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Character Creation

Character Basics

Culture

There are nine playable cultures in the game. It is not possible to play other non listed cultures, even though you may meet some in play. The nine playable cultures are the commonly accepted True Peoples – those who have retained the power of language and debate.

After you have booked for your first event, you will receive an Extended Cultural Brief, describing any unique rules or setting information that is particular to your culture. We suggest that you do not share this information Out-Of-Character.

Your Group

It is not necessary to be part of a group, regardless of your culture. You may however wish to start play as part of a group. A group is defined as: at least 3 player characters or a single Toad or Badger

This is a game geared for factions. There are many great in-character reasons why groups would form and many clear benefits to playing in a group with characters all of the same culture, though this is not essential - a Group can be made up of members from more than one Culture - with the exception of Badgers or Toads as they are solitary People. Player Character Rabbits always count as part of their owner’s Group

Every group receives one free territory at character generation, decided by the refs. Your group will also be assigned a Group Code for use in some downtime actions.

Your Character

To create a character you will need to tell us:

Character Name: Possibly the hardest part. Good luck.

Concept: A short tagline for your character. This should sum up your character in a single phrase – for example, an acceptable Concept could be ‘Lord High Muck’ or ‘Detective with a grudge’. Equally, you could use a phrase or tagline that successfully describes your character.

Biography: Please include a short description of your character. This should be pithy - we think 100 words is an excellent length. Details that are helpful include:

  • Brief history
  • Family and friends
  • Attitudes to other cultures
  • Plot hooks and loose ends

Culture: Pick from the following – Badger; Stoat; Hedgehog; Water Rat; Ferret; Mole; Weasel; Toad; Rabbit. For more detail on the merits and flaws of each culture, please see the Cultural Introductions.

Nature: Wild Wood, Countryside, Urban or Rabbit – please see the relevant Cultural Introduction.

Elder: An Elder is a character who has passed their Rite of Passage. Your character is an Elder if you select any ‘Elder Lore’ characteristics.

Characteristics and Items

Characteristics

You have 5 points to spend on the available characteristics listed in your Cultural Introduction. Characteristics represent things your character knows, has access to or is particularly good at. The points cost listed here is the standard cost. Please refer to the ‘Cultural Introduction’ for your selected Culture to see any reduced costs for your character.

  • You may take any characteristic applicable to your Culture.
  • Certain characteristics are cheaper for some cultures – see the relevant “Cultural Introduction” for the final character points cost.
  • Characteristics are divided into lore (things you know), skills (things you can do), advantages (things you have), crafting (things rural characters can make), fash’n (things urban characters can make), and elder lore (things only Elder Characters know and have).
  • The basic information about what each of these characteristics do is listed below. You will receive further information and all the details required when you take these characteristics. To make the game more interesting we strongly request that you keep this information secret from other players.
Starting Items

You are permitted to bring any small LARP-safe melee or thrown weapon at no points cost. These do not require item cards and must be smaller than 18” from the base of hilt to the tip of the weapon. They count as Basic and can only ever be used to call ‘Single’.

Additionally you may pick 2 free items from the list below:

  • Item: 3 Random Mushrooms - Ingredients for Brews
  • Item: 3 Random Herbs - Ingredients for Brews
  • Item: 3 Random Weeds - Ingredients for Brews
  • Item: 3 Random Spices - Ingredients for Brews
  • Item: 5 shots Gunpowder - for loading Powder weapons.
  • Item: 2 Steam Machine Parts - an essential component for creating Steam Tech.
  • Item: 2 Clockwork Machine Parts - an essential component for creating Clockwork Tech.
  • Item: 2 Powder Machine Parts - an essential component for creating Powder Tech.
  • Item: 1 Rabbit Slave - A Downtime Resource. This does not require physrepping, but you may decide to produce paperwork if you wish to trade them.
  • Item: 4 Sacks of Coal - A Downtime Resource, essential for running Steam Tech and Factories. Physrep requirements: A large sack, or chitty for Coal.
  • Item: 1 Fur - Provides partial armour for 1 point and keeps a character warm during Winter. Physrep requirements: Fur or faux fur covering 1/3 of the body.
  • Item: 1 Hide - Basic component for making Armour and other leather goods. Made from Fur.
  • Item: 1 Meat - The flesh of another creature. Physrep requirements: A torso-sized package.
  • Item: 4 Sacks of Carrots - to feed a Slave. Physrep requirements: A large sack or chitty for Carrots.
  • Item: 2 Luxury Items - Keeps a character's Feral Nature at bay.
  • Item: 1 Partial Leather Armour - Provides 2 Armour Points. Physrep requirements: Leather armour covering 1/3 of the body.
  • Item: 1 Bow - A simple crafted bow. Physrep requirements: A larp-safe bow and arrows.
  • Item: 1 Crossbow - Crafted crossbow. Physrep requirements: A larp-safe crossbow and arrows.
  • Item: 1 Large Stick OR Axe OR Sword OR Hammer / Mace OR Staff. Physrep requirements: A larp-safe weapon over 18” long.
  • Item: 1 Shield - Crafted shield. Physrep requirements: A larp-safe shield under 24” in diameter.
  • Item: 1 Pistol - A crafted pistol. Physrep requirements: A single shot, cap-firing replica pistol.
  • Item: 1 Simple Musket - A simple crafted musket. Physrep requirements: A single shot, cap-firing replica musket. If you take this item, you will automatically be given a single shot of gunpowder as your second item and you may not take any more items unless you take the RICH advantage.
  • Item: 1 Simple Crafted Knife - Does SINGLE, but may be used by some creatures to inflict higher damage. Physrep requirements: A larp-safe blade under 18” long.
  • Item: Jeweller’s Tools - May be used to repair Clockwork or Powder tech more swiftly.
  • Item: Lump Hammer - A simple hammer under 18” long. If using a larp-safe physrep, can be used to call “Single”.

Lores

There are four types of Lore – Ingredient, Technology, Knowledge and Medical

Ingredient Lores

Different ingredients (mushrooms, weeds, herbs and spices) grow in different places and have many uses. All have a specific effect when consumed on their own - they may make food taste excellent, or they may give savage hallucinations. Those who understand them can create many useful things.

If you have this lore you can identify types of ingredients and understand their properties. Once per week in downtime you may harvest it from the relevant location.

You gather more ingredients in territories you have already staked a claim on.

Lore: Herbs (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

Herbs grow in Road, Wild Wood and Countryside territories. This lore allows you to gather herbs during Downtime. Herbs have their own minor individual properties but can be mixed with other ingredients to make brews if you have the ability. You will be supplied a lore sheet for this lore.

This is a good lore for: Herbalists, Chefs, Poisoners, Traders.

Lore: Mushrooms (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

Mushrooms grow in Urban, Wild Wood and Countryside territories. This lore allows you to gather mushrooms during Downtime. Mushrooms have their own minor individual properties but can be mixed with other ingredients to make brews if you have the ability. You will be supplied a lore sheet for this lore.

This is a good lore for: Herbalists, Chefs, Poisoners, Traders.

Lore: Spices (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

Spices are found in Urban territories, including halls. Unlike other ingredients, spices come in tins, in packets and boxes, found in the ruins of the City. Spices have many strange properties. This lore allows you to gather spices during Downtime. Spices have their own minor individual properties but can be mixed with other ingredients to make brews if you have the ability. You will be supplied a lore sheet for this lore.

This is a good lore for: Herbalists, Chefs, Poisoners, Traders.

Lore: Weeds (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

Weeds grow in Countryside territories. This lore allows you to gather weeds during Downtime. Weeds have their own minor individual properties but can be mixed with other ingredients to make brews if you have the ability. You will be supplied a lore sheet for this lore.

This is a good lore for: Herbalists, Chefs, Poisoners, Traders.

Knowledge Lores

Lore: Agriculture (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles

Your understanding of the principles of farming allows you to produce more carrots from a farm.

This is a good lore for: Farmers, Agriculturists.

Lore: Architecture (2) Available to: Water Rats, Hedgehogs, Moles, Toads, Weasels

You understand the principles of how to repair a building, or convert a hall for other uses. During Downtime you may repair a damaged ruin - knocking down walls, opening collapsed spaces and making the most of the building. You may also craft a number of buildings. Crafting or repairing a building takes two months and 10 slaves. You may only build in territories that you have previously claimed, or in other character's claims if they give you permission to do so. You may build the following buildings with lore: architecture:

This is a good lore for: Builders, Architects, Archaeologists.

Lore: Country Code (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

Your knowledge of the country code allows you to claim new territories in one month rather than two during Downtime. You will be supplied a lore sheet for this lore.

This is a good lore for: Elders, Judges, Builders.

Lore: Cultivation (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You can gather weeds, mushrooms and herbs more easily in downtime. You will be supplied a lore sheet for this lore.

This is a good lore for: Herbalists, Traders, Chefs.

Lore: Geology (2) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

Mines produce a better yield of coal if they are run by a person who has a working knowledge of geology.

This is a good lore for: Mining and Miners.

Lore: Geography (1 per area type) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You have knowledge of 9 squares of a particular type of area. Select from – Wild Wood, Countryside, Roads, River or Urban. While trading in terrain you have lore: geography in, you stand a better chance of escaping raids. You will be supplied a lore sheet for this lore.

This is a good lore for: Traders, Travellers, Explorers.

Lore: Guerrilla Warfare (1) Available to: Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

During Downtime, you are particularly successful during raids – you are more likely to succeed in your endeavours, whether attacking or defending.

This is a good lore for: Raiders, Warmongers, Bandits.

Lore: Tunnels (1) Available to: Rabbits, Water Rats, Hedgehogs, Moles, Ferrets

You have knowledge of the squares which, historically, contain entrances to Mole tunnels and where the tunnel entrances are. This knowledge is based on old stories and will not allow you to identify new tunnel entrances as they are built. You will be supplied a lore sheet for this lore.

This is a good lore for: Travellers, Explorers, Traders, Miners.

Medical Lores

Lore: Diagnosis (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

This lore allows you to diagnose poisons, and diseases from looking at a creature's general health, symptoms, or insides. This lore gives you a list of possible symptoms and their causes. You will be supplied a lore sheet for this lore.

This is a good lore for: Healers, Poisoners, Doctors.

Lore: Medical (2) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You have a good knowledge of poisons and disease and how to make people ‘better’ by a variety of means, listed below. You cannot restore body points with this lore.

Amputation: It is commonly accepted medical fact that poisons move through the bloodstream to the extremities. By cutting off a limb with amputation, you may remove a poison, without the use of an antidote or poultice. You can amputate a limb with appropriate role-playing.

Leeching: When gathering ingredients, you are more likely to find leeches – a powerful natural alternative to poultices.

Hypnotism: With 30 seconds of appropriate role-play you may calm a feral character or remove negative role-playing effects from another character. You must establish and continue eye contact for this ability to work. Hypnotism cannot be used to implant suggestion or command.

Behaviourism: By studying a character for 30 seconds, then consulting a Ref, you may quickly ascertain how close to becoming feral the character is.

This is a good lore for: Doctors, Healers, Travellers.

Lore: Species (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You understand commonly held beliefs about the complexities of each culture. You will be supplied a lore sheet for this lore.

This is a good lore for: Anthropologists, Storytellers, Travellers.

Lore: Fear Death by Water (1) Available to: Water Rats only.

At events, if you are able to acquire and identify the famed substance ‘Dreamsmoke’, you may be supplied with visions of the future, or warnings from Mistress River.

This is a good lore for: Mystics, Fortune Tellers, Visionaries.

Technology Lores

You understand these different technological powers and how to use them. These Lores do not give you crafting abilities, but do offer a bonus when fash’n devices using that particular power. For every lore you possess, you may deduct 1 week from the build time of devices using that power. For each lore you possess you receive one random blueprint of that type.

For each lore you possess you will be given a Lore Sheet containing large amount of extra information on tech of that type, including a large list of possible builds.

Lore: Clockwork (2) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

Clockwork Devices must be wound before use. Winding a clockwork device normally requires 30 seconds of appropriate role-play. With ‘lore: clockwork’, this is reduced to 10 seconds. You will also receive additional blue prints. You will be supplied a lore sheet for this lore.

This is a good lore for: Supporting ‘fash'n: clockwork’, Knowing about clockwork without knowing how to craft it.

Lore: Powder (2) Available to: Rabbits, Ferrets, Toads, Weasels

Powder Devices require gunpowder to use. This lore allows you to identify Gunpowder. You will also receive additional blue prints. You will be supplied a lore sheet for this lore.

This is a good lore for: Supporting ‘fash'n: powder’, Knowing about powder without knowing how to craft it.

Lore: Steam (2) Available to: Rabbits, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

Steam devices require coal. This lore allows you to identify pure coal from similar-looking rock. You will also receive additional blue prints. You will be supplied a lore sheet for this lore.

This is a good lore for: Supporting ‘fash'n: steam’, Knowing about steam without knowing how to craft it.

Skills

Skills are things your character can do in uptime or downtime.

Skill: Brew Simple Poison (2) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You can brew an uncanny amount of simple poisons and harmful concoctions. If buying at character creation, you may take one free ingredient lore. You will be supplied a lore sheet for this lore.

This is a good skill for: Poisoning People. Identifying Simple Poisons.

Skill: Brew Simple Poultice (2) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You can brew an uncanny amount of simple poultices, antidotes and remedies. If buying at character creation, you may take one free ingredient lore. You will be supplied a lore sheet for this lore.

This is a good skill for: Healers. Making antidotes. Making money.

Skill: Brew Complex Poison (3) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You must have ‘brew simple poison’ to take this skill. You can brew a startling amount of unpleasant complex poisons. You will be supplied a lore sheet for this lore.

This is a good skill for: Poisoning people with much nastier substances. Identifying complex poisons.

Skill: Brew Complex Poultice (3) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You must have ‘brew simple poultice’ to take this skill. You can brew a startling amount of useful complex poultices. You will be supplied a lore sheet for this lore.

This is a good skill for: Healers. Doctors. Making complex antidotes. Making large amounts of money from desperate people.

Skill: Firearms (2) Available to: Rabbits, Water Rats, Ferrets, Toads, Weasels

You have a working knowledge of firearms and can load pistols, muskets and other powder weaponry. This skill has no effect on steam or clockwork weaponry.

This is an essential skill for: Using guns.

Skill: Pick Lock (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

With 5 minutes of appropriate role-play you can pick open locked doors and padlocks. This is reduced to 90 seconds with the special item ‘jeweller's tools’. You cannot open clockwork locks with this skill.

This is a good skill for: Being sneaky. Spies. Thieves.

Skill: Sabotage (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

With 30 seconds of appropriate role-play on a piece of technology, you may call ‘break tech’ with the item as your target, tying a black ribbon on to it. The targeted item ceases to function until it is repaired. There is nothing to stop the user grabbing another item and trying again.

This is a good skill for: Breaking things. Saboteurs. Spies.

Skill: Scavenging (2) Available to: Rabbit, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

During Downtime, you gain a bonus to the “Scavenge” action in Urban areas - you are treasure-hunting through the ruins of London-That-Was. Scavenging takes a week and returns anything from spices to machine parts to luxuries and technology.

This is a good skill for: Archaeologists, Treasure Hunters, Spice Merchants.

Skill: Slavedriver (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

Your slaves will work harder and any Downtime actions involving slaves will be more successful.

This is a good skill for: Factory owners, Farmers, Miners, Builders.

Skill: Tanning (2) Available to: Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You know how to remove the fur from a body. After 5 minutes of appropriate role-play, you may take the character card of a dead character to the Refs and exchange it for fur and meat. During Downtime, you may spend 1 week to process any amount of fur into hide. Hide is the basic component in making armour.

This is a good skill for: Armourers, Furriers, Hunters.

Skill: Territorial Hunting (1) Available to: Badgers, Stoats, Ferrets, Water Rats

You will receive more fur and meat if you perform a hunt action in territories you have claimed.

This is a good skill for: Hunters. Badgers. Stoats.

Skill: Tracking (2) Available to: Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Weasels

You are a particularly good at laying tracks and covering them. During Downtime, you will gain more fur and meat if you perform a hunt action. You are also more successful during raids in Downtime. You may sometimes examine a situation during uptime to see if there are any tracks or marks. Sometimes these tracks will have been obscured by weather, or be too light to see. You may cover your tracks with tracking or guerrilla warfare.

This is a good skill for: Hunters. Thief-takers. Detectives.

Skill: Detect Coal Seam (1) Available to: Moles

By spending a week of Downtime, you may discover how much coal is in a single territory.

This is a good skill for: Miners and Mining. Explorers. Foremen. Geologists.

Skill: Tribal Hunting (1) Available to: Stoats

When performing a hunt Downtime action with others of your tribe, you will gain more fur and meat.

Advantages

These are divided into buildings and goods. Goods can be brought to events to trade if you bring appropriate phys reps - with the exception of Rabbit slaves.

Advantage: Building (2)

  • Select a building from the list
  • You may only take this advantage once
  • You must take a building appropriate to your species (see list below)
  • To own a building, you or your group must have already claimed a territory - your building will be placed in this territory
  • There is only room for one building of each type in a square
  • If a square contains a farm, there is no more room for buildings of other types

Cultures and available Buildings

  • Badgers – Farm, Slaughterhouse, Tannery, Tavern, Tollhouse or Woodshed.
  • Ferrets – Farm, Slaughterhouse, Tannery, Tavern or Tollhouse.
  • Moles – Coal Mine, Slaughterhouse, Tannery or Tavern.
  • Rabbits – Farm.
  • Stoats – Farm or Woodshed.
  • Toads – Factory, Slaughterhouse, Tannery or Tavern.
  • Water Rats – Farm, Slaughterhouse, Tannery, Tavern or Tollhouse.
  • Weasels – Factory, Slaughterhouse, Tannery, Tavern or Tollhouse.
  • Hedgehogs – None.

Advantage: Blueprints (2) – Physrep: A set of blueprints. Available to: Rabbits, Badgers, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You will be given a random blueprint with all the details needed to create a single piece of tech each time you take this advantage.

Advantage: Boat (3) Available to: Water Rats, Hedgehogs, Ferrets

You own a narrowboat, barge, or other small boat that you may use to run markets on River territories and also transport goods during Downtime. Boats provide significant bonuses during raids on River territories. You may only take this advantage once.

This is a good advantage for: River Pirates, Traders, spending time on the River.

Advantage: Caravan (2) Available to: Hedgehogs, Ferrets, Toads

You own a caravan that you may use to transport goods during Downtime. Caravans provide a small amount of defence in raids. You may only take this advantage once.

This is a good advantage for: Spending time on the Road. Traders, Ferrets, Hedgehogs.

Advantage: Carrots - Allotment (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You own an Allotment which produces Carrots. You will be given 16 sacks of carrots each time you take this advantage. In addition, you will receive 16 Sacks of Carrots at the start of every game for each Allotment that you own. This yield cannot be increased (for example by using skills, totems or Rabbit slaves). You will receive details of where this advantage is located. This advantage does not count as a Building and you may still choose one Building during character creation.

Advantage: Claimed Territory (2) Available to: Badgers, Stoats, Water Rats, Moles, Toads, Weasels

Each group gets one free claimed territory at character generation. This advantage allows you to purchase others. The precise location of your territory will be decided by the referees.

This is a good advantage for: Landowners. Downtime bonuses.

Advantage: Coal - Coal Shed (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You own a Coal Shed. You will be given 10 sacks of coal each time you take this skill. Coal runs factories and steam devices. In addition, your character will receive 10 Sacks of Coal at the start of every game. This yield cannot be increased (for example by using skills, totems or Rabbit slaves). You will receive details of where this advantage is located. This advantage does not count as a Building and you may still choose one Building during character creation.

Advantage: Fur (1) – Physrep: large piece of fur / faux fur. Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets

You will be given 2 partial fur item cards each time you take this skill.

Advantage: Ingredients (1) – Physrep: Small pouch or jar. Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You will be given 5 random ingredients of the selected type each time you take this advantage. Specify herbs, mushrooms, spices or weeds each time you take this advantage.

Advantage: Luxuries (1) – Physrep: as appropriate. Available to: Badgers, Toads, Weasels

You will be given 2 luxury item cards each time you take this advantage. You must decide on the physrep for these Luxury Items – each of them must be a single, non-consumable item.

Advantage: Machine Parts (1) – Physrep: Pieces of machinery. Available to: Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You will be given 3 randomly chosen machine parts each time you take this advantage.

Advantage: Map (2) – Physrep: Map. Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You will be supplied with a random map at the start of the game detailing territories and contents such as ingredients, coal or other goods each time you take this advantage.

Advantage: Meat - Larder (1) Available to: Badgers, Stoats, Water Rats, Hedgehogs, Moles,

You own a well-stocked Larder. You will be given 4 meat cards each time you take this advantage. In addition, your character will receive 4 meat at the start of every subsequent game. This yield cannot be increased (for example by using skills, totems or Rabbit slaves). You will receive details of where this advantage is located. This advantage does not count as a building and you may still choose one building during character creation. In addition, you should expect to protect this highly valuable resource from outside influences who may wish to seize it from you.

Advantage: Rapier (2) Physrep: larp safe sword. Available to: Badgers, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You own a fine rapier, passed down from one of your ancestors, or two if you buy this advantage twice. This is a savage weapon that also counts as a luxury item.

Advantage: Rich (3) Available to: Badgers, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

Many characters begin play with a number of trade tokens. With this advantage, you will begin with a large number of these.

In addition:

  • You may take a third free item from the items list.
  • You may choose one free item from the following list before each game: 3 Random Ingredients, 3 Random Machine Parts, 1 Slave, 5 Sacks of Coal, 1 Meat, 4 Sacks of Carrots, 1 Luxury Item, 1 Hide, 1 Fur, 1 Bow, 1 Crossbow, 1 Crafted Knife.
  • You must specify your item pick in the “any other business” section of Downtime in order to have it in your Event Pack each game.

This is a good Advantage for: Patrons, Nobles, Traders.

Advantage: Slaves (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You own 10 Rabbit slaves, which can be set to work for you in downtime. Slaves require carrots if you wish them to survive. In addition, your character is able to source slaves from somewhere and you will receive 1 slave at the start of every game.

Advantage: Steam Car — Unfinished (3) Available to: Moles, Ferrets, Toads, Weasels

This steamcar is broken, and needs a number of steam parts and a blueprint to fix it This is a good advantage for: Toads. Mechanics.

Advantage: Steam Car – Working (4) Available to: Toads, Weasels

You own a working Steam Car. It requires Coal to run, and adds significant bonuses during raids.

This is a good advantage for: Running markets. Raiders. Looking flash.

Notes on Steam Cars:

If you choose to bring a steam car to an event, you are required to phys-rep it accordingly. We are happy to accept combustion engine cars as phys-reps if they are early-twentieth century make or customised to look as such. We suggest appropriate phys-reps are Singers, Crossleys, Model-T’s or other pre-1930’s cars, or custom-built go-carts or steam-cars.

We will require prior contact well in advance of the event if you wish to phys-rep a steam car at an event.

Advantage: Suit of Metal Armour (2) – Physrep: Two thirds coverage of metal armour. Available to: Badgers, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You own a suit of full metal armour, passed down from one of your ancestors or crafted by a Badger mastercrafter. You will be given 2 partial metal armour item cards each time you take this advantage.

Advantage: Superior Weaponry (1 or 2 points) – Physrep: Appropriate LARP-safe weapon. Available to: Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You may only take this advantage once. You may choose any weapon special item that you have chosen with your two free items. Instead of the basic version, you may choose to spend character points to upgrade it according to the following chart:

This is a good advantage for: Fighters. Bodyguards. Mercenaries.

Advantage: Totem (2) Available to: Badgers, Stoats, Water Rats, Moles, Ferrets, Toads, Weasels

You own a totem which focuses the power of your People, or more if you take this advantage more than once. This totem is on a territory that you have claimed, unless you choose to phys-rep it at an event. Totems make a territory more productive and well guarded during downtime. They may be brought to an event and used in uptime to unleash fearsome powers.

Elder

If you choose one of these characteristics, then your character is considered an Elder of their People, one who has passed their ‘Rite of Passage’. You can become an elder during play if you have enough experience points and if you pass your ‘Rite of Passage’ at a game. A character can attempt a ‘Rite of Passage’ once every four months.

Elder: Burrow Council (1) Available to: Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You may sit on the Burrow Council and have an influence on the voting system. Only Elders with this Elder Lore may sit on the Burrow Council. Note that Rabbits do not sit on the Burrow Council.

This is a good Elder Lore for: Politicians. Making wide-ranging decisions. Looking after your own.

Elder Lore: Cultural Bonus (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

The Elder gains a bonus typical to their species. The cultural bonuses are described below:

  • Stoats: You are an excellent hunter. You will begin each game with 1 extra unit of fur and 1 extra unit of meat. In addition, you will gain extra fur and meat whilst performing the hunt Downtime action.
  • Badgers: You are particularly tough with 8 body points rather than 7.
  • Hedghogs: You will be given a free map or blueprint. This document may contain information not released anywhere else. In addition, you may copy Blueprints morte quickly – it takes you 1 month to copy a blueprint rather than 2.
  • Water Rats: You can take a free claim at a specific place on the river
  • Moles: You are particularly good at getting slaves to work harder. Your character must own, or have previously owned a mine.
  • Ferrets: You are excellent at both running markets and raiding them - any market or raid you take part in will be more successful.
  • Rabbits: You may acquire 25% extra slaves each Downtime.
  • Toads: You may pick ‘lore: steam’ or ‘lore: powder’ or ‘lore: clockwork’ for free. Crafting times for the selected type of tech are 1 week less than normal, to a minimum of 1 week.
  • Weasels: You may take a free claim anywhere in the City. This claim has the benefit of legal protection from the Mayor Chief-Weasel’s Office.

This is a good Elder Lore for: Being more like your culture. Fitting a mould.

Elder Lore: Funeral Rites (2) Available to: Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

The Elder knows the appropriate words for a funeral and the funeral rite to release the soul of a dead character. After 5 minutes of appropriate role-play, you may take the character card of a dead character to the Ref hut and exchange it for separate fur and meat cards.

This is a good Elder Lore for: Priests. Undertakers. Opportunists.

Elder Lore: Inspiring Words (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

The Elder’s words are inspiring, both in battle and to slaves. During downtime, slaves work harder when led by this Elder and groups will fight harder during downtime raids when this Elder calls them to battle.

This is a good Elder Lore for: Leading people. Raiding. Defending.

Elder Lore: Rites of Law (1) Available to: Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You can use the following rites:

  • Hand of Peace: The Elder may witness a binding agreement of peace between two parties and take that agreement to the Burrow Council to be recognised.
  • Breaking of Friendships: The Elder may witness a breaking of a previous Hand of Peace rite and take that severance to the Burrow Council to be recognised.
  • Binding Oath: The Elder may witness the swearing of a Binding Oath - and take that oath to the Burrow Council to be recognised.
  • Rites of Justice: The Elder may be approached to declare a hunt, preside over a court case, demand an execution or other punishment and have this punishment carry the full weight of the Burrow Council.

Elders sanctioned to use these Rites are expected by the Burrow Council to use them in line with the Council’s will. There have been historical cases where a Judge or Bounty Hunter has been stripped of her powers after misusing them. Rites are only recognized by the Burrow Council if performed by one with this Elder Lore

This is a good Elder Lore for: Politicians. Judges. Bounty Hunters.

Elder Lore: Rites of Passage (1) Available to: Rabbits, Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You can oversee a Rite of Passage.

This is a good Elder Lore for: Hedgehogs. Priests. Serving the people.

Elder Lore: Empower Shaman’s Staff (1) Available to: Stoats Only

You know the rites to empower a Shaman’s staff. You will receive more information on this in your extended cultural briefing.

This is a good Elder Lore for: Shamans.

Crafting

Crafting characteristics are good for: Crafters. Making money. Providing goods for trade. Weapon-smiths.

Craft: Armour (2) Available to: Badgers, Stoats, Water Rats, Moles

You know how to take hide and use it to craft simple Leather armour in downtime. You may also repair fur or leather armour in uptime, at a rate of 1 armour point per hour. This must be physrepped, either by attending to the armour for the whole time, or by sending it offsite to be dealt with by NPC servants or apprentices.

Craft: Axe (2) Available to: Badgers, Water Rats, Moles

During Downtime, you may craft an axe or sturdy axe.

Craft: Bow (2) Available to: Badgers, Stoats, Water Rats, Hedgehogs

You know how to craft simple (double strikedown) or savage (triple strikedown) bows.

Craft: Crossbow (2) Available to: Badgers, Water Rats, Hedgehogs

You know how to craft a crossbow(double strikedown) or a savage crossbow (triple strikedown).

Craft: Flick-Knife (2) Available to: Badgers, Water Rats, Ferrets, Weasels

During downtime, you may craft a simple crafted knife, which must be physrepped by a blade under 18” long.

Craft: Hammer (2) Available to: Badgers, Moles

During Downtime you may craft a hammer/mace or a Strong hammer/mace.

Craft: Shield (2) Available to: Badgers, Moles, Water Rats, Hedgehogs

During Downtime, you may craft shields.

Craft: Staff (2) Available to: Badgers, Stoats, Water Rats, Moles, Ferrets

During Downtime, you may craft a Staff or a Tall Staff.

Craft: Stick (2) Available to: Badgers, Stoats, Water Rats, Moles

During Downtime, you may craft simple Sticks. During Downtime, you may craft a Stick or a Stout Stick. These must be physrepped by a LARP-safe stick or cane over 18”.

Craft: Sword (2) Available to: Badgers, Water Rats, Moles

During Downtime, you may craft simple blades. During Downtime, you may craft Sword or a Broadsword, which must be physrepped by a blade over 18” long.

Craft: Totem (2) Available to: Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

You know the rites involved in building totems. Totems can be built anywhere on the map. You may only infuse a totem with your own nature. It takes 3 months to build a totem, performing the correct ceremonies over it, after which the territory becomes charged with power. You may dismantle, bring and rebuild a totem at an event, as the charge will carry for a few days, after which it must be returned to its place where the charge can be returned.

Totems may be used in uptime to unleash fearsome powers.

Please contact us if you wish to bring a totem to an event and we will ensure there is a dedicated space on-site for it.

In addition, you can attempt to identify the sites of old totems in uptime.

Craft: Shamans Staff (1) – You must take mastercraft staff in order to take this craft. Available to: Stoats only.

Stoat shamans can focus Wild Wood Power into a shaman’s staff.

Mastercraft: Armour (2) – You must take craft armour to take this mastercraft. Available to: Badgers, Moles

You know how to craft metal armour in downtime. You may also repair metal armour in uptime, at a rate of 1 armour point per two hours. This must be physrepped, either by attending to the armour for the whole time, or by sending it off site to be dealt with by NPC servants or apprentices.

Mastercraft: Axe (3) – You must take craft axe in order to take this mastercraft. Available to: Badgers, Water Rats, Moles

You know how to craft sharper, keener axes. During Downtime, you may craft a ‘Terrible Axe’ or a ‘Woodsman’s Axe’.

Mastercraft: Bow (3) – You must take craft bow in order to take this mastercraft. Available to: Badgers, Stoats, Water Rats, Hedgehogs

You know how to craft more powerful bows. During Downtime, you may craft a ‘Hawk Eye Bow’ or a ‘Hunter’s Bow’.

Mastercraft: Crossbow (3) – You must take craft crossbow to take this mastercraft. Available to: Badgers, Water Rats, Hedgehogs

You know how to craft much more complex crossbows. During Downtime, you may craft a “Ballista’ (Quad Strikedown) or a ‘Siege Crossbow’. (Total Strikedown). The physrep for a Ballista or a Siege Crossbow requires a stand or tripod.

Mastercraft: Hammer (3) You must take craft hammer in order to take this mastercraft. Available to: Badgers, Moles

You know how to craft more powerful blunt instruments. During Downtime, you may craft a ‘War Hammer’ or a ‘Mechanics Hammer’.

Mastercraft: Staff (3) - You must take craft staff in order to take this mastercraft. Available to: Badgers, Stoats, Water Rats, Moles, Ferrets

You know how to craft more powerful, balanced staves. During Downtime, you may craft a ‘Monstrous Staff’ or a ‘Walking Staff’.

Mastercraft: Stick (3) – You must take craft stick in order to take this mastercraft. Available to: Badgers, Stoats, Water Rats, Moles

You know how to craft stronger, sturdier sticks. During Downtime, you may craft a ‘Wicked Stick’ or a ‘Boatman’s Stick’.

Mastercraft: Sword (3) – You must take craft sword in order to take this mastercraft. Available to: Badgers, Water Rats, Moles

You know how to craft sharper, swifter swords. During Downtime, you may craft a ‘Bastard Sword’, ‘Water pirate’s Cutlass’ or ‘Rapier’.

Mastercraft: Totem (2) – You must take craft totem in order to take this mastercraft. Available to: Badgers, Stoats, Water Rats, Hedgehogs, Moles, Ferrets, Toads, Weasels

The totems that you can build and infuse with the ‘Power of Place’ are even more highly charged. These totems will have three charges instead of one. In addition, you can attempt to identify the sites of old totems in uptime.

Fash’n

These are crafting characteristics which will enable you to make a number of devices. For a fuller list of devices possible in each area of tech, you should take the corresponding Lore: Tech.

Fash’n: Clockwork (3) Clockwork tech is good for making things that are intricate, small, powerful and timed. It is often used to enhance skills. Available to: Hedgehogs, Toads

You can fashion clockwork and other intricate tech. Clockwork is about tiny cogs, gears and changes being powered by springs. Clockwork devices require winding. You will receive 3 random simple clockwork tech blueprints when you take this fash'n. Example devices include pocket-watches and metronomes.

Fash’n: Powder (3) Powder tech is good for making firearms and things that explode. Available to: Ferrets, Toads

You can fash’n a number of simple powder devices. Powder deals with guns and other technology that explodes, sometimes messily. Powder devices require loading before use, by any character with the firearms skill. You will receive 3 random simple powder tech blueprints when you take this characteristic. Example devices include pistols and muskets.

Fash’n: Steam (3) Steam is good for making things that are fast, powerful and hot. Available to: Moles, Toads

You can fash'n a number of simple steam-powered devices which require coal to run. Steam deals with vehicles, powerful pistols and piping hot pressurised water. You will receive 3 random simple steam tech blueprints when you take this characteristic. Example devices include the Pressure Pack, Steamstick and Steam Car.

High Fash’n: Clockwork (2) You must also have Fash’n: Clockwork. Available to: Hedgehogs, Toads

You are capable of Fash’ning more complex clockwork devices. You will receive 3 random complex clockwork tech blueprints when you take this characteristic. Example devices include Clockwork Limbs and Clockwork Eyepieces.

High Fash’n: Powder (2) You must also have Fash’n: Powder. Available to: Ferrets, Toads

You are capable of fash’ning more intricate complex powder devices. You will receive 3 random complex powder tech blueprints when you take this characteristic. Example devices include Pepperbox Pistols and Incendiary Devices.

High Fash’n: Steam (2) You must also have Fash’n: Steam. Available to: Moles, Toads

You can fash’n a number of complex steam-powered devices. You will receive 3 random complex steam tech blueprints when you take this characteristic. Example devices include Pressure Pistols, Boiler systems and Tunnel Lifts, as well as much more powerful technology. Example devices include large vehicles, high-pressure weapons and powerful body enhancements.

If you wish to use them in uptime, you will be required to phys-rep them appropriately. Please contact us if you wish to bring a Steam device to an event.

charactercreation.txt · Last modified: 2011/05/03 20:49 by flannelcat