3, Wt
.5lbs.
Swiss
Army Multifunction Knife – A
recent invention of the army of Switzerland. A
folding knife with over a dozen useful tools made
of premium craftsmanship. The knife allows the user to make any
repair attempt within reason with a -3
to the roll. Cost £3, Wt
negligible.
Tool
Chest – A large wooden chest
of drawers made to suit the tools of a profession. It allows skill
rolls without penalty and attempts at other professions with a -2.
Cost £30, Wt 20lbs.
Medicinals
Doctor's
Black Bag – The classic
leather wide-mouth satchel that has become iconic for the Victorian
doctor. The bag contains pockets for all of the essential medicines,
bandages, a quart of clean water, and basic surgical tools. Allows
Physician rolls without penalty, +1 to First aid or Surgery rolls at
-1. Cost £24, Wt 10lbs
Soldiers Medical Kit – A
wool roll containing a clean knife, tweezers, two rolls of bandage
with room to tuck some medicine in. Allows a first Aid roll without
penalty. Cost 18s, Wt 1lb.
Cannabis Indica – A
popular medicine made with grain alcohol and cannabis oil. Cannabis
Indica was used to treat everything from night terrors to migraines.
Recently the drug has become more rare after the Indian Rebellion,
driving the cost up. Cannabis Indica is a consumed liquid and takes
effect in HT-3 seconds, Addictive, causes Tipsy condition p.428 for
15-HT hours, additional doses cause Unconsciousness. Costs 65s for a
bottle of 10 doses, Wt 1lb.
Chinese Opium –
The Scourge of the Orient! Opium is a smoked powder and takes effect
in HT+5 seconds, highly addictive, causes Euphoria condition p.428
for 18-HT hours, additional doses cause Daze. Cost 7s for one pinch,
Wt negligible.
Collis Browne’s Chlorodyne
– The leading brand of a family of medicines often called “mother's
helpers”. Chlorodyne is a pill made from Aluminum Hydroxide and
Opium oil, used to treat headache, anxiety or to settle hyper active
children. 10 pills will give an opium addict their fix. Chlorodyne is
a consumed pill and takes effect in HT minutes, addictive, causes
Tipsy condition p.428 for 13-HT hours additional doses cause Drowsy.
Costs 52s for a bottle of 40 pills, Wt 1lb.
Elixir Mariani – Also
known as cocoa wine is a tonic made of grain alcohol, treacle, herbal
flavors and an insane amount of cocaine. The drink was used for
exhaustion or depression that many suffered in during the Victorian
Era. Cocoa Wine is a consumed liquid and takes effect in HT seconds,
highly addictive, causes Drunk p.428 for 12-HT hours, additional
doses cause Euphoria. Cost 44s for a bottle of 6 doses, 1lb.
Laudanum-A popular
tincture made from wine and opium, found in the medicine cabinet of
most respectable homes. Laudanum was used to treat diarrhea, cough,
headache, and woman’s troubles. Opium addicts can effectively get
their fix from about half a bottle. Laudanum is a liquid added to
food or drink and takes effect in HT-5 minutes, addictive, causes
Tipsy Condition p.428 for 12-HT hours, additional doses cause Daze.
Cost 25s for a bottle of 100 drops, Wt 1lb.
Medicinal Pure Heroin
– In 1974 Alder Wright distilled a morphine synthesis intended
to remove it's addictive character. Heroin became the drug of the
age, a miracle painkiller with a multitude of possible uses. By 1879
had become a problem for those of weak moral character and a serious
social problem in London. Recent outlawing of heroin has only driven
it's use underground. These underground dens of heroin use are a
major focus of the Secret Field Police Bureau. Heroin is an injected
liquid and takes effect in HT seconds, totally addictive, causes Daze
p.428 for 20-HT hours, additional doses cause unconsciousness. Cost
25s, Wt negligible.
Morphine
– Lady's Heroin. Morphine was originally synthesized from
opium as a sedative to treat
hysteria but found popularity as a surgical aesthetic. The French
fashion of morphine parties where ladies would inject one another at
tea parties has recently come to England who has tea and uptight
women in spades. Morphine
is an injected liquid and takes effect in HT-4 seconds, high
addictive, causes Euphoria
p.428 for 16-HT
hours, additional doses cause Ecstasy.
Cost 16s (A kit with
decorative syringe and 2-dose vial costs about £4),
wt negligible.
Personal
Affects
Calling Cards –
Gentlemen of the age are expected to present a card with their
printed name and often occupation or motto. Better homes collect and
display these fine crafted cards. Cost 5s for 100 cards, wt
negligible.
Cigarette Case – An
ornate metal case that holds half-a-dozen cigars or 20 cigarettes,
keeping them relatively dry and un-crushed. Costs 25-75s, Wt
Negligible.
Drinking Flask – An
ornate metal drinking flask with screw-top lid. Holds about a pint.
Costs 10-40s, Wt .5lbs full.
Goggles
– Glass
and leather goggles, meant for airmen or others who work in high-wind
areas. Offers 1 level of protected vision but can fog up in high
humidity giving vision penalties of up to -2. Other
than that the goggles do nothing. Cost
25s, Wt Negligible.
Grooming Kit – A small
leather case containing the essentials to keep ones appearance in
proper order. Costs 12s, Wt .5lbs
Handbag – A woman's
leather purse, adorned with decorative stitching and fittings. Water
resistant, holds 10lbs. 16s or more, Wt 1lbs.
Parasol
– Folding silk and wood umbrella, treated to shed London rain.
Victorian Umbrellas are
delicate and finicky and often catch fire from falling ash, most
people purchase one each year. Costs £3,
Wt 2lbs.
Pocket Knife – Folding
knife usually decorated with brass and horn. Makes many essential
tasks possible. Counts as a small knife. Costs 15s, Wt .5 lbs
Striker Phosphors – A
tiny tin of 50 primitive matches meant to be struck on the textured
lid of the tin. Striker Phosphors are troublesome to light, requiring
a DX check to create fire, and can have negatives to the roll if
they've been exposed to humidity. Any wetness will destroy the
matches. Costs 2s, Wt Negligible.
Tobacco Box – Little
tin box made to keep 2 ounces of tobacco and rolling papers fresh and
dry, many have a built-in lens to light up on sunny days. 10s, Wt
negligible.
Watch
– A fine-crafted wrist or pocket watch, able to keep time for up to
a week without adjustment, often made of precious metals and
featuring fine engraving. Better models features a metal cover to
protect the crystal watch face. £7-85,
Wt negligible.
Clothing
Rugged
Workwear – The sort of plain
clothes that laborers or soldiers wear. Typically rough milled cotton
with a wool coat and durable boots or shoes. Cost £7,
Wt 3lbs.
Sensible
Clothing – Lightweight
comfortable simple clothes meant to flatter the figure with some
occasional
flare. Most women's clothing would fall under this category. Cost £4,
Wt 2lbs.
Formal
Attire – Clothing befitting a
lady or gentleman, usually made from fine cottons fine-milled
cotton or linen. Clothing is
well cut with ornate fittings and expertly cobbled shoes. Cost £19,
Wt 2lbs.
Packs
Attache Case – A fine
leather folded case able to hold a few books and papers and a small
writing kit. Costs 25s, Wt 2lbs.
Cartridge Bandolier - A
leather belt worn over the shoulder that holds 50 rounds in leather
hoops in quick-draw position. Alternatively the bandolier can hold a
box pouch holding 20 black powder loads. Cost 50s, Wt, 4lbs full.
Haversack - A heavy
treated canvas pack with shoulder straps. Holds 50lbs, water
resistant. Costs 20s, Wt 3 lbs.
Messenger Bag – A
lightweight leather sachel worn on a shoulder strap. Holds 25lbs.
Cost 5s, Wt 2lbs.
Steamer
Trunk – A huge iron-banded
locking chest with internal compartments designed to serve as a
traveler's wardrobe. Holds 400lbs or 12 cubic feet. Costs £10,
Wt 40lbs.
Thermos – A recent
invention utilizes a steel canteen with a glass liner keeps 2 pints
of liquid hot for up to 12 hours. Most feature a screw-on cup. The
liner is delicate and any hard impact will shatter it. Cost 25s, Wt
3lbs.
Survival
Gear
Bedroll – A treated
canvas under blanket and heavy wool over blanket to keep a sleeper
dry and warm in lower temperatures. Meant to be rolled tight for
travel. Cost 40s, Wt 7lbs.
Camp Kit – Pot and pan
with strainer and cooking utensils, packed with a good cleaning
cloth. The bare necessities to cook without penalty in the wild. Cost
55s, Wt 4lbs.
Canned Food – Preserves
were a central part of the healthy Victorian diet and without easy
access to ice the only way to keep food safely. In the Victorian age
canned meant a screw-top jar, usually packed in oil or vinegar. A jar
of preserves usually costs about 1s and most cannery shops will buy
back the jars for 5p, a full jar weighs 2lbs and is effectively a
full meal.
Canteen – A one quart
tin canteen with a small cup that screws over the spout. Cost 8s, wt
3lbs full.
Carbide Lamp – A tiny
lamp worn on the belt or helmet that uses a carbide pellet and a few
drops of water to make acetylene gas. The sizzle as they burn and
smell a bit. The lamp projects a 10 yard cone of light for 5 hours on
a single pellet. Costs 55s, Wt 3lbs. Additional carbide pellets cost
about 50p, Wt negligible.
Climbing
Kit – A small sack packed
with pitons, grapnel, a rigged climbing harness and 100 yards of
rope. Gives a +2 to climbing skill if time is taken to set lines and
anchor pitons. Cost £12, Wt
24lbs.
Compass – A brass
magnetic compas small enough to hold in the palm of the hand. These
were a common accessory for travelers in a time where roads and paths
were poorly marked. Costs 25s, Wt negligible.
Dehydrated Foods – The
pinnacle of food preservation technology. Meats vegetables and fruits
are preserved by cooking the water out of them. The food is meant to
be made into a soup or used as flavoring for fresh food, it can be
eaten out of the bag but it's not very palatable, even souped it
tends to be textureless and salty. Cost 5s per day of food, Wt .1lbs.
Filter Canteen – Quart
metal canteen with separate fill and pour caps and an internal
charcoal filter to remove toxins. +2 to HT when resisting waterborne
illnesses. Costs 25s, Wt 3lbs full.
Kerosene Lamp –
Hurricane-style laps that fuel from a kerosene reservoir in it's
base. The modern design features a self-dousing sick so it won't
start a fire if dropped or tipped over. Illuminates 5 yards for 12
hours on a pint of Kerosene. Costs 28s, Wt 4lbs. A gallon of Kerosene
costs 4s and comes in a 7 lb tin can.
Kerosene
Lighter – A small silver or
brass
striking lighter. The primitive cousin of the modern Zippo lighter.
These little lamps are a gentleman's haberdashery item, ornate and
clever in design. Some are decorated in lavish materials. Cost £5-19,
Wt .5 lb
Rope – Modern-age
Cotton expedition rope, ½ inch thick supports 350lbs. Costs 4s, Wt
2lbs, per 10 yards.
Spyglass
– A small collapsing brass and leather telescope with X4
magnification. Costs £7, Wt
1lb.
Tent:
Half shelter – The
stereotypical army style pup tent. Made of two sheets of treated
canvas, supported by multi-part poles. Gives a +1 on Survival Skill
rolls. Cost £4, Wt 10lbs.
Tent:
Wall – A large
canvas officer-style tent made to provide comfort in the wild. Sleeps
6 and breaks up into multiple packs to distribute it's weight. Gives
a +1 to survival skill rolls. Cost £18,
Wt 80lbs.
Armor
Corset:
Full-boned – Not meant as
armor but better at protecting the torso than many armors of the age.
Heavy corsetry
is made of layers of
thick canvas with spaced
steel bone support,
with heavy dress material layered over. DR 3 to locations 10 &
11. A tightened corset gives a -1 to any athletic still such as
fighting skills, climbing or swimming. It can be loosened but then
provides only DR1. Cost £8-17,
Wt negligible.
Cavalier
Armor - Ornate
steel sculpted body armor worn by royal cavalry, worn with paldrons
and ornate steel shin guards to protect the wearer's legs. Heavy, but
meant to be worn on horseback. DR 10 to locations 9 & 10 and the
neck. DR 6 to locations 12 &13 from the Front only. Cost £65,
Wt 16lbs.
Cavalier
Helmet – Brilliant
silver brimmed cap topped with a decadent
feathered plume. DR 5 to locations 3 & 4. Cost £8, Wt 3lbs.
Infantry
Armored Vest – These sorts of
vests were commonplace in the earlier wars of the Empire but
few soldiers can afford to wear them now. Many
members of the East India Company still wear them. Plain gray wool
vest with internal pockets for steel plates and a tuck plate to cover
the groin. DR 5 to locations 9-11 Front Only. Cost £8,
Wt 7lbs.
Infantry
Shield – Massive plain
rectangular black steel shield meant to create cover for infantry
where it's needed most. Uses the shield skill to block melee attacks
most most often it is used for mobile cover. It has a Defensive Bonus
of 2, DR 10/100HP. Cost £12,
Wt 30lbs.
Miner's
Helmet – These wide-brimmed
tin helms are meant to protect miners from falling rocks but offer
some protection in a fight as well. DR 3 to locations 3&4. Cost
15s, Wt 3lbs.
Officer's
Stock – The thick leather
high collar typically worn by officers in the Queen's army and
cavalry. DR 2 to the neck. Cost 10s, Wt Negligible.
Pith
Helmet – Domed
helmet with a wide brim that keeps the head cool in hot climates and
protects the face from brush. DR 3 to locations 3 &4, swing
attacks to the face exactly on skill gain the benefit of the helmet's
DR. Cost 55s,
Wt 2lbs.
SilkVest
– The sort of armor a royal
wears when expecting trouble. Most men of means in the New Imperial
Territories find reason to wear one. Heavy silk vest with inserts for
overlapping steel plates cinches at the waist for a flattering fit.
DR 4 against cutting/piercing, 2 against impaling
or crushing to locations 9-11, DR 6 from the front. Cost £62,
Wt 12lbs.
Workman
Boots – Most footwear of the
age is made from comparatively thin leather or canvas. The exception
are workman or cattleman's boots which are made from a rigid heavy
leather designed to protect the feet from being stepped on by large
animals. These boots aren't very stylish but they are tough. DR2,
Cost £3, Wt 3lbs.
Melee
Arms
Firearms
PT
Hemsworth Air Musket – The
Hemsworth Air Musket is an unusual weapon of the age. It
utilizes a gas spring that is charged by breaking the breach of the
gun and it fires
with remarkable force when the gun's trigger releases it's mechanical
air piston. The musket fires simple lead ball shot and holds a
spring-loaded reservoir containing 20 shots that loads the gun
automatically when cocked. These rifles found no popularity in
military service because of their clumsy accuracy and poor range but
hunters prize them for their quiet discharge and cheap ammunition.
Munition
Shot
and Load – Most guns of the
age are loaded with paper-wrapped cap cartriges. Cartriges
are fragile, usually stored in a block of 20 shots, humidity brings
up the Malf of the rounds, dousing them makes the cartridges useless.
Gun cleaning kits for muzzle
guns include bullet dies to cast heads and rollers to construct
cartridges. The caps powder and lead cost about 5p, buying cartriges
rolled and packed by a skillful armorist cost 10p. Loads
for a shotgun cost three times as much.
Bullets
– The
newest guns take advantage of hard brass cased bullets, machine made
for the gun that fires them. Most guns are sold with a bullet die in
their case. Any Armorer's toolkit for small arms will have a bullet
press. A parcel of 20 pistol bullets costs £1
and weights 1lb, a parcel of 10 rifle rounds costs and weighs the
same. A parcel of 10 shotgun shells cost 30s and weighs 1lb.
Order
of Avalon equipment
Knight's
Dress Armor – The uniform of the Order of Avalon is a Navy Blue
wool longcoat with gold piping and adornment and the heraldic
red-sash of the order. The coat is reinforced with chainmail and has
armored vambrace protecting the forearms and an ornate gorget
protecting the throat. The armored coat is intricate with overlapping
flaps secured by ornate brass buttons and takes 3 minutes to properly
dress but can be thrown on uncomfortably in approximately a minute.
Squires wear a nearly identical uniform minus the sash denoting
knighthood. DR 5 to locations 9-13. Cost £44, Wt 24lbs.
Borchardt
C-78 Autoloading Pistol – Hugo
Borchardt was a German inventor and weaponsmith commissioned by the
order to design their new model sidearm. The C-88 has the unusual
distinction of being an automatic pistol, using a toggle-lock that
uses the explosion of the round to ready the firing action and
chamber the next bullet. The action is surprisingly reliable but
requires detailed maintenance. The C-78 is issued to all knights.
Loewe
Essex M2 Falchion Autoloading Rifle – Modelled
after cutting edge breech cannons the M2 is an advanced action
version of the Enfield battle rifle. It bears the secret distinction
of being the first assault rifle with removable magazine. The M2 is
also designed to fit a TS 17 Detonator under it's barrel. Knights or
Squires are able to check Falchion rifles out of the armory in Fort
Alice.
TS17
Detonator – The TS 17 is a Tesla Sciences invention, an
explosive projectile launching system designed to be mounted under
the barrel of the M2 Falchion rifle. The launched grenade explodes
shortly after impact. The device was intended breach doors or stagger
entrenched foes. The Detonator could fire a HE round that did 2d+2 CR
EX, a Smoke round that quickly envelopes a 3 hex radius with thick
colored smoke, or fire a parachuting flare that casts magnesium
illumination for about 30 seconds. Falchion Rifles are issued to a
knight with a Detonator at the armorer's discretion, uses the
Gunner-Grenade Launcher skill.
Maxim
Mechanical Gun Mk2 – An early concept of the Maxim Gun,
Model 86 fires and automatic barrage of bullets impregnated with
Flerovium, making them glow brightly as they travel helping the firer
identify where the automatic bursts are going. The two Maxim
Mechanical Guns currently in use in the New Imperial Territories are
assigned to knights protecting Fort Alice.
TS21
Arc Induction Lance – The TS 21 is a Tesla Sciences invention,
a weaponized tesla coil with an elongated aiming scaffold that
effectively turns it into a lightning cannon. The T21 is accurate at
shorter ranges provided there's no metal interference between shooter
and target. Fort Alice has two of these Arc Induction Lances that can
be checked out of the armory by a Knight at the Armorer's discretion.
Arc Induction Lances are effectively a flamethrower than does 4d of
lethal electrical damage. Metal armor provides no DR. Each metal
object greater than 1lb in eight between shooter and target provides
a -2 to hit and to damage. If the target is holding a metal weapon or
wearing metal armor the shooter attacks with +2 to hit and damage.
Shooting through metal bars or any other conductive structure
requires a critical hit and halves damage. Hits from the Arc
Induction Lance always hit a randomly rolled location. The Lance's
charging coils are powered up using a removable hand crank kept in
the stock of the gun. It takes a minute and 1 FP of cranking to
generate 5 shots and the charge dissipates at a rate of 1 shot every
5 minutes. The TS21 uses the Liquid projector-Lightning skill.
Electric
Voice Transducer – Tesla's most stunning invention was the
short wave Radio almost 50 years before Marconi. The EVT is a
portable radio that can communicate to any other EVT within 250 yards
with rapidly decreasing voice quality towards the edge of that range.
The units are temperamental, electric interference like storms or
powered equipment make it almost impossible to converse. The unit is
powered by a belt pack and has a CB-styled microphone that clips onto
the jacket. The EVT runs for about 5 hours when fully charged. The
EVT weighs 8lbs. All knights are issued and EVT
Avalon
Service Saber – The service saber is a masterfully forged short
sword designed after the Persian falchion and various Indian blades
to maximize leverage and blade impact. The Service Saber is issued to
all knights and squires. It uses the short sword skill. It's
statistics shown reflect that it is a Very Fine Quality weapon.
The
Black Water – Within the great hall of the order is a massive
ornate chalice that has been installed in the order's main hall
longer than St. Edward on the Thames has been existence. Water poured
into the chalice turns black and those that drink it are “restored
of health” each knight and squire carries a draught of Black Water
in an ornate silver vial around their neck for emergencies. Drinking
the vial allows the knight or squire to regain 1 HP and 1 FP per
second for 2d6 seconds.
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