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].
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].
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].
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].
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].
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].
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],
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].
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],
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],
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].
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].

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].
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].

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].
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]

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],
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].
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],
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].

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 HelmetBrilliant 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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