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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