1879 - Player's Companion (FAS52104)
1879 - Player's Companion (FAS52104)
1879 - Player's Companion (FAS52104)
PLAYER’S
COMPANION
1
CREDITS
Developer Senior Editor Cover Art
Andrew Ragland Brad Decker Don Higgins
Dedications
“This book is dedicated to all those who play in and contribute
to the 1879 product line: past, present, and future.
It is only through your support that this game world exists,
and only through your involvement that it can continue to grow.”
No part of this publication may be reproduced in any form by any means, electronic, mechanical, photocopy-
ing, recording or otherwised without the prior written permission of the publishers. Permission to copy is
granted for the Appendices for personal use only.
This game takes place in an alternate history form our own world. As such, numerous actual historical
personalities, events, religions, and other institutions are referenced. No endorsement, approval, disre-
spect, disparagement, or other opinion or view on actual, real-world persons, faiths, nations, or other
entities is intended, implied, or imputed. This is a work of fiction based on our world.
2
Table of contents
Introduction.................................5
Professions: High Tiers..............8
New Professions.......................38
Skills........................................122
Skill Knacks............................146
Equipment................................174
Engines....................................208
New Magic.............................236
Spells.......................................268
Devices....................................300
Faeries......................................319
Social Level & Connections..337
3
4
Chapter 1
1
Introduction
“I am prepared to go anywhere, provided it be forward.”
5
INTRODUCTION
source. Their military carries mana-powered railgun rifles, and deploys battery-powered undead as
shock troops. They view the British as despoilers of the land and wasters of precious energy. The
British view the Samsut as despoilers of the dead. Of course they went to war.
The Saurids call themselves native to the Gruv, and are descended from something resembling
a velociraptor the way humans are (according to Charles Darwin) descended from something like
a monkey. All of them amphibious, but some spending more time in the water than others, they
divide into three primary cultures, Plains, Mountains, and Forest, with different views on gender
roles, religion, and appropriate use of technology. All of them know of machinery and fossil fuels,
but choose to live without them, substituting biological sciences and handcrafted items for steam
and factory production. A fourth, the kistalmi, high in the mountains, may have more advanced uses
of low-impact technology, but hold themselves remote from the rest of the world, not welcoming
visitors.
6
Chapter 1
the existing and newly introduced Skills. By widening the scope of what Skills allow characters to
do, Knacks expand the types of actions adventurers can perform, and create greater opportunity to
make each character unique.
New Equipment is introduced, from weapons to armor to everyday traveling kit. Weird Science
Devices get their own chapter, with items produced by Herons, Newtonians, and Prometheans. The
Magic section shows how to create both new KAVs and new Base Spells, and provides a large
number of each. Fetishes and foci, that absorb Strain or provide Spellcasting or Summoning
bonuses, are introduced, with mechanics for building and using them. New Orders, Faiths, and
Schools are described. Non-magical Secret Societies also exist, with the socialist Levellers and the
scientific atheists calling themselves the Reasonable Men being described.
Analytical and Differential Engines receive considerable attention. The system for creating
new cardware is provided, with a demonstration of how this works, allowing Byron and Lovelace
characters to write their own code. Finance is discussed, with details on how banking worked in
the Victorian era, a topic of vital interest to the Byron (and the Fiddler). Integration of Engines
with the retail world is explained, with game stats for point of sale cardpunches and Differential
Engine-driven cash registers. Opportunities for Byron adventures get explored in extensive sidebars
and in-character annotations.
Finally, political conspiracy creates new conflicts and story possibilities for both player
characters and GMCs. Social Level receives much deeper consideration, with its effects on how
finances are handled, the British Empire’s Honours system, and a game mechanic for Connections,
because it’s not what you know but whom.
7
8
Chapter 2
9
PROFESSIONS: HIGH TIERS
High Tiers
Following are the Warden and
Master Tiers for the Professions
described in the 1879 Players Guide,
with Core and Optional Skills. At
Journeyman, Warden, and Master,
special Abilities are gained for
each Tier. The mechanics of these
are explained in each Profession
at the appropriate Tier. All of the
abilities are gained upon achieving
the Tier, with some requiring
further investment, such as taking
permanent Damage.
As an option, the Abilities
may be gained one at a time, as
each Professional Rank within
the Tier is gained, with the player
deciding which Ability of those
available their character gains. For
example, the Airship Pilot could
gain +1 Recovery Test per day at
Professional Rank 5, when they
become a Journeyman, and then
+1 to their Mystic Defense at 6,
Karma for DEX at 7, and Better
Than You, Old Chap at 8. At
Professional Rank 9, the Airship
Pilot becomes a Warden, and the
cycle begins again with the Warden-
Tier Abilities.
10
Chapter 2
Airship Pilot
Skills and Abilities
WARDEN
Core Skills
Disarming Smile, Escape Plan, Impressive Display, Leadership, Tactics, Taunt, Winning Smile
Optional Skills
Anticipate Blow, Conversation, Espionage, Etiquette, Forgery, Knowledge (Trade Routes), Resist
Pain
Abilities
• The character may spend one point of Karma on any DEX-only Test.
• The character gains +1 to their Mystic Defense.
• The character gains +1 Recovery Test per day.
• Better Than You, Old Chap: Once per conflict, whether ship to ship combat, an airborne
contest, or other confrontation, the Airship Pilot may use their Impressive Display to gain an
advantage over their opponent. After a successful Pilot Airship Test, the character may make an
Impressive Display Test against the opposing pilot’s Social Defense, at a bonus of +2 Steps per
success from the Pilot Airship Test. Successes from the Impressive Display Test may be used
as Step bonuses (+1 Step per success) to a Test later in the scene against the same opponent.
This later Test does not have to use Pilot Airship – it could, e.g., use Tactics or Taunt – and
can target the opposing pilot directly or can target their airship. Using Firearms to shoot at
the opponent’s Kipp regulator, for example, would qualify for the bonus.
MASTER
Core Skills
Diplomacy, Lasting Impression, Resist Taunt, Second Chance, Steely Stare
Optional Skills
Evidence Analysis, Perfect Focus, Undermine, Witty Repartee, Wound Balance
Abilities
• The character’s Karma Step increases by +1.
• The character’s Max Karma increases by 15 points.
• At the Last Second: The Airship Pilot must spend 3 permanent Damage Points to gain this
Ability. Once obtained, the Airship Pilot may spend extra Karma on a failed Pilot Airship
Test, up to the Rank of the Skill. The Airship Pilot must declare the amount of Karma to
spend before rolling the extra dice, and may not invoke the Ability twice on the same Test.
Strain or Recovery Tests may not be substituted for Karma for this ability. The Airship Pilot
may not spend extra Karma on a successful Test.
Notes
• The Airship Pilot may use Escape Plan to find a route for their ship past known dangers, with
the ship itself counting as a fellow character. Anyone on board the ship gets counted in with
the vessel itself for this purpose.
• The Knowledge Skills listed are used as follows. See the Skills chapter (pg.123) for the more
general definitions of these Skills.
• Trade Routes: The Airship Pilot knows what firms and independent merchants are doing
business, what they are buying and selling, and the paths by which they move their goods. This
Skill can be used to help find employment, locate a merchant, locate a source or buyer for
goods, and other related business actions.
11
PROFESSIONS: HIGH TIERS
Aristocrat
Skills and Abilities
WARDEN
Core Skills
Empathic Sense, Inspire Others, Lasting
Impression, Leadership, Oratory, Steely Stare,
Witty Repartee
Optional Skills
Disarm, Evaluate, Knowledge (Finance), Lion
Spirit, Resist Pain, Seduction, Undermine
Abilities
• The character may spend one point of Karma on
any DEX-only Test.
• The character gains +1 to their Mystic Defense.
• The character gains +1 Recovery Test per day.
• Piercing Gaze: For 2 Strain, the character may
make a Steely Stare Test and convince the
target that all of their innermost secrets are
known. The character may then make a surmise
as to one of those secrets. On one success,
the target confirms or denies the surmise
silently, with a shake or nod of
the head. On two successes, the
target replies verbally, and adds
one further bit of information
clarifying the surmise. On three or
more successes, the target breaks
down and admits to everything,
possibly including details about the
issue, and other issues that weren’t
previously suspected. On a Rule
Of One result, the target laughs
derisively, dismisses the surmise
out of hand (whether or not it is
true), and gains +2 to their Social
Defense against the character for
the character’s Steely Stare Rank in days.
MASTER
Core Skills
Bardic Voice, Cutting Words, Disarming Smile, Distract, Impressive Display
Optional Skills
Anticipate Blow, Knowledge (Law), Perfect Focus, Second Chance, Tactics
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Chapter 2
Abilities
• The character may spend one point of Karma on any CHA-only Test.
• The character’s Max Karma increases by 15 points.
• Explosive Bon Mot: The Aristocrat can make a quip in a social gathering that utterly destroys
the mood and the presentation that someone else was trying to build. Make a Taunt Test
against the target, and spend 2 points of Strain. On one success, the audience reacts with
mild humour, disrupting the target’s build-up, and forcing them to start over if they want to
achieve their result. Any Social advantage the target had gained – Attitude shifts, Step bonuses,
etc. - are lost. On two successes, the audience laughs, and the target takes a -2 Step penalty
to any attempt to regain control of the situation. On three or more successes, the audience
finds the quip uproariously funny, and the
target is completely unable to make their
point or complete their Interaction Test.
On a Rule Of One result, there’s a
moment of silence, and then one of the
audience admonishes the character for their
behaviour. The character is then shut out
of the conversation as all attention goes
to the target.
Notes
• The Knowledge Skills listed use the
standard definitions and mechanics,
as described in the Skills chapter
(pg.123).
WARDEN
Core Skills
Frighten Animals, Leadership,
Long Shot, Resist Taunt, Second
Shot, Steely Stare, True Shot
Optional Skills
Animal Companion Durability,
Bribery, Command, Incite Stampede,
Knowledge (History), Lion Spirit,
Resist Pain
Abilities
• The character gains +1 to their
Social Defense.
• The character gains +1 Recovery
Test per day.
• The character may use one point of
Karma on any DEX-only Tests.
• Spoor of the Beast: The Big Game
Hunter can change their scent, using
13
PROFESSIONS: HIGH TIERS
locally available materials, so that they smell like a local animal of their choice. This ability
may be used to blend in, to challenge, or to draw animals. Antelope do not spook and
run when they smell another antelope approaching. Lions will go on alert and prepare to
fight if they smell another lion in the area, but will begin stalking if they think a lone prey
animal is nearby.
MASTER
Core Skills
Dominate Beast, Lasting Impression, Multi-Shot,
Perfect Focus, Snap Shot
Optional Skills
Critical Hit, Detect Trap, Disarm Trap,
Relentless Recovery, Unflinching Fortitude
Abilities
• The character’s base Karma Step increases
• by +1.
• The character’s Max Karma increases by
15 points.
• • A Fly’s Wing at a Hundred Yards: For 6
Strain, the Big Game Hunter may use
Long Shot and True Shot together, with
Long Shot’s range extension increased by
+2 (even if this puts the effective Rank
over 15) and True Shot’s Test increased
by +2. This automatically counts as an
Impressive Display for any onlookers.
Notes
The Knowledge Skills listed
use the standard definitions and
mechanics, as described in the Skills
chapter (pg.123), with the following
exception. The Knowledge
(History) Skill at the Warden Tier
should be applied to the region where
the Big Game Hunter spends most
of their time. For example, if the Big
Game Hunter resides primarily in
Africa, the Skill should be defined as
Knowledge (African History).
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Chapter 2
Brassman
Skills and Abilities
WARDEN
Core Skills
Awareness, Evidence Analysis, Fast Hand, Forge Armor, Forge Weapon, Impressive Display,
Show Armor Flaw
Optional Skills
Diplomacy, Engine Programming, Escape Plan, Forgery, Knowledge (Telegraphy), Leadership,
Stealthy Stride
Abilities
• The character’s Physical Defense increases by +1.
• The character may use one point of Karma on any PER-only Tests.
• The character gains +1 Recovery Test per day.
• Percussive Operation: The Brassman may coerce a device to work by striking it. The character
must spend at least one minute studying the device. The Brassman then taps, strikes, or thumps
the device, possibly with a tool, spends 3 points of Strain, and makes a Clockwork + PER Test
at +3 Steps against the device’s Physical Defense or Hardware Defense, whichever is greater. If
successful, the device performs as required. If the operation requires extended performance, the
device works as demanded for ten minutes per success. On a Rule Of One result, the device
breaks spectacularly, with pieces flying off in multiple directions. Further attempts at Percussive
Operation are at -2 Steps per attempt, and do the Brassman’s STR in damage to the device
as an armor defeating hit.
MASTER
Core Skills
Arcane Mutterings, Lasting Impression, Perfect Focus, Resist Taunt, Second Chance
Optional Skills
Acting, Craftsman (Woodworking), Knowledge (Chemistry), Lip Reading, Shake It Off
Abilities
• The character may use one point of Karma on any WIL-only Test.
• The character’s Max Karma increases by 15 points.
• Percussive Repair: Given at least five minutes of study, the Brassman can spend 5 points of Strain,
strike a malfunctioning device, and knock its workings back into place, restoring it to function. This
is a temporary repair, and will hold for the Brassman’s Clockwork Skill Rank in days. At the end of
that time, the device malfunctions spectacularly, and requires double the usual effort to restore it
to working order again.
Notes
The Knowledge Skills listed use the standard definitions and mechanics, as described in the Skills
chapter (pg.123), with the following modifications and considerations.
15
PROFESSIONS: HIGH TIERS
Byron
Skills and Abilities
WARDEN
Core Skills
Danger Sense,
Diplomacy, Escape Plan,
Impressive Display, Lip
Reading, Resist Taunt,
Taunt
Optional Skills
Acting, Distract,
Flirting,
Knowledge(Law),
Leadership, Safe
Thought, Winning
Smile
Abilities
• The character gains
+1 to their Social
Defense.
• The character gains
+1 Recovery Test
per day.
• The character may use one point of
Karma on any DEX-only Test.
• Intuitive Guess: With a previously successful Research Test against the Social Defense of an
Engine operator or Lovelace, the Byron may divine their console password. The Byron spends
3 points of Strain and makes an Engine Programming Test against the Software Defense of
the Mill, at +1 for each extra success in the Research Test. If successful, the Byron guesses
the user’s password and gains access to the Engine from the system console.
MASTER
Core Skills
Conversation, Lasting Impression, Perfect Focus, Second Chance, Undermine
Optional Skills
Avoid Blow, Inspire Others, Resist Pain, Shake It Off, Wound Balance
16
Chapter 2
Abilities
• The character’s Max Karma increases by 15.
• The character gains +2 to their Mystic Defense.
• Reading the Machine: The Byron has become so attuned to Engine operations that they can
mentally resolve the sound or visual representation of unencrypted Engine data on the fly.
Upon listening to an Engine in operation, or seeing the pattern of electrical or hydraulic
signals in a line, the Byron can spend 5 Strain and make an Engine Programming Test
to interpret the sound or
image into data in their head.
Accuracy is determined by the
number of successes. On a Rule
Of One result, the Byron badly
misinterprets the data and takes
double Strain, possibly resulting
in a Wound.
Cowboy
Skills and Abilities
WARDEN
Core Skills
Incite Stampede, Leadership,
Poison Resistance, Trick Shot,
Wheeling Defense
Optional Skills
Critical Hit, Haggle, Gambling,
Physician, Resist Pain
Abilities
• The character gains +1 to their
Social Defense.
• The character gains +1 to their
Physical Defense.
• The character gains +1 Recovery
Test per day.
• Double Tie: The Cowboy may
spend 2 Strain to secure any lasso,
rope, or other entanglement. The
Cowboy makes a DEX Test, which
may include Karma, and adds the
result of the Test to the previous
Entangle Target Number.
17
PROFESSIONS: HIGH TIERS
MASTER
Core Skills
Anticipate Blow, Multi-Shot, Relentless Recovery, Second Chance, Snap Shot
Optional Skills
Animal Companion Durability, Diplomacy, Lion Spirit, Perfect Focus, Unflinching Fortitude
Abilities
• The character gains +2 to their Mystic Defense.
• The character’s Max Karma increases by 15.
• Fizzing Horsemanship: The Cowboy can spend up to their Wound Threshold in Strain,
and buy +1 Step to an Equestrian Test for every 2 points of Strain. Successes from the
Equestrian Test may be exchanged, 1 success per Step, for a Step bonus to an immediately
subsequent Test made by the mount.
Doctor
Skills and Abilities
WARDEN
Core Skills
Disarming Smile, Engaging Banter, Oratory, Resist Taunt, Undermine
Optional Skills
Inspire Others, Poison Resistance, Resist Pain, Safe Thought, Witty Repartee
Abilities
• The character gains +1 to their Social Defense.
• The character gains +1 to their Mystic Defense.
• The character’s Recovery Step increases by +1.
• Close Enough: In an emergency, the Doctor can treat a patient without the proper equipment,
using what’s ready to hand. The character makes a Physician Test against the patient’s Current
Damage and takes 4 Strain. If successful, the Doctor bodges together the equipment necessary,
remembers an obscure technique that doesn’t require anything fancy, and makes a Physician
Test at +2 Steps to treat the patient, ignoring any situational penalties. For example the Doctor
might defibrillate a patient in cardiac arrhythmia by dunking their head in a bucket of water,
thus invoking the diving reflex.
MASTER
Core Skills
Cutting Words, Incite Mob, Perfect Focus, Second Chance, Winning Smile
Optional Skills
Knowledge (Secrets of the Aristocracy), Lion Spirit, Soul Aegis, Truth Through Lies, Vicious Wound
Abilities
18
Chapter 2
Notes:
• The Doctor can use Oratory as a trigger for Incite Mob, relieving the physician of the indignity
of having to run around and scream like an anarchist.
Dodger
Skills and Abilities
WARDEN
Core Skills
Escape Plan, Now You Don’t, Resist Taunt, Spot Armor Flaw, Steely Stare
Optional Skills
Defense, Fluid Movement, Leadership, Life Check, Safe Thought
Abilities
• The character gains +1 to their Physical Defense.
• The character gains +1 Recovery Test per day.
• The character may spend Karma for Recovery Tests.
• Ream Fine Buzz: Once per combat, the Dodger may spend 5 Strain and make a Now You
Don’t Test at no penalty against an opponent. If the Test succeeds, the Dodger may take
an item from the opponent, add an item to their possessions, or swap an item for one the
Dodger has, with the opponent unaware of what has happened. Any item not secured or in the
opponent’s hands may be affected. Thus, the Dodger could take the opponent’s knife from its
belt sheath, as long as there is no retaining strap, and substitute a cucumber for it, or take a
policeman’s handcuff key in case they lose the fight and are shackled.
MASTER
Core Skills
Multi-Strike, Perfect Focus, Second Chance, Soul Aegis, Truth Through Lies
Optional Skills
Lion Heart, Relentless Recovery, Resist Pain, Slowing Strike, Vicious Wound
Abilities
• The character’s Max Karma increases by 15.
• The character gains +2 to their Mystic Defense.
• No Prison Can Hold Me: The Dodger can escape from any confinement. The character spends
2 Karma (Strain cannot be substituted) and makes an Escape Plan Test at +8 Steps. On
more than one success, the Dodger escapes without having to make further Tests, due to the
thoroughness of their plan. If the Test fails, it may be repeated once per day as long as the
failure did not invoke the Rule of One. A failed Test indicates that the Dodger spotted a flaw
in their plan before executing it. Only on a Rule of One result is the Dodger caught trying
to carry out the plan.
19
PROFESSIONS: HIGH TIERS
Explorer
Skills and Abilities
WARDEN
Core Skills
Escape Plan, Graceful
Exit, Inspire Others,
Leadership, Safe Path
Optional Skills
Defense, Lion Heart,
Pilot (Airship / Ship
/ Vehicle), Resist Pain,
Sure Mount
Abilities
• The character gains
+1 to their Social
Defense.
• The character gains +1
Recovery Test per day.
• The character’s Recovery
Step increases by +1.
• Aha, There It Is: The
Explorer may spend
up to their Wound Threshold in Strain,
and gain +1 Step per Strain Point to a
Perception or Awareness Test. This test
may only be used to locate
either: a hidden structure or
buried object if outdoors, or
a hidden door or other secret passageway if
indoors. The Explorer must spend one full minute in concentration to invoke this ability.
MASTER
Core Skills
Oratory, Perfect Focus, Second Chance, Steely Stare, Undermine
Optional Skills
Lion Spirit, Now You Don’t, Relentless Recovery, Resist Taunt, Unflinching Fortitude
Abilities
20
Chapter 2
convince the locals to provide assistance. This may be for carrying home the treasure, rendering
medical aid, sharing food and water, or any other purpose directly related to exploration and
returning with the results.
Fiddler
Skills and Abilities
WARDEN
Core Skills
Diplomacy, Escape Plan, Now You
Don’t, Resist Taunt, Undermine
Optional Skills
Defense, Empathic
Sense, Lion Heart,
Safe Thought,
Seduction
Abilities
MASTER
Core Skills
Bardic Voice, Cutting Words, Second Chance, Truth Through Lies, Witty Repartee
Optional Skills
Disarming Smile, Life Check, Lion Spirit, Perfect Focus, Soul Aegis
21
PROFESSIONS: HIGH TIERS
Abilities
• The character gains +2 to their Social Defense.
• The character’s Max Karma increases by 15.
• Spinning Suspicion Into Gold: The Fiddler may deflect suspicion and regain trust by making
a Witty Repartee Test against an Unfriendly (or worse) target’s Social Defense. The Fiddler
spends their Wound Threshold in Strain, and gains +1 Step per Strain Point to the Test.
On one success, the Fiddler convinces the target that their doubts were groundless, and their
Attitude moves up one step towards Neutral. For each two extra successes, the target’s Attitude
increases by one, and can rise above Neutral.
Investigator
Skills and Abilities
WARDEN
Core Skills
Diplomacy, Disarm, Spot Armor Flaw, Steely Stare, Truth Through Lies
Optional Skills
Critical Hit, Defense,
Leadership, Resist Pain, Safe
Thought
Abilities
• The character may spend
on point of Karma on any
PER-only Tests.
• The character gains +1 to
their Mystic Defense.
• The character gains +1 to
their Physical Defense.
• In Dolor Veritas: The
Investigator must spend
2 permanent Damage
Points to gain this
ability. How and why
a person attacks others
reveals information
about themselves. Any
time a person directly
involved in a current
investigation attacks the
Investigator, they learn
one key secret about
that person, or related
to them, for every
Wound or cumulative
Wound’s worth of
22
Chapter 2
Damage Points taken. If the attack is against the Investigator’s Social Defense, the Investigator
learns one key secret for each extra success the attack scores. Multiple attacks by the same
person in one scene count as a single attack.
MASTER
Core Skills
Cutting Words, Oratory, Second Chance, Soul Aegis, Witty Repartee
Optional Skills
Escape Plan, Perfect Focus, Relentless Recovery, Resist Magic, Unflinching Fortitude
Abilities
• The character’s Max Karma increases by 15.
• The character gains +1 Recovery Test per day.
• “Things Only I Would Know” for £500: The Investigator may spend a Wound’s worth of
Strain to recall an obscure fact from some vaguely related field of knowledge that ties together
the available information, gaining a critical insight into the case at hand. The Gamemaster
determines the actual fact involved, and provides the revelation that the Investigator has,
although the player is encouraged to suggest possible facts.
Journalist
Skills and Abilities
WARDEN
Core Skills
Diplomacy, Leadership, Oratory, Truth
Through Lies, Undermine
Optional Skill
Bardic Voice, Disarming Smile,
Incite Mob, Safe Thought,
Wound Balance
Abilities
• The character gains +1 to their Social
Defense.
• The character gains +1 to their Physical
Defense.
• The character may spend Karma for
Recovery Tests.
• Fearless In Pursuit of the Story: The
Journalist knows that the story they are
working on is more important than
their own physical or social safety.
They may add their Writing Rank
to any Test against intimidation or
fear, or to their Social or Mystic
Defense against intimidation or fear.
This gives them a “coolness under
fire” equal to a veteran soldier, able
to report from the front lines calmly
23
PROFESSIONS: HIGH TIERS
while shells explode around them. They may disregard any difference in Social Level that
would put them at a disadvantage, for Strain equal to double the difference. A SL3 Journalist
questioning a SL5 Aristocrat would spend 4 Strain to avoid the SL penalty.
MASTER
Core Skills
Cutting Words, Lion Heart, Perfect Focus, Steely Stare, Witty Repartee
Optional Skills
Defense, Second Chance, Soul Aegis, Stout Constitution, Unflinching Fortitude
Abilities
• The character gains +2 to their Social Defense.
• The character’s Max Karma increases by 15.
• Ironclad Integrity: Nothing is more important than the truth. The Journalist may add their
Profession Skill Rank as a Step bonus to resist Taunts that impugn their honesty, to their
Social Defense to resist attempts at Bribery, and to any other resistance to having their integrity
questioned or subverted. They may also use this ability to defend their good name, adding the
same Step bonus to encourage others to believe in their honesty. The Journalist must spend
Strain equal to their Rank in order to use this ability.
Mage
Skills and Abilities
WARDEN
Core Skills
Astral Pocket, Astral Survey, Glyph of
Unweaving, Rapid Fire Casting, Steely Stare
Optional Skills
Leadership, Lifesight, Resist Taunt, Safe
Thought, Undermine
Abilities
•The character gains +1 to their Mystic
Defense.
•The character gains +1 to their Social
Defense.
•The character gains +1 Recovery Test per day.
•Mesmeric Influence: The magician may add
up to their Wound Threshold in Step
bonus to their Empathic Command,
Hypnotize, or Steely Stare Skill Tests,
paying 1 point of Strain per Step. When
this ability is used, the magician’s eyes
glow slightly, lighten in colour, darken,
or otherwise change appearance in a
24
Chapter 2
mystically significant way. Onlookers may make an Awareness or PER Test at +3 Steps to
realize that the magician is exerting a mystic influence.
MASTER
Core Skills
Cutting Words, Glyph of Shielding, Perfect Focus, Second Chance, Soul Aegis
Optional Skills
Diplomacy, Disarming Smile, Memory Probe, Resist Pain, Witty Repartee
Abilities
• The character gains +2 to their Mystic Defense.
• The character’s Max Karma increases by 15.
• Casting Circle: For 5 Strain, the Mage may take one minute to create a magical circle on the
ground around themselves. While standing in this circle, the Mage’s Spellcasting and Effect
Tests are at +5 Steps. The circle does not affect any other magician. The circle lasts for 10
minutes; the Mage can extend the duration of the circle up to their Spellcasting Rank in
hours by taking a Wound’s worth of Strain. While the circle may be marked with a material
component, such as salt or chalk, the physical component is just a focusing aid to creating the
circle. Once created, damage to the markings has no effect on the circle. The circle has no
effect on any other magician.
Medium
Skills and Abilities
WARDEN
Core Skills
Lifesight, Spirit Command, Spirit
Hold, Thought Link, (Spell slot)
Optional Skills
Lion Heart, Resist Pain, Safe
Thought, Truth Through Lies,
(Spell slot)
Abilities
•The character gains +1 to their
Mystic Defense.
•The character gains +1 to their
Social Defense.
•The character may spend
Karma for Recovery Tests.
•Overpowering Will: The
Medium may seize someone
else’s attention and hold it
through force of will. The target
may be a living person, or may
be an ancestral spirit or other
intelligent non-physical entity.
25
PROFESSIONS: HIGH TIERS
The Medium spends 6 Strain and makes a Willforce Test at +4 Steps against the target’s
Mystic Defense. On one success, the Medium holds the target’s attention for one minute,
and may deliver whatever monologue they choose with the target unable to reply. The target’s
Attitude toward the Medium, or the subject of the Medium’s monologue, is shifted one step
in the direction the Medium chooses. Any physical interruption breaks the hold. The target
must make a WIL Test against the Medium’s Overpowering Will Test result, or be Harried
for four rounds. If the target gets a Rule of One result on their WIL Test, they are utterly
convinced of whatever the Medium has said, with their Attitude toward the subject or the
Medium shifted as far as it will go, and Harried for five minutes. Onlookers must make a WIL
Test against the result of the Medium’s Overpowering Will Test to intervene. Extra successes
on the Overpowering Will Test may be applied as Step bonuses to an Arcane Mutterings,
Empathic Command, Frighten, Graceful Exit, Hypnotize, Slough Blame, or Spirit Command
Test, against the same target, that immediately follows the Overpowering Will action. If the
Medium has a Rule of One result on their Overpowering Will Test, they are Harried, and at
an extra -2 to all Defenses against their intended target, for 5 minutes.
MASTER
Core Skills
Memory Probe, Perfect Focus, Second Chance, Soul Aegis, (Spell Slot)
Optional Skills
Astral Survey, Diplomacy, Resist Taunt, Undermine, (Spell Slot)
Abilities
• The character gains +2 to their Mystic Defense.
• The character’s Max Karma increases by 15.
• That Will Be Enough of That: The Medium may seize control of a number of spirits up to
their Spirit Hold Rank. The Medium makes a Spirit Hold Test at +5 Steps against the
highest Mystic Defense among the target spirits, +1 for each additional spirit after the first. If
successful, the Medium spends a Wound’s worth of Strain and controls all of the spirits for
the normal duration of their Spirit Hold Skill.
• The Medium may spend up to a Wound’s worth of Strain to gain an equal Step bonus to
Spirit Hold or Spirit Command against a single spirit. This may be used only once per scene.
The Medium gains the following Spells to their Spell Slot pools at the indicated Tiers.
26
Chapter 2
Military Officer
Skills and Abilities
WARDEN
Core Skills
Command, Oratory, Rally, (Second
Attack / Shot), Strategy
Optional Skills
Conversation, Escape Plan, Lion
Spirit, Resist Pain, (Sure Mount
/ Maneuver)
Abilities
MASTER
Core Skills
Bardic Voice, Concentrated Assault, (Multi-Charge / Shot / Strike), Second Chance, Soul
Aegis
Optional Skills
Defense, Perfect Focus, Relentless Recovery, Song of Battle, Unflinching Fortitude
27
PROFESSIONS: HIGH TIERS
Abilities
• The character gains +2 to their Physical Defense.
• The character’s Max Karma increases by 15.
• Your Tactics Are As Well Known As You: The Military Officer has studied their opponent
thoroughly, and knows the enemy’s past battles and favourite stratagems. The Military Officer
may add the opposing commander’s Reputation as a Step Bonus to Command, Concentrated
Assault, Danger Sense, Inspire Others, Strategy, or Tactics Tests during battle against that
opponent. If the enemy leadership changes, the Military Officer must pay 5 Strain to adjust
their plans to the new opponent, or lose the Reputation bonus for the remainder of the battle.
Of course, the opposing officer may be able to use the same ability.
Pioneer
Skills and Abilities
WARDEN
Core Skills
Blind Fire, Diplomacy, Incite
Stampede, Safe Path, Trick Shot
Optional Skills
Critical Hit, Fluid Movement,
Leadership, Lion Spirit, Resist Taunt
Abilities
• The character gains +1 to their Social
Defense.
• The character gains +1 to their Mystic
Defense.
• The character gains +1 Recovery Test
per day.
• Ghost Among The Trees: When
in a forest or other natural
environment that affords
at least partial cover, the
Pioneer may spend 2
Strain to gain +2 Steps
to their Stealthy Stride
or Fluid Movement
Skills. They may do
so once per scene, with the
effect lasting their Skill
Rank in combat rounds.
MASTER
Core Skills
Forge Firearm, Multi-Shot, Relentless
Recovery, Snap Shot, Steely
Stare
28
Chapter 2
Optional Skills
Engaging Banter, Perfect Focus, Resist Pain, Second Chance, Unflinching Fortitude
Abilities
• The character gains +2 to their Physical Defense.
• The character’s Max Karma increases by 15.
• Tough as an Old Boot: For 3 Strain, the Pioneer may spend one extra Karma on any
TOU-based Core Skill Test. For 4 Strain, the Pioneer may add their Karma Step to their
Unflinching Fortitude for their Karma Step in hours.
Priest
Skills and Abilities
WARDEN
Core Skills
Astral Survey, Bardic Voice, Oratory, Spirit Command, Summoning Circle
Optional Skills
Arcane Mutterings, Incite Mob, Lasting Impression, Resist Taunt, Safe Thought
Abilities
• The character gains +1 to their Mystic Defense.
• The character gains +1 to their Social Defense.
• The character may spend one point of Karma on any CHA-only Tests.
• Winning Their Souls: Once per week, the Priest may attempt to convert a GMC to the Priest’s
Faith. The GMC must have a Friendly or better Attitude toward the Priest and a Neutral or
better Attitude toward the Faith. The Priest spends thirty minutes with the GMC, explaining
the advantages of the Faith as appropriate to its practices. The player spends 3 Strain and
makes a Charisma-based Knowledge (Religion) Test. Since that is a Core Skill, the player
may spend Karma on this Test. The Priest increases the GMC’s Attitude in regards to the
Faith by one step per success. If the GMC’s Attitude towards the Faith increases to Awestruck,
the GMC becomes a convert. Gamemasters should note that there are few things as zealous
as a new convert. The GMC will recur frequently in the Priest’s life, perhaps at inopportune
moments, and for possibly longer than is convenient.
MASTER
Core Skills
Disarming Smile, Glyph of Shielding, Glyph of Unweaving, Second Chance, Truth Through Lies
Optional Skills
Emotion Song, Lion Spirit, Memory Probe, Perfect Focus, Soul Aegis
Abilities
29
PROFESSIONS: HIGH TIERS
Attribute Test. The Priest must take one full day and celebrate the formal rites of their Faith,
with any requisite costs, audience / congregation presence, and/or time in isolated meditation
or other requirements, before this ability may be used again.
Sailor
Skills and Abilities
WARDEN
Core Skills
Champion Challenge, Emotion
Song, Oratory, Rally, Resist
Taunt
Optional Skills
Bardic Voice, Defense, Lion
Spirit, Resist Pain, Seduction
Abilities
MASTER
Core Skills
Concentrated Assault, Diplomacy, Multi-Strike, Relentless Recovery, Second Weapon
Optional Skills
Inspire Others, Perfect Focus, Second Chance, Song of Battle, Vicious Wound
30
Chapter 2
Abilities
Scientist
Skills and Abilities
WARDEN
Core Skills
First Impression, Leadership, Resist Taunt, Undermine, Witty Repartee
Optional Skills
Bardic Voice, Disarming Smile, Knowledge (Select), Lion Heart, Safe Thought
Abilities
MASTER
Core Skills
Cutting Words, Lasting Impression, Oratory, Perfect Focus, Soul Aegis
Optional Skills
Escape Plan, Exploding Ammunition, Knowledge (Select), Second Chance, Truth Through Lies
Abilities
31
PROFESSIONS: HIGH TIERS
their opponent’s Social Defense, and spends 4 Strain. Instead of single combat, each Scientist
presents a short paper or demonstration of their primary field of Knowledge (their Profession
Skill). The effects of the Champion Challenge Test apply to all aspects of the presentation
– the Knowledge Skill Test to prepare it, any ancillary Tests such as Mechanic or Craftsman
to set up the demonstration apparatus, and the Social Skill(s) used to deliver it. Taking more
than one full day to make the presentation results in an automatic loss. The winner of the
academic duel gains a +2 Step bonus per success on the Champion Challenge Test to all
actions targeting the opponent and their scientific faction for the winner’s Reputation in days,
while the opponent and their faction are at -2 Steps per success to all actions against the winner
and their side for the same period. The Gamemaster may determine other effects, such as gain
or loss of Social Level, changes in GMC Attitude, and so forth.
Shaman
Skills and Abilities
WARDEN
Core Skills
Glyph of Unweaving, Lion Heart, Spirit
Command, Summoning Circle, Thought Link
Optional Skills
Diplomacy, Inspire Others, Leadership, Resist
Taunt, Safe Thought
Abilities
32
Chapter 2
MASTER
Core Skills
Astral Survey, Glyph of Shielding, Memory Probe, Soul Aegis, Truth Through Lies
Optional Skills
Bardic Voice, Lion Spirit, Oratory, Perfect Focus, Second Chance
Abilities
Soldier
Skills and Abilities
WARDEN
Core Skills
Blind Fire, Life
Check, Rally,
Steely Stare,
Tactics
Optional Skills
Critical Hit,
Defense, Fluid
Movement, Lion
Heart, Resist Pain
Abilities
33
PROFESSIONS: HIGH TIERS
make a Rally Test, with the Karma die included. In addition to the effects of the Rally, other
soldiers in the Soldier’s unit, and any Friendly forces fighting alongside them, may gain +1 to
their Physical Defense and +1 Step per success to their Action Tests, for the Soldier’s Rally
Rank in rounds. This affects a maximum of the Soldier’s Rally Rank +1 individuals. The
Soldier must take command during the combat action. The Physical Defense and Action Step
bonuses are lost if the Soldier takes a Wound and is Knocked Down.
MASTER
Core Skills
Concentrated Assault, (Multi-Shot / Multi-Charge), Snap Shot, True Shot, Vicious Wound
Optional Skills
Lion Spirit, Perfect Focus, Relentless Recovery, Second Chance, Unflinching Fortitude
Abilities
Tribal Warrior
Skills and Abilities
WARDEN
Core Skills
Champion Challenge, Command, Rally, Second Attack, Strategy
Optional Skills
Critical Hit, Defense, Life Check, Lion Spirit, Show Armor Flaw
Abilities
MASTER
Core Skills
Concentrated Assault, Multi-Strike, Relentless Recovery, Second Shot, Weapon Breaker
Optional Skills
Perfect Focus, Resist Pain, Second Chance, Unflinching Fortitude, Vicious Wound
34
Chapter 2
Abilities
Weird Scientist
Skills and Abilities
WARDEN
Core Skills
Forge (Firearm /
Weapon), Graceful
Exit, Oratory, Taunt,
Undermine
Optional Skills
Disarming Smile,
Escape Plan,
Leadership, Lion
Spirit, Safe
Thought
Abilities
• The character
gains +1 to
their Mystic
Defense.
• The character
gains +1 to
their Social
Defense.
• The character may
spend one point of
Karma on any PER-
only Tests.
• Temporary Performance Gain:
The Weird Scientist can make
a series of quick adjustments to a
device or machine in the field to
briefly improve its effectiveness. The
Weird Scientist makes
35
PROFESSIONS: HIGH TIERS
a Craft Device Test against the device’s Mystic Defense. For each success, the device gains
+1 Step to any statistic. All Step gains must be applied to the same statistic. For example,
the Weird Scientist could improve a device’s Effect Step by +2, but could not improve
the Effect Step by +1 and the Physical Armor by +1. The Step gain lasts for the Weird
Scientist’s Craft Device Rank in minutes. At the end of the duration, the device’s statistics
revert to normal. On a Rule of One result, the Weird Scientist does their Craft Device
Rank in damage to the device.
MASTER
Core Skills
Cutting Words, Perfect Focus, Resist Taunt, Soul Aegis, Witty Repartee
Optional Skills
Diplomacy, Engaging Banter, Inspire Others, Second Chance, Steely Stare
Abilities
·
• The character gains +2 to their Mystic Defense.
• The character’s Max Karma increases by 15.
• I’ll Show You All!: The Weird Scientist can make an Impressive Display Test against the Mystic
Defense of a creation they have just completed, with the usual +2 bonus from the crafting
Test, and add any successes as +1 Step bonuses to the creation’s statistics. Multiple successes
may be split up among statistics. This can only be used for creating grand devices, complex
potions that require three months of brewing, or other creations that require sustained actions
over considerable time to be created, and will be used before a large crowd, with the intent
of overawing the onlookers. When the creation is deployed, the Weird Scientist may add the
number of successes from the creation-time Impressive Display Test as a Step bonus to a new
Impressive Display Test against the audience. Both of the Impressive Display Tests can only be
used once each, one for creating the item, and the other for the grand reveal.
Notes:
• At Warden, the Weird Scientist picks one of Forge Firearm or Forge Weapon as a Core Skill.
The other becomes available as a Free Skill.
YZ
36
Chapter 2
37
38
Chapter 3
P rofessions determine the Core and Optional Skills that define both player
and Gamemaster characters. Core Skills can have Karma spent on them to improve
their Action Dice. Optional Skills, while still important to the Profession, are not
significant enough to allow Karma use. Each Tier of a Profession also includes a
list of special Abilities the character gains at that Tier.
This chapter shows how Professions are built, and provides guidelines for creating new ones,
either from scratch or as Variants of existing Professions. Variants, alternate ways of playing the
character type, have different options for some Core and Optional Skills, and may have different
Abilities as well. For example, the Aristocrat Profession, the person of noble birth, includes the
Dilettante Variant, the bored wealthy person who’s seeking adventure for something to do. A number
of new and Variant Professions close out the chapter, giving new options for both Player Characters
and GMCs.
39
NEW AND VARIANT PROFESSIONS
Racial Restrictions
Not all races work properly with all of the Professions. Sometimes, this is due to
physical constraints. Trolls are just too big to be Airship Pilots. Cultural issues may preclude
a Profession. Most Terrestrials don’t have the links to the land and the ancestors, or the
cultural upbringing, to follow the Shaman path of the tribal races and the Saurids. Professions
that have racial restrictions will explain why certain races do not normally fit the Profession.
If the player can come up with a good backstory as to why this particular individual would
fit the Profession, and the Gamemaster approves, racial restrictions may be set aside. For
example, a troll character could follow the Cowboy Profession in the Grosvenor World, where
there are mounts big and strong enough to carry a troll. As with any rule in this book, the
players and GM are free to set it aside in its entirety if they so desire.
40
Chapter 3
There’s them what says that even that changes, with progression in rank. I mean, we’ve
all heard that it’s Lieutenants what study tactics, whilst Captains study strategy and Generals
study logistics. But what do I know? I ain’t got to that top level yet.
– Major Zachariah Clementine, Army of the Confederacy
The Profession Skill can be chosen from the Novice or Journeyman lists. Warden and Master
Skills cannot be Profession Skills, as they cannot be learned by people just beginning to follow a
Profession.
• Initiate: 5
• Novice: 5
• Journeyman: 7
• Warden: 5
• Master: 5
Tier Abilities
With the Skills distributed, the Tier Abilities must be chosen. Three are gained at Journeyman
and Warden, and two at Master. These may:
• provide Defense bonuses
º +1 at Journeyman or Warden, +2 at Master
º to Physical, Mystic, or Social Defense
• Provide Recovery bonuses
º +1 Step to Recovery
º +1 Recovery Test per Day
• add the ability to use Karma in a new way, or grant additional Maximum Karma
º Allow Karma for an Attribute-only Test
º Allow Karma for Recovery Tests
º Increase Maximum Karma by 15 (Master only)
In addition to these bonuses, one special Ability at each Tier grants an augmentation to a
Skill, or gives the character a power or talent that is in keeping with their Profession, but not defined
as a Skill. These special Abilities generally add a Step Bonus under specific circumstances, and may
cost Strain to use. Tier Abilities are customarily named, sometimes with a descriptive (the Fiddler
gets Plausible Deniability) or an inside joke or cultural reference (the Doctor’s It’s Not Lupus). The
following table shows the range for these Abilities by Tier.
41
NEW AND VARIANT PROFESSIONS
42
Chapter 3
New Professions
Engineer
“Oh, certainly, you can piddle around with tiny clockworks and clever gadgets, but when
you need serious machinery, that’s when you call me, when you decide to scale up to real
industrial power.”
You want clever toys to impress people in the parlour or the club, or get you into and out of
some firm’s building quietly, go talk to a Brassman. You have eighty thousand tons of copper ore to
haul out of a mountain, across a swamp, and through the Rabbit Hole? Here’s the man for the job.
The Engineer designs and oversees the build of serious machinery, locomotives and steamships and
pumps capable of lifting three tons of water up a mineshaft with each stroke of the piston. Bridges,
tunnels, tall buildings, shipyards, fortifications of steel that will turn back the Samsut? He’s on it.
The Engineer works with iron, steel, and high pressure steam, the kind of motive power that
pushes ships across the ocean and locomotives down the track. He spans rivers with cantilevers
and suspension cables and flying arches, and puts tunnels through mountains with explosives and
hydraulic drills. From the drafting board to the railyard to the rolling stock, he creates the machinery
that made the Industrial Revolution happen and keeps the world in motion. Not for him the delicate
parlour toys of brass and glass and gemstones. His dreams take up hundreds of miles at a single
go, leaping across the world on rails, bringing continents together with iron hulls and propellers the
size of a windmill. If you’ve got a new world to colonize, and two worlds to bridge, you’ve come
to the right man.
43
NEW AND VARIANT PROFESSIONS
INITIATE
Core Skills
Awareness, Civil Engineering or Field Engineering (whichever was not selected as the Profession
Skill), Knowledge (Mathematics), Mechanic, Navigation
Optional Skills
Clockwork, Craftsman (Select), Eidetic Memory, Firearms, Melee Weapons
NOVICE
Core Skills
Craft Firearm, Evidence Analysis, Mapmaking, Research, Taunt
Optional Skills
Craft Armor, Craftsman (Select), Cryptography, Engine Programming, First Impression
JOURNEYMAN
Core Skills
Diplomacy, Forge Firearm, Impressive Display, Inspire Others, Leadership, Munitions, Spot
Armor Flaw
Optional Skills
Bribery, Craftsman (Select), Forge Armor, Gunnery, Haggle, Lasting Impression, Resist Taunt
Abilities
• The character may spend Karma on any PER-only Test.
• The character gains +1 to their Mystic Defense.
• The character gains +1 to their Social Defense.
• It’s a Very Bad Design: The Engineer can spot fatal flaws in machinery and construction. The
character makes a Civil/Field Engineering Test against the Mystic Defense of the target and
spends 2 Strain. If successful, they spot a fundamental design flaw in the target, and know
how to exploit it to bring the entire thing crashing down. Additional successes may be used
as Impressive Display bonuses if there is an audience to the demolition. On a Rule of One
result, the Engineer is impressed with the design and does not believe it can be brought down.
Whether the Engineer incorporates the design’s flaw into a later work of their own is up to the
player and the Gamemaster.
WARDEN
Core Skills
Escape Plan, Lion Heart, Oratory, Show Armor Flaw, Witty Repartee
44
Chapter 3
Optional Skills
Disarm, Engaging Banter, Safe Thought, Steely Stare, Undermine
Abilities
• The character may spend Karma on any CHA-only Test.
• The character gains +1 to their Physical Defense.
• The character gains +1 to their Social Defense.
• We Need Bigger Guns: The Engineer can use their Craft Firearm and Forge Firearm to build
and improve artillery, ship’s guns, and other military-grade ordnance. This adds +2 to the
Strain for each Skill. For Craft Firearm, use a Target Number of 25 for the Test, and assume
that the Size of the ordnance is equal to 12 plus the number of Step 25 multiples in the
Damage Step. Thus, the effective Size for a 7 pounder cannon, which has a Damage Step of
2 x 25, the effective Size would be 14, and so building the cannon would require accumulating
14 successes against a Target Number of 25. Forge Firearm requires a number of days equal to
the current Damage Step of the weapon. Forging a 7 pounder cannon would require 50 days
(2 times 25, the Damage Step). A successful Forge Firearm Test adds one Step 25 multiplier
to ball shot regardless of the number of successes, and the number of successes to canister
shot. Three successes can still improve the Rate of Fire.
MASTER
Core Skills
Cutting Words, Disarming Smile, Long Shot, Perfect Focus, Second Chance
Optional Skills
Defense, Graceful Exit, Lion Spirit, Stout Constitution, Unflinching Fortitude
Abilities
• The character gains +1 Recovery Test per day.
• The character’s Max Karma increases by 15.
• Artillery Ranging: The Engineer may use their Long Shot Skill with military ordnance. Take 2
extra Strain, and extend the weapon’s Range by 10% of the base range times the Long Shot
Rank. An Engineer with a Long Shot Skill of Rank 11 could therefore extend the weapon’s
range by 110% for one shot, at a cost of 3 Strain. The Engineer must use their Gunnery Skill
to fire the weapon.
Notes:
The Engineer may select a specialty for their Craftsman (Select) Skills from anything appropriate –
metalworking, woodworking, glassblowing, or whatever relates to their work. The Craftsman Skills
represent practical experience with the materials they incorporate in their designs.
Melee Weapons is most often used with improvised weapons (see the 1879 Players Guide,
p. 250), such as a spanner or a Stilson wrench. Engineers do not normally own or carry swords
or pole arms, but they know how to abuse their tools as weaponry when necessary. When using a
tool as a weapon, Engineers do not take the Improvised Weapon penalty.
45
NEW AND VARIANT PROFESSIONS
Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 14: 6/D10 STR: 8: 4/D6 TOU: 10: 5/D8
PER: 18: 7/D12 WIL: 10: 5/D8 CHA: 15: 6/D10
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 10 Social Defense: 9
Initiative: 6 Movement: 6 Carrying Capacity: 60
Mystic Armor Bonus: 2 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 20 Death: 25 Wound Threshold: 7
Recovery: 2
LANGUAGES
English (British): Speak; R/W
ARMOR
Ballistic Vest (Silk): Phys 5, Myst 0, Init 0
WEAPONS
Light Pistol, 20 rounds
EQUIPMENT
Weekday suit, city boots
Cotton shirt, wool trousers, hiking boots
Sunday suit
Artisan’s tools (drafting)
Measuring tools (tape measure, micrometer, protractor)
CONNECTIONS:
Connection: Architect at railway company
Connection: Draftsman
Connection: Railway civil engineer
MONEY:
£8/5/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Field Engineering Prof 3 10
Speak Language F 1 8
Read/Write Language F 1 8
Awareness C 1 8
46
Chapter 3
Gambler
“Would you care to make it a bit
more interesting? Say, ten pounds against
your watch?”
The Gambler truly does live by her wits,
balancing her life and career on each hand of
cards, each throw of the dice. She re-assesses
the odds from moment to moment, knowing
that in the end the house always comes out
ahead and all debts get paid. Whether she
works the bars as a card sharp or billiards
hustler, runs a three card monte table on a
street corner, or haunts the baccarat tables of
the aristocracy, the Gambler keeps a close eye
on the crowd, watching for the ready mark and
the Peelers or house plain clothes security. The
adventuring party that needs to shift the odds
in their favour would do well to ask a Gambler
to come along. The Gambler will be punctual
at the rendezvous point. She has a brand new
watch that keeps impeccable time.
47
NEW AND VARIANT PROFESSIONS
Income: Moderate
Suggested Social Level: 1 (but can pass for much higher)
INITIATE
Core Skills
Awareness, Eidetic Memory, Empathic Sense, First Impression, Streetwise
Optional Skills
Avoid Blow, Distract, Firearms, Slough Blame, Unarmed Combat
NOVICE
Core Skills
Danger Sense, Evaluate, Impressive Display, Lasting Impression, Taunt
Optional Skills
Disguise, Haggle, Lip Reading, Picking Pockets, Stealthy Stride
JOURNEYMAN
Core Skills
Conceal Object, Diplomacy, Engaging Banter, Fast Hand, Graceful Exit, Resist Taunt, Steely
Stare
Optional Skills
Bribery, Conversation, Craftsman (Gambling Devices), Etiquette, Hypnotize, Sprint, Stout
Constitution
Abilities
• The character gains +1 to their Social Defense.
• The character may spend Karma on any DEX-only Test.
• The character gains +1 to their base Karma step.
• Tweaking The Odds: The Gambler can figure the chance of a thing happening, and see where
the odds might be tilted in their favour. By spending one point of Strain and doing nothing
else for one combat round, the Gambler may make an Awareness Test against a Target Number
chosen by the Gamemaster, based on the task difficulty, to analyse the situation and determine
the possible outcomes and the probabilities of each. The Gambler may then pick one possible
outcome, and reduce the Target Number for that outcome by 1 for each two Strain spent,
up to the Gambler’s Wound Threshold, regardless of which character must make the critical
Test. Using this Ability takes up the Gambler’s entire action for a second combat round.
Appropriate narrative should be agreed upon by the Gambler’s player and the Gamemaster.
This Ability may be used only once per scene.
WARDEN
Core Skills
Escape Plan, Now You Don’t, Truth Through Lies, Undermine, Witty Repartee
Optional Skills
Disarming Smile, Incite Mob, Lion Spirit, Resist Pain, Safe Thought
Abilities
• The character gains +1 to their Physical Defense.
48
Chapter 3
MASTER
Core Skills
Cutting Words, Oratory, Perfect Focus, Second Chance
Optional Skills
Disarm, Leadership, Lion Heart, Soul Aegis, Unflinching Fortitude
Abilities
• The character gains +2 to their Social Defense.
• The character’s Max Karma increases by 15.
• Going All In: The Gambler may improve their odds, or their party’s odds, in a dire situation
by taking a massive risk. The Target Number of the critical Test may not be less than the
Gambler’s Gambling Skill Rank plus their Professional Rank. The character may spend up to
their Gambling Skill Rank in Karma on the Test, regardless of who actually makes the Test,
at a cost of 4 points of Strain per Karma Point. The player must narrate how the Gambler
contributes to the action in a way that risks the Gambler’s (or the entire party’s) reputation,
fortune, possessions, or life. A failure on the critical Test is treated as a Rule of One result.
Notes
The Gambler never willingly spends their Gambling Stake. This is the seed money they need to get
into a game. Without it, they cannot pursue their Profession. If it gets dipped into, or any part of
it is lost, the Gambler must replenish it at their first opportunity.
The Gambler can make a Perception-based Gambling Skill Test to recall the rules, or a specific
rule, of any game specifically designed for gambling. Thus, the Gambler can remember how to play
baccarat, but not whist.
Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 13: 6/D10 STR: 8: 4/D6 TOU: 9: 4/D6
PER: 16: 7/D12 WIL: 11: 5/D8 CHA: 18: 7/D12
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 9 Social Defense: 10
Initiative: 6 Movement: 6 Carrying Capacity: 60
Mystic Armor Bonus: 2 Social Level: 1
49
NEW AND VARIANT PROFESSIONS
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 18 Death: 22 Wound Threshold: 7
Recovery: 2
LANGUAGES
English (British): Speak; R/W
German: Speak, R/W
ARMOR
Ballistic Vest (Cotton): Phys 4, Myst 0, Init 0
WEAPONS
Derringer (Light Pistol), 10 rounds
EQUIPMENT
Weekday suit, city boots
Sunday suit
Artisan’s tools (Forgery)
MONEY
£1/5/-
SKILLS
Skill C/O/F Skill Rank Skill Step
First Impression Prof 3 10
Speak Language F 2 9
Read/Write Language F 2 9
Acting C 1 8
Disguise C 1 8
Forgery C 1 7
Lock Picking C 1 7
Winning Smile C 1 8
Eidetic Memory O 1 8
Firearms O 1 7
Knowledge (Business) O 1 8
Knowledge (Building Security) F 1 8
Knowledge (Secrets of the F 1 8
Aristocracy)
Heartening Laugh F 1 8
Lip Reading F 1 8
Detect Trap F 1 8
50
Chapter 3
Lovelace
“Read the fabulous
manual. You may substitute
a stronger word for fabulous
beginning with the same letter
if appropriate.”
Engines have plenty of
legitimate uses. Some find the
Byrons romantic. Others call
them criminals. Best to stay on
the right side of the law, and
put your skill and know-how to
work for the profit of the firm.
What some find boring, others
find eminently respectable.
Knowledge such as yours puts
you well above the average
tradesman, and makes a nice
bit of coin as well. What profits
the merchants profits Britain,
after all, and it’s nice to be able
to publicly take credit for your
efforts without risking arrest.
INITIATE
Core Skills
Clockwork, Eidetic Memory, Knowledge (Mathematics), Mechanic, Research
Optional Skills
Awareness, Danger Sense, Firearms, Slough Blame, Taunt
NOVICE
Core Skills
Cryptography, Field Engineering, Haggle, Knowledge (Telegraphy), Resist Taunt
51
NEW AND VARIANT PROFESSIONS
Optional Skills
Avoid Blow, First Impression, Impressive Display, Knowledge (Engine Community), Knowledge
(Finance)
JOURNEYMAN
Core Skills
Conversation, Evidence Analysis, Graceful Exit, Inspire Others, Leadership, Resist Magic, Steely
Stare
Optional Skills
Engaging Banter, Etiquette, Knowledge (Building Security), Lasting Impression, Lion Heart,
Mapmaking, Unarmed Combat
Abilities
• The character gains +1 to their Social Defense.
• The character may spend Karma on any PER-only Test.
• The character gains +1 to their base Karma Step.
• Programmatic Exit: The Lovelace may use Graceful Exit during Engine Combat to overcome
a Byron’s actions through in-depth knowledge of the Engine’s code. When confronted with
a successful action by a Byron that puts the Lovelace at a disadvantage, for example a jam
or lockdown, the Lovelace may pay Strain equal to the number of successes required for the
Byron’s action, and make a Graceful Exit Test against the Byron’s Engine Programming Test
result, to invoke a hidden subroutine or loophole in the code. If successful, the Lovelace exits
the error condition and regains control of the Engine. The code does not have to have been
written by the Lovelace prior to the combat scene. This Ability may only be used once under
any specific combination of Byron, Engine, and error condition, ever, as the Byron will know
about the programmatic exit in future conflicts.
WARDEN
Core Skills
Diplomacy, Disarming Smile, Escape Plan, Lip Reading, Witty Repartee
Optional Skills
Defense, Knowledge (Law), Lion Spirit, Safe Thought, Winning Smile
Abilities
MASTER
Core Skills
Cutting Words, Oratory, Perfect Focus, Second Chance, Undermine
52
Chapter 3
Optional Skills
Distract, Resist Pain, Shake It Off, Soul Aegis, Wound Balance
Abilities
• The character’s Max Karma increases by 15.
• The character gains +2 to their Mystic Defense.
• Code Analysis: The Lovelace can gain information about the author through analysing the
programming and style of the cardware. Generally, this is done to trace the Byron who slipped
illicit cardware into the Engine. The process requires time according to the Difficulty of the task
the cardware was attempting to perform, just like Engine Programming (one hour for an Easy
task, two for an Average, three for a Hard, four for a Very Hard, and five for a Heroic), plus 2
points of Strain per hour. Make an Engine Programming Test at +5 Steps against the Engine
Programming Test result of the code’s author (which must have been recorded to compare to
the Software Defense of the targeted Engine). On one success, the Lovelace knows of recent
exploits at other firms that have used the same or a similar technique. On two successes, the
Lovelace also recognises the style as if it were a signature, and knows the identity of the author,
which may be only the Byron’s street name depending upon whether they’ve been unmasked by
the law or the industry at any point. Unfortunately, since job control language, that loads and
runs cardware, and is the part that has to be customized for each Engine, is highly restrictive in
its structure, there’s no way to have a style with it. This means the Lovelace has no guarantee
from this analysis that the person who ran the cardware was the person who wrote it. On three
or more successes, the Lovelace can trace the cardware to its command and control point, if
the program has a routine that connects to an external system, or identify the specific make and
model of Engine on which the cardware was tested and compiled, if it’s a standalone program
with no external communication routines. The Gamemaster may modify the results of the
analysis as appropriate to the storyline.
Notes
Knowledge (Engine Community) can be used to find contacts within the industry, such as locating
a cardware developer specializing in inventory systems. It can also be used to determine someone’s
reputation, making a Test against the person’s Social Defense to know their Social Level and
background, if that person is part of the community.
Example Character
“One precise measurement is worth a thousand expert opinions, as the Admiral said.”
Professional Rank: 1
ATTRIBUTES
DEX: 13: 6/D10 STR: 11: 5/D8 TOU: 12: 5/D8
PER: 16: 7/D12 WIL: 15: 6/D10 CHA: 15: 6/D10
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 9 Social Defense: 9
Initiative: 6 Movement: 6 Carrying Capacity: 95
Mystic Armor Bonus: +3 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
53
NEW AND VARIANT PROFESSIONS
DAMAGE
Unconsciousness: 24 Death: 29 Wound Threshold: 8
Recovery: 2
LANGUAGES
English (British): Speak; R/W
Turkish: Speak
ARMOR
Leather Jacket (fashionable) (5/0)
WEAPONS
Pocket pistol, Damage 5 / +2
EQUIPMENT
Nice suit, not bespoke but of good tailoring. Proper linen cuffs and collar, not celluloid. Well
kept city boots. A reasonably fashionable hat for someone on the border between tradesman and
craftsman. Toolbag and tools
CONNECTIONS
Connection: Gruber and Company Ltd., trackers and hailers of taxis, hansoms, hackneys, and other
conveyances for private hire.
Connection: Cardware Developer Lao Lai-mang, inventor of Picnic Basket, a data organization and
compression utility that is currently selling like coffee at the Baltic Exchange
Connection: Parts Monger at the Turkish Market.
MONEY
£6/-/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Engine Programming Prof 3 10/2D8
Speak Language F 2 9/D8+D6
Read/Write Language F 1 8/2D6
Clockwork C 1 7/D12
Eidetic Memory C 1 7/D12
Knowledge (Mathematics) C 1 8/2D6
Research C 1 8/2D6
Awareness O 1 8/2D6
Firearms O 1 7/D12
Slough Blame O 1 7/D12
Taunt O 1 7/D12
Knowledge (London Geography) F 2 9/D8+D6
Knowledge (Fashion) F 1 8/2D6
Streetwise F 2 8/2D6
Knowledge (Byrons) F 1 8/2D6
54
Chapter 3
Notes
The Knowledge (Fashion) Skill can be used with Social Actions that involve knowing the proper cut
of a man’s suit this year, or what sort of decorations are women wearing on their hats in London,
or other questions of stylish dress and presentation.
Mystic Warrior
“If you learn precision in your strikes, speed and power will follow. Over time, one can
hone one’s body into a lethal weapon all of its own.”
The Mystic Warrior has gone well beyond fighting without ranged weaponry. Through years
of training, they have developed techniques that enhance their combat prowess, turning them into
living examples of Tueller’s axiom, that within a specific range, firearms are less effective than an
edged weapon or an unarmed strike. As they advance, Mystic Warriors gain abilities that increase
their speed and power, increasing the distance across which they have the advantage, and allowing
them to strike through armour to deliver a killing blow regardless of their opponent’s protections.
While some Mystic Warriors disdain weaponry entirely, seeing themselves as the weapon, others
will employ blades, staves, chains, and other close-assault weaponry, and some will use thrown
weapons. Missiles and firearms, however, have no place in the Mystic Warrior’s repertoire. Their
fighting techniques prove that such are useless against someone who knows how to move faster than
a bowman can nock an arrow, and strike harder than a bullet from a revolver.
Like the Medium, the Mystic Warrior has a list of spells that can be taken as Skills. These
consist of physical buffs, combat abilities, and the like. The first Mystic Warrior on Earth, after
the opening of the Rabbit Hole, was a Maori rugby player. His haka could call out his strongest
opponent to face him, or send all his opponents running in panic.
55
NEW AND VARIANT PROFESSIONS
INITIATE
Core Skills
Avoid Blow, Melee Weapons, (Spell slot), Swift Kick, Throwing Weapons
Optional Skills
Athletics, Awareness, Shake It Off, Swimming, Tiger Spring
NOVICE
Core Skills
Anticipate Blow, Maneuver, Riposte, (Spell slot), Surprise Strike
Optional Skills
Battle Shout, Sprint, Stealthy Stride, Wood Skin, Wound Balance
JOURNEYMAN
Core Skills
Disarm, Lion Heart, Momentum Attack, Resist Taunt, Second Attack, (Spell slot), Spot Armor
Flaw
Optional Skills
Cobra Strike, Crushing Blow, Frighten, Life Check, (Spell slot), Steely Stare, Taunt
Abilities
• The character gains +1 to their Physical Defense.
• The character gains +1 to their Mystic Defense.
• The character gains +1 Recovery Test per day.
• Killing Blow: For 2 Strain, the Mystic Warrior may spend one point of Karma on the Damage
Test of a successful Unarmed Combat attack. This may be done a number of times equal to
their Unarmed Combat Rank in any one scene
WARDEN
Core Skills
Champion Challenge, Fast Hand, Frenzy, Leadership, (Spell slot)
Optional Skills
Critical Hit, Defense, Fluid Movement, Lion Spirit, Resist Pain
56
Chapter 3
Abilities
• The character gains +1 to their Mystic Defense.
• The character may spend Karma on any DEX-only Test.
• The character may spend Karma on Recovery Tests.
• Unified Assault: The Mystic Warrior may coordinate their allies for a single attack against a
single target when in mass melee. The character makes a Leadership Test against the highest
Social Defense among their allies. If successful, they take command for one combat round
and direct their strikes against the target designated by the Mystic Warrior. All Attacks and
Damage Tests for this assault are at +1 Step for each success scored on the Leadership Test.
This Ability may be used only once per combat.
MASTER
Core Skills
Concentrated Assault, Multi-Strike, (Spell slot), Vicious Wound, Weapon Breaker
Optional Skills
Perfect Focus, Relentless Recovery, Second Chance, (Spell slot), Unflinching Fortitude
Abilities
• The character gains +2 to their Physical Defense.
• The character’s Max Karma increases by 15.
• Mana Strike: The Mystic Warrior must spend 5 permanent Damage Points to gain this Ability.
The Mystic Warrior may spend up to their Unarmed Combat Skill Rank in Karma on a single
Damage Test resulting from a successful Unarmed Combat Attack. This Ability may be used
only once per combat or scene. If directed against a nonliving target, the strike does ten percent
of the Test result, rounded up from 0.5, in Barrier Rating damage. If the damage exceeds the
Physical Armor of the target, the target’s armour is destroyed.
Notes
The Spell slots are filled by picking from the following table. Spells available at lower Tiers
remain available at higher Tiers. These Spells are innate abilities, treated as Skills, and have a
Rank of their own used in place of the Spellcasting Rank. Otherwise, they work the same as the
base spells in the Spells chapter (1879 Players Guide), including Casting Time, Range, Effect, and
Strain. Spells taken as Core Skills may have Karma spent on their Skill Test as with any Core
Skill. Spells taken as Optional Skills may not have Karma spent on them unless the base spell
requires it.
Spells marked as (Select) must have the specific target chosen when the spell is learned. For
example, at Initiate, the Mystic Warrior may choose Improve Sense as Improve Sight, Improve
Vision, Improve Touch, etc., each as a separate Spell slot. All spells that affect targets other than
the Mystic Warrior, such as Stun, require touch. Damaging spells such as Stun can be used in place
of a Damage Test after an opponent has been struck with Unarmed Combat or Melee / Throwing
Weapons. Shockwave is an exception, and can be used in place of an Attack Test.
57
NEW AND VARIANT PROFESSIONS
Example Character
Distance is a cover for the weak to cower behind; the strong stand their ground and
fight face to face.
Tier Spell
Initiate Improve Sense (Select); Stun
Novice Improve Damage; Improve Defense Rating (Select);
Improve Movement; Improve Skill (Select);
Improve Strike; Reduce Damage; Reduce Defense Rating
(Select); Reduce Movement; Reduce Skill (Select)
Journeyman Deny Defense Rating (Select); Deny Movement;
Deny Skill (Select); Improve Attribute (Select);
Improve Karma; Reduce Attribute (Select); Shockwave
Warden Augment Self; Mass Demolition
Master Astral Double; Mass Destruction
Professional Rank: 1
ATTRIBUTES
DEX: 16: 7/D12 STR: 13: 6/D10 TOU: 13: 6/D10
PER: 12: 5/D8 WIL: 14: 6/D10 CHA: 13: 6/D10
CHARACTERISTICS
Physical Defense: 9 Mystic Defense: 7 Social Defense: 8
Initiative: 7 Movement: 6 Carrying Capacity: 125
Mystic Armor Bonus: +2 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 26 Death: 32 Wound Threshold: 9
Recovery: 3
LANGUAGES
Maori: Speak, R/W
English (British): Speak, R/W
ARMOR
Leather Jacket (3/0)
WEAPONS
Taiaha (staff)
Patu (club/short sword)
58
Chapter 3
EQUIPMENT
Street clothing, boots
Fighting clothing
Rugby uniform, cleated shoes
CONNECTIONS:
Connection: Local self-defence studio owner
Connection: Rugby coach
Connection: Senior Mystic Warrior (mentor/trainer)
MONEY:
£2/17/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Unarmed Combat Prof 2 9
Speak Language F 2 7
Read/Write Language F 2 7
Avoid Blow C 1 8
Melee Weapons C 2 9
Swift Kick C 1 8
Spell Slot (Stun) C 1 6
Athletics O 1 8
Shake It Off O 1 7
Swimming O 1 7
Tiger Spring O 1 --
Knowledge (Rugby) F 1 6
Knowledge (Maori Culture) F 1 6
Artist (Carving) F 1 7
First Impression F 1 7
Winning Smile F 1 7
59
NEW AND VARIANT PROFESSIONS
Nurse
“We have been in every war,
with every fallen soldier, and at
every bedside. If not for us, who
would administer the medications,
change the bandages, and comfort
the family? The doctors only see
the wound or the illness. We see
the person behind the injury and
the disease. Doctors cure. Nurses
care.”
Nursing has been a
commitment and a life, not just a
profession, since before the American
War of Secession. The Crimean
brought it to the public mind, with
the emergence of a name and a
face, that of Florence Nightingale,
to represent the women (and men)
who saw to the wellbeing of Britain’s
sons after the war left them maimed
and sick. In the current era, nurses
have become highly trained medical
professionals in their own right. They
backstop the doctors, watch for drug
interactions and sepsis, and provide
the human touch required for healing. When the patient does not survive, more often than not it
is the nurse who sits down with the family, who gently breaks the news, or provides understanding
when the doctor has made their clinical pronouncement and moved on to the next case. Someone
must be there to wipe the fevered brow, to hold the trembling hand, and to see to the emotional
needs as well as the physical. It’s exhausting work, emotionally as well as physically, and far too
often unrecognised, but every year new classes graduate, take the Pledge, and enter a lifetime of
service as rigorous as that of any nun.
60
Chapter 3
INITIATE
Core Skills
Avoid Blow, Awareness, Eidetic Memory, First Impression, Research
Optional Skills
Haggle, Knowledge (Pharmacology), Slough Blame, Stealthy Stride, Winning Smile
NOVICE
Core Skills
Danger Sense, Distract, Lasting Impression, Shake It Off, Streetwise
Optional Skills
Arcane Mutterings, Evidence Analysis, Knowledge (Medicine), Physician, Taunt
JOURNEYMAN
Core Skills
Conceal Object, Diplomacy, Engaging Banter, Impressive Display, Inspire Others, Leadership,
Resist Taunt
Optional Skills
Conversation, Disarm, Fast Hand, Graceful Exit, Heartening Laugh, Lion Heart, Stout
Constitution
Abilities
• The character gains +1 to their Physical Defense.
• The character gains +1 to their Social Defense.
• The character may spend Karma on Recovery Tests.
• I’ve Seen Worse: The Nurse does not require a Willpower Test to deal with ordinary grossness,
such as severed limbs, spilled intestines, or bodily output. They gain a Step Bonus equal to
their Professional Rank in resisting fear or disgust of extraordinary or supernatural sorts, such
as spells or charnel pits. Afterwards, in the next scene, the Nurse must take a few moments to
regain their composure, with a brief cathartic action such as swearing or praying, or indulging
in a minor non-intoxicating vice such as smoking. Failure to vent results in a -1 Step penalty,
cumulative, to all Willpower Tests until catharsis is achieved.
WARDEN
Core Skills
Disarming Smile, Oratory, Steely Stare, Truth Through Lies, Witty Repartee
Optional Skills
Bribery, Etiquette, Lion Spirit, Resist Pain, Undermine
Abilities
• The character gains +1 to their Social Defense.
• The character may spend Karma on CHA-only Tests.
• The character gains +1 Recovery Test per day.
• Eyebrow of Doom: The Nurse may force the truth from someone who has just lied or omitted
a crucial fact with the raise of an eyebrow. Make a Steely Stare Test, with Karma required. On
two or more successes, the target blurts out the actual facts of the matter. This Ability may
be used only once per scene.
61
NEW AND VARIANT PROFESSIONS
MASTER
Core Skills
Bardic Voice, Cutting Words, Now You Don’t, Perfect Focus, Second Chance
Optional Skills
Hypnotize, Poison Resistance, Relentless Recovery, Soul Aegis, Unflinching Fortitude
Abilities
• The character gains +2 to their Social Defense.
• The character’s Max Karma increases by 15.
• Boundless Determination: The Nurse must spend 3 permanent Damage Points to gain this
Ability. The Nurse may spend 5 Strain to re-roll any failed Willpower or Willpower-based
Test, but must accept the second Test result. For an extra 5 Strain, this re-roll may include a
point of karma.
Notes
Nurses can use one of their Eidetic Memory slots to remember patient details for the patients
currently under their care. This allows them to carry the patient’s entire chart in their mind and
remember it whenever needed.
When a patient, a caregiver, or someone else directly connected with a patient lies to a Nurse
regarding information directly related to the patient’s health or care, this triggers an automatic
Awareness Test against the person’s Mystic Defense. An omission from the patient’s chart, whether
deliberate or accidental, also triggers this Test. If successful, the Nurse knows that they are being
lied to or that important information is missing. This represents the uncanny intuition that Nurses
develop.
Example Character
“When changing a child’s bandages, never underestimate the value of being able to pull
a pair of scissors out of their ear.”
Professional Rank: 1
ATTRIBUTES
DEX: 13: 6/D10 STR: 11: 5/D8 TOU: 11: 5/D8
PER: 16: 7/D12 WIL: 12: 5/D8 CHA: 16: 7/D12
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 9 Social Defense: 9
Initiative: 6 Movement: 6 Carrying Capacity: 95
Mystic Armor Bonus: +2 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 22 Death: 27 Wound Threshold: 8
Recovery: 2
62
Chapter 3
LANGUAGES
English (British): Speak, R/W
Latin: Speak; R/W
ARMOR
None
WEAPONS
Knife (dmg 1 / 6 / d10)
EQUIPMENT
Uniform (dress, apron, cap)
Everyday clothing
Sturdy boots
Medical kit
CONNECTIONS:
Connection: Pharmacologist at the hospital
Connection: Charity worker at a soup kitchen
Connection: Charge Nurse (mentor)
MONEY:
£2/17/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Empathic Sense Prof 2 9
Speak Language F 2 9
Read/Write Language F 2 9
Avoid Blow C 1 7
Awareness C 2 9
Eidetic Memory C 1 6
First Impression C 1 8
Haggle O 1 8
Knowledge (Pharmacology) O 1 8
Slough Blame O 1 8
Stealthy Stride O 1 7
Knowledge (Anatomy) F 2 9
Knowledge (Mathematics) F 1 8
Picking Pockets F 2 8
63
NEW AND VARIANT PROFESSIONS
Police Officer
“Now look, I’ve got yer dead to rights. You can come along peacefully, or I can blow
this whistle and fifteen of me mates’ll come pounding round the corner and jump on top o’yer.”
There’s more to keeping order than strolling up to some ne’er-do-well on a street corner and
asking ”What’s all this then?” A police officer must know what’s legal and what isn’t, and who’s
likely to be engaged in activities they shouldn’t pursue. Being there before the crime is committed
is worth twice over being there afterwards. Less of a mess if it’s headed off before it happens. Pay
attention. There’s always someone up to no good. Yes, the Police Officer has grown cynical and
jaded, and expects the worst of people. It’s an occupational hazard. Try spending a few years keeping
order on the streets and see what that does.
Important Attributes: DEX, PER
Profession Skill: Streetwise
Racial Restrictions: Saurids – their culture does not support the Profession
Starting Equipment: Duty uniform, Nightstick, Whistle
Starting Funds: Low
Income: Low
Suggested Social Level: 2
64
Chapter 3
INITIATE
Core Skills
Awareness, Melee Weapons, Shake It Off, Sprint, Unarmed Combat
Optional Skills
Climbing, Eidetic Memory, Frighten, Knowledge (Law), Surprise Strike
NOVICE
Core Skills
Battle Shout, Danger Sense, Evidence Analysis, Firearms, Taunt
Optional Skills
Conversation, Equestrian, First Impression, Lock Picking, Stealthy Stride
JOURNEYMAN
Core Skills
Avoid Blow, Diplomacy, Disarm, Life Check, Resist Taunt, Second Attack, Steely Stare
Optional Skills
Anticipate Blow, Etiquette, Evaluate, Leadership, Lion Heart, Lip Reading, Stout Constitution
Abilities
• The character gains +1 to their Physical Defense.
• The character gains +1 to their Social Defense.
• The character may spend Karma on PER-only Tests.
• What’s All This Then?: The Police Officer may attempt to intimidate a target into confessing
what they were planning. The character makes a Steely Stare Test and spends 2 points of
Strain. On one success, the target blurts out a random fact about their current activities. Two
successes brings more information, and three or more successes causes the target to spill their
entire plan. On a Rule of One result, the target gains +2 to their Social Defense against the
Police Officer for one day, and may make a Taunt attack against the Police Officer without
spending Strain.
WARDEN
Core Skills
Disarming Smile, Inspire Others, Rally, Slowing Strike, Truth Through Lies
Optional Skills
Critical Hit, Defense, Lion Spirit, Resist Pain, Undermine
Abilities
• The character gains +1 to their Physical Defense.
• The character gains +1 to their Mystic Defense.
• The character gains +1 Recovery Test per day.
• Patterns of Crime: This Ability allows the Police Officer to spot a pattern among crimes in an
area, and use that to track down the criminal, or to recall known criminals whose methods fit
the crimes being committed. Both of these require a minimum of four hours of effort to be
put in before the Test can be made.
• To spot a pattern, at least three crimes must have been committed and investigated by the
department the Police Officer serves with. Each crime after the third that the Police Officer has
personally investigated grants a +1 Step Bonus to the Test. The Police Officer makes an Evidence
Analysis Test against the Mystic Defense of the criminal (supplied by the Gamemaster). On
65
NEW AND VARIANT PROFESSIONS
one success, the Police Officer triangulates the probable location of the criminal’s home or
base of operations to within a three-block by three-block area. With two successes, the probable
location is narrowed to a two block by two block area. On three or more successes, the Police
Officer knows the street on which the criminal makes their residence or base.
• To recall specific criminals whose mode of operations fits the pattern of existing crimes, the
Police Officer makes an Evidence Analysis Test against the highest Mystic Defense of the
possible suspects, +1 for each suspect after the first. Again, at least three crimes must have been
committed and investigated by the department the Police Officer serves with. Each crime after
the third that the Police Officer has personally investigated grants a +1 Step Bonus to the Test.
On one success, the Police Officer narrows down the pool to three possible suspects. On two
successes, the pool is narrowed to two. On three or more successes, the Police Officer proves
logically that only one possible suspect fits the pattern.
MASTER
Core Skills
Bardic Voice, Concentrated Assault, Multi-Strike, Oratory, Weapon Breaker
Optional Skills
Knowledge (Secrets of the Aristocracy), Perfect Focus, Relentless Recovery, Second Chance,
Unflinching Fortitude
Abilities
• The character gains +2 to their Physical Defense.
• The character’s Max Karma increases by 15.
• Predictive Analysis: The Police Officer can predict where the next major crime is going to take
place, or when a specific type of crime will happen, or what the plan of a master criminal
is most likely to be. Make a Perfect Focus Test after the character has put in four hours of
effort. If it succeeds, the Police Officer may make an Evidence Analysis Test against the Mystic
Defense of the area, or the targeted criminal, after a second four hours of effort. Each success
on this Test grants a +1 Step Bonus to all Tests that directly act toward stopping the crime.
For example, the Police Officer may apply the bonus to Pilot Vehicle and Navigation to get
to the scene more quickly, and to Sprint and Unarmed Combat to capture the criminal. The
bonus goes away after one full day. This Ability cannot be used more than once in any seven
day period.
Example Character
“I would never show disrespect toward the military, but they aren’t the only ones fighting
wars. Even in peacetime, there’s a war waged on the streets every day between the criminal
element and the keepers of the law. I put myself between society and those who would prey on
it, so that respectable citizens can carry on with their lives.”
Professional Rank: 1
ATTRIBUTES
DEX: 14: 6/D10 STR: 12: 5/D8 TOU: 12: 5/D8
PER: 15: 6/D10 WIL: 12: 5/D8 CHA: 14: 6/D10
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 9 Social Defense: 8
Initiative: 5 Movement: 6 Carrying Capacity: 110
Mystic Armor Bonus: 2 Social Level: 2
66
Chapter 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 24 Death: 29 Wound Threshold: 8
Recovery: 2
LANGUAGES
English (British): Speak, R/W
ARMOR
Ballistic vest (Cotton): Phys 4, Myst 0, Init -1
WEAPONS
Nightstick (treat as Club)
EQUIPMENT
Duty uniform, workman’s boots
Weekday suit, city boots
CONNECTIONS:
Connection: Senior police officer (mentor)
Connection: Dodger (informant)
Connection: Dockside warehouse foreman
MONEY:
£-/6/5
SKILLS
Skill C/O/F Skill Rank Skill Step
Streetwise Prof 1 7
Speak Language F 1 7
Read/Write Language F 1 7
Awareness C 1 7
Knowledge (Law) C 1 7
Melee Weapons C 1 7
Sprint C 1 --
Climbing O 1 7
Eidetic Memory O 1 7
Shake It Off O 1 6
Surprise Strike O 1 7
Knowledge (Building Security) F 2 8
Riposte F 1 7
Flirting F 1 7
Tiger Spring F 1 --
Tracking F 1 7
Wound Balance F 1 6
67
NEW AND VARIANT PROFESSIONS
Spy
“I’m sorry, I haven’t the foggiest
notion what you’re talking about.
I’m a civilian surveyor for the British
Ordnance, hence the maps and drafting
tools and theodolite. In my spare time,
I’m an amateur ornithologist, a bird
watcher, thus the binoculars and camera
and notebook. If you’re looking for
someone engaged in espionage, perhaps
you should start with the guards at your
facility. They’re in the hotel bar every
night, complaining loudly of how little
they’re paid.”
The Spy deals in information,
gathered surreptitiously and passed on in
secret. This may be political in nature, with
the Spy serving their government against
a rival power, or industrial, with economic
instead of national interests involved. The
Spy may be a plant, working inside the
rival organization to gather information at
the source, or a handler, routing the plant collections on to a control back at the agency. The
most talented serve as moles, deeply embedded in the rival structure and working their way up to
a position of trust before beginning to send information of the most sensitive nature back home.
Field operatives enjoy the most latitude, but take the most risk, as they travel into rival-controlled
areas to perform their own surveys, and bring the information out themselves. They may also serve
as handlers for plants who don’t have a regular local collection.
The risk is considerable. Even in these enlightened times, the penalty for spying for a foreign
power is still, by long standing tradition, hanging, although some governments don’t bother with
the ceremony and just shoot the captured spy, once they’ve been wrung dry through forcible
interrogation. To survive, the Spy must be able to pass themselves off as someone innocuous, a
person who would never be suspected of engaging in espionage, just a clark who happens to stop
at a particular bookshop every Friday to exchange a bit of their pay packet for a new volume, and
wouldn’t dream of leaving sensitive information on a sheet of foolscap tucked into a dreary romance
from fifty years ago that’s never going to sell. No one would ever suspect the mousy little clark of
having a go-bag under their bed with false papers, a change of clothing, money in three currencies,
and a pistol, ready in case their network gets rolled up and they have to make a dash for the border
in the middle of the night.
INITIATE
Core Skills: Awareness, Cryptography, Disguise, Eidetic Memory, Forgery
Optional Skills
Avoid Blow, Danger Sense, Etiquette, Firearms, Unarmed Combat
NOVICE
Core Skills
Bribery, First Impression, Lip Reading, Lock Picking, Streetwise
Optional Skills
Anticipate Blow, Evidence Analysis, Flirting, Slough Blame, Stealthy Stride
JOURNEYMAN
Core Skills
Conceal Object, Diplomacy, Engaging Banter, Fast Hand, Graceful Exit, Resist Magic, Resist
Taunt
Optional Skills
Disarm, Evaluate, Mapmaking, Munitions, Picking Pockets, Seduction, Sprint, Steely Stare
Abilities
• The character gains +1 to their Physical Defense.
• The character gains +1 to their Social Defense.
• The character may spend Karma on PER-only Tests.
• Turn or Burn: The Spy can convince a target that they hold critical information that could cause
trouble for the target, and may either turn the target, converting them into a plant working
for the spy’s organisation, or burn them, blackmailing the target into working for the spy or
revealing critical information.
• Make a Diplomacy Test against the target’s Social Defense to turn them.
• On two or more successes, the target agrees to work for the Spy, but will demand the payoff
in one month.
• On three or more successes, the turn period extends to six months. In either case, another
Diplomacy Test can be made at the end of the period to extend it, at a cumulative -1 Step
penalty. (The penalty increases each time the turn period is extended.) A failure results in the
target betraying the Spy to their own organisation once left alone.
• A Rule of One results in immediate betrayal and an alarm raised.
• Make a Steely Stare Test against the Target’s Social Defense to burn them.
• On two or more successes, the target provides the required information or performs one act
of espionage against their own organisation, but resents the Spy and will not willingly work
for them again.
• On three or more successes, the target can be called on a second time. A failure results in the
target immediately betraying the Spy to their own organisation, while a Rule of One results in
the target immediately attacking the Spy with intent to kill.
• Each subsequent time a target is burned, the Spy takes a cumulative -2 Step penalty to the
Steely Stare Test.
WARDEN
Core Skills
Disarming Smile, Escape Plan, Hypnotize, Truth Through Lies, Witty Repartee
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NEW AND VARIANT PROFESSIONS
Optional Skills
Defense, Incite Mob, Lion Spirit, Resist Pain, Safe Thought
Abilities
• The character gains +1 to their Mystic Defense.
• The character gains +1 to their Social Defense.
• The character may spend Karma on CHA-only Tests.
• There Was Always a Contingency Plan: When an operation goes awry, for example the Spy and
a plant being discovered during a handoff, the Spy may fall back to an alternate plan even
if no such plan was constructed in-game earlier. Make an Escape Plan Test, Karma required,
against the Social Defense of the opposition leader, or the highest Social Defense among the
opposition. For each success, the Spy gains a +2 Step Bonus to one Test using any Skill to
recover from the failure, and may claim one advantage, connection, or item other than a weapon
that was prepared in case of such an event. For example, the Spy could use Fast Hand to switch
the incriminating documents for real estate paperwork, and claim that the real estate papers
were in their pocket the entire time. Yes, this allows the Spy’s player to retroactively prepare.
MASTER
Core Skills
Bardic Voice, Cutting Words, Empathic Sense, Perfect Focus, Soul Aegis
Optional Skills
Gambling, Relentless Recovery, Second Chance, Unflinching Fortitude, Weapon Breaker
Abilities
• The character gains +2 to their Social Defense.
• The character’s Max Karma increases by 15.
• Control the Op: The Spy can direct the efforts of other agents for a more effective operation.
Make an Espionage Test against the opposing organisation leader’s Social Defense, or the
highest Social Defense among the opposition. For each success, all agents in the operation, up
to the Spy’s Espionage Skill Rank, receive +1 Step to all Tests directly related to the operation
for one full day. The Spy controlling the operation may not take any other actions other than
rest and meals during this time, and must remain in communication with the field agents. Any
field agent who misses a communications checkpoint loses the bonus. (Agents may operate for
up to half a day between communications checkpoints.)
Notes
The Spy can use Evaluate to determine the value of information both to their own organisation
and to its origin.
The Spy must use one of their Free Skill Ranks during character creation to purchase a second
spoken language.
Example Character
“Forgive me, I’m a delivery agent here to buy a hard to find book. Do you have
“Les Lettres de Mademoiselle Aïssé”, edited by Voltaire?”
Professional Rank: 1
ATTRIBUTES
DEX: 16: 7/D12 STR: 10: 5/D8 TOU: 11: 5/D8
PER: 13: 6/D10 WIL: 13: 6/D10 CHA: 16: 7/D12
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Chapter 3
CHARACTERISTICS
Physical Defense: 9 Mystic Defense: 8 Social Defense: 9
Initiative: 7 Movement: 6 Carrying Capacity: 80
Mystic Armor Bonus: +2 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 22 Death: 27 Wound Threshold: 8
Recovery: 2
LANGUAGES
English (British): Speak; R/W
French: Speak; R/W
ARMOR
Heavy leather jacket
WEAPONS
Medium pistol
EQUIPMENT
Business suit, Traveling coat, Codebook, False identity papers
CONNECTIONS:
Connection: Paris field agent
Connection: Paris HQ handler
Connection: London HQ handler
MONEY:
£12/5/7
SKILLS
Skill C/O/F Skill Rank Skill Step
Espionage Prof 2 9
Speak Language F 2 8
Read/Write Language F 2 8
Awareness C 2 8
Cryptography C 1 7
Eidetic Memory C 1 7
Forgery C 1 8
Avoid Blow O 1 8
Danger Sense O 1 8
Etiquette O 1 8
Firearms O 1 8
Knowledge (Telegraphy) F 1 7
Knowledge (Paris) F 1 7
Pilot Vehicle F 2 9
Equestrian F 1 8
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NEW AND VARIANT PROFESSIONS
Profession Variants
A Variant is a version of a Profession that focuses more closely on one facet, or a different
permutation, of the Profession. For example, the Outlaw is a Variant of the Cowboy Profession.
Cowboys take care of livestock, ride well, shoot straight, and generally tend to the frontier. Outlaws
have gone bad, and prey on the frontier, taking advantage of the wide open spaces to catch their
targets out in the open and then disappear into the wilderness. The Core and Optional Skills for
both Profession and Variant draw from the same pool, though they may appear at different Tiers
(and in some cases, the two may have different Professional Skills). The Free Skills chosen by
the character as they advance will help further define them, and may also be strongly influenced by
their Variant.
• Swap a Core Skill with an Optional Skill from the same Tier (1 point)
• Replace an Optional Skill with a new Skill not previously known by the Profession (1
point)
• Replace a Core Skill with a new Skill not previously known by the Profession (2 points)
• Move a Skill to another Tier (2 points, assessed against the source Tier)
No more than four points may be spent per Tier. If the rebuild requires more points than
this, what is being created is not a Variant, but a new Profession.
Example Variants
Note that the Skills listed under each Variant are suggested, and may be modified according
to the Making New Variants rules. The Skill progression used by the Variant character should be
agreed upon by both player and Gamemaster, and as far in advance of character advancement as
possible.
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Chapter 3
The Armour Officer specialises in kettles, the new armoured vehicle technology that brings
heavy firepower to the front lines. They know their machines well enough to teach the enlisted
men how to repair and maintain them. Understanding that new technology requires new tactics
causes them intense frustration as generals who fought in the Crimean insist on seeing only the
cannon, and not the armour and mobility and the Maxims that can sweep infantry out of the way.
Battlefield experience proves that kettles are best deployed like cavalry, pushing forward to break
enemy lines, and as the reports of kettle battalion successes accumulate, and old generals retire,
the official strategies are changing. Not always fast enough, though, and a hotheaded young officer
in command of thirty tons of steel and gunnery doesn’t always wait for orders before charging the
enemy, convinced of their invulnerability and tactical superiority.
INITIATE
Core Skills
Crew Vehicle, Firearms, Gunnery, Melee Weapons, Pilot Vehicle
Optional Skills
Eidetic Memory, Etiquette, Mechanic, Navigation, Unarmed Combat
NOVICE
Core Skills
Awareness, Field Engineering, Impressive Display, Shake It Off, Taunt
Optional Skills
Avoid Blow, Clockwork, Craft Firearm, First Impression, Tiger Spring
JOURNEYMAN
Core Skills
Danger Sense, Inspire Others, Leadership, Long Shot, Lion Heart, Resist Taunt, Steely Stare
Optional Skills
Craft Armor, Diplomacy, Haggle, Lasting Impression, Munitions, Spot Armor Flaw, Stout
Constitution
Abilities
• The character gains +1 to their Physical Defense.
• The character may spend Karma on any CHA-only Test.
• The character may spend Karma on Recovery Tests.
• Rally: This Ability cannot be learned until the character knows the Inspire Others Skill. The
Armour Officer can give courage back to troops that have broken. The character makes an
Inspire Others Test as normal, paying 2 Strain. Affected characters gain the usual bonus,
but also gain +1 to WIL Tests to stand firm in the face of danger. This works against both
magical and non-magical Fear attacks. Characters that succeed at their WIL Test turn and face
73
NEW AND VARIANT PROFESSIONS
the enemy. The effect lasts the Armour Officer’s Inspire Others Rank in combat rounds. The
Armour Officer can reduce the Target Number of the Inspire Others Test by spending 1 Strain
per additional character. This does not have to reduce the TN penalty to zero. For example,
if the Armour Officer wants to Rally a troop of twenty men, the TN would be at +19. The
Armour Officer could spend 9 Strain to reduce the penalty to +10.
WARDEN
Core Skills
Blind Fire, Command, Oratory, Rally, Strategy
Optional Skills
Conversation, Escape Plan, Lion Spirit, Resist Pain, Show Armor Flaw
Abilities
• The character gains +1 to their Physical Defense.
• The character gains +1 to their Social Defense.
• The character gains +1 Recovery Test per day.
• Line of Retreat: By spending a Wound’s worth of Strain, the Armour Officer may use Escape
Plan during battle to find the optimal route for withdrawing their troops. The analysis takes 3
combat rounds as a Sustained Action instead of 30 minutes. The Escape Plan Test is made
against the Tactics total Step of the opposing commander. On one success, the withdrawing
Armour Officer takes 10% casualties, on two successes, 5% casualties, and on three or more
successes no casualties at all. On a Rule of One result, the line of withdrawal turns out to
be an ambush, and the Armour Officer takes 25% casualties before they may attempt to Rally
and counterattack.
MASTER
Core Skills
Bardic Voice, Concentrated Assault, Multi-Shot, Second Chance, Soul Aegis
Optional Skills
Defense, Perfect Focus, Relentless Recovery, Song of Battle, Unflinching Fortitude
Abilities
• The character gains +2 to their Physical Defense.
• The character’s Max Karma increases by 15.
• Your Tactics Are As Well Known As You: The Armour Officer has studied their opponent
thoroughly, and knows the enemy’s past battles and favourite stratagems. The Armour Officer
may add the opposing commander’s Reputation as a Step Bonus to Command, Concentrated
Assault, Danger Sense, Inspire Others, Strategy, or Tactics Tests during battle against that
opponent. If the enemy leadership changes, the Armour Officer must pay 5 Strain to adjust
their plans to the new opponent, or lose the Reputation Bonus for the remainder of the battle.
Of course, the opposing officer may be able to use the same Ability.
Example Character
“Blast and damn. That’s burnt out, and it’ll be a week getting a spare from the depot.
Private Jenkins, be a good egg and find me another of these, and make sure you don’t pay
more than a quid for it, that’s all I’ve got left.”
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Chapter 3
Professional Rank: 1
ATTRIBUTES
DEX: 16: 7/D12 STR: 11: 5/D8 TOU: 12: 5/D8
PER: 16: 7/D12 WIL: 11: 5/D8 CHA: 13: 6/D10
CHARACTERISTICS
Physical Defense: 9 Mystic Defense: 9 Social Defense: 8
Initiative: 7 Movement: 6 Carrying Capacity: 95
Mystic Armor Bonus: +2 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 24 Death: 29 Wound Threshold: 8
Recovery: 2
LANGUAGES
ARMOR
Ballistic Silk Jacket (6/0)
WEAPONS
Medium Revolver (6/+3)
EQUIPMENT
Field uniform (good, for inspection)
Field uniform (grease stained, for actual work)
Dress uniform (hardly ever worn)
CONNECTIONS:
Connection: Regimental commander / mentor
Connection: Engineering professor at Sandhurst
Connection: Batman good at scrounging
MONEY:
£1/3/-
75
NEW AND VARIANT PROFESSIONS
SKILLS
Skill C/O/F Skill Rank Skill Step
Tactics Prof 3 10/2D8
Speak Language F 2 9/D8+D6
Read/Write Language F 2 9/D8+D6
Crew Vehicle C 1 8/2D6
Firearms C 1 8/2D6
Gunnery C 1 8/2D6
Melee Weapons C 1 8/2D6
Pilot Vehicle C 1 8/2D6
Eidetic Memory O 1
Mechanic O 1 8/2D6
Navigation O 1 8/2D6
Knowledge (Mathematics) F 1 8/2D6
Knowledge F 2 9/D8+D6
(Military History)
Mapmaking F 1 8/2D6
Knowledge F 1 8/2D6
(Natural Philosophy)
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Chapter 3
INITIATE
Core Skills
Avoid Blow, Crew Vehicle, Firearms, Shake It Off, Sprint
Optional Skills
Awareness, Melee Weapons, Stealthy Stride, Knowledge (Steam Technology), Unarmed Combat
NOVICE
Core Skills
Charge, Craft Armor, Gunnery, Munitions, Pilot Vehicle
Optional Skills
Danger Sense, Haggle, Navigation, Slough Blame, Tiger Spring
JOURNEYMAN
Core Skills
Craft Firearm, Field Engineering, Impressive Display, Long Shot, Double Charge, Second Shot,
Stout Constitution
Optional Skills
Clockwork, Disarm, Eagle Eye, Frighten, Leadership, Mapmaking, Wilderness Survival
Abilities
• The character gains +1 to their Physical Defense.
• The character’s Recovery Step increases by +1.
• The character may spend Karma on DEX-only Tests.
• Comrades In Arms: Once per battle, the Soldier may call upon the combined strength of the
allies that fight beside them. The character pays 3 Strain per ally, restricted to those within one
grid space / hex / arm’s reach, and a number of people equal to the Soldier’s Firearms Skill
Rank. The Soldier adds their combat Skill Ranks to the Soldier’s own for a single Attack Test.
The Skill Ranks added must be from the same Skill the Soldier is using. Thus, if the Soldier
uses Firearms for the Attack Test, only Ranks from the allies’ Firearms Skills can be applied.
If the Soldier attacks using Melee Weapons, only Ranks from the allies’ Melee Weapons Skill
may be applied. The allies do not have to be of the same Profession as the Soldier, only trained
in the same Skills. Being included in the use of this Ability does not prevent the next Soldier
in the line from using it as well. Soldiers are trained to coordinate their use of Comrades in
Arms so that a platoon can all reinforce each other for a single devastating attack.
WARDEN
Core Skills
Blind Fire, Life Check, Rally, Steely Stare, Tactics
Optional Skills
Critical Hit, Defense, Fluid Movement, Lion Heart, Resist Pain
Abilities
• The character gains +1 to their Physical Defense.
• The character gains +1 to their Social Defense.
• The character gains +1 Recovery Test per day.
• Leading Through Example: If the Soldier leads a charge, attack, or rescue action during battle,
the character may spend 3 Strain and 1 Karma to make a Rally Test, with the Karma die
included. In addition to the effects of the Rally, other soldiers in the Soldier’s unit, and any
77
NEW AND VARIANT PROFESSIONS
Friendly forces fighting alongside them, may gain +1 to their Physical Defense and +1 Step per
success to their Action Tests, for the Soldier’s Rally Rank in rounds. This affects a maximum
of the Soldier’s Rally Rank +1 individuals. The Soldier must take command during the combat
action. The Physical Defense and Action Step Bonuses are lost if the Soldier takes a Wound
and is Knocked Down.
MASTER
Core Skills
Concentrated Assault, Multi-Shot, Snap Shot, True Shot, Vicious Wound
Optional Skills
Lion Spirit, Perfect Focus, Relentless Recovery, Second Chance, Unflinching Fortitude
Abilities
Notes
The Armour Soldier may use Skills that specify “mount”, such as Charge, with their vehicle
if they are the current pilot. In addition, the Skill transfers its benefit to the vehicle, even if the
Skill description states that it does not.
The Armour Soldier may use Firearms-related Skills, such as True Shot and Multi-Shot, with
crew-served weaponry aboard their vehicle, such as the machine gun or cannon. If a Firearms Test
is called for in the Skill description, substitute a Gunnery Test.
Example Character
“Can you bring her round to the left just a little? We’ve got infantry trying to get up
close and cause us trouble! There you go, you buggers, have a taste of Birmingham lead!”
Professional Rank: 1
ATTRIBUTES
DEX: 16: 7/D12 STR: 12: 5/D8 TOU: 13: 6/D10
PER: 16: 7/D12 WIL: 13: 6/D10 CHA: 10: 5/D8
CHARACTERISTICS
Physical Defense: 9 Mystic Defense: 9 Social Defense: 7
Initiative: 6 Movement: 6 Carrying Capacity: 110
Mystic Armor Bonus: +2 Social Level: 2
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
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Chapter 3
DAMAGE
Unconsciousness: 26 Death: 32 Wound Threshold: 9
Recovery: 3
LANGUAGES
English (British): Speak, R/W
ARMOR
Cotton Ballistic Jacket (6/0)
WEAPONS
Light Carbine (7/+3) with Bayonet (4)
EQUIPMENT
Field uniform (for inspection)
Field uniform (greasy, for actual work)
Dress uniform
Pack with bedroll and field kit, Tool kit
CONNECTIONS
Connection: Birmingham gun factory foreman
Connection: Recruiting Sergeant
Connection: Dodger (cousin)
MONEY
£-/8/2
SKILLS
Skill C/O/F Skill Rank Skill Step
Mechanic Prof 3 10/2D8
Speak Language F 1 8/2D6
Read/Write Language F 1 8/2D6
Avoid Blow C 1 8/2D6
Crew Vehicle C 1 8/2D6
Firearms C 1 8/2D6
Shake It Off C 1 7/D12
Awareness O 1 8/2D6
Melee Weapons O 1 8/2D6
Knowledge (Steam Technology) O 1 8/2D6
Unarmed Combat O 1 8/2D6
Knowledge (Military) F 2 9/D8+D6
Knowledge (Birmingham) F 1 8/2D6
Distract F 1 6/D10
Lip Reading F 2 7/D12
Streetwise F 1 6/D10
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NEW AND VARIANT PROFESSIONS
INITIATE
Core Skills
Avoid Blow, Equestrian, Firearms, Melee Weapons, Navigation
Optional Skills
Eidetic Memory, Etiquette, First Impression, Heartening Laugh, Unarmed Combat
NOVICE
Core Skills
Anticipate Blow, Awareness, Impressive Display, Shake It Off, Tiger Spring
Optional Skills
Animal Handling, Flirting, Lasting Impression, Riposte, Taunt
JOURNEYMAN
Core Skills
Charge, Danger Sense, Disarm, Inspire Others, Leadership, Lion Heart, Steely Stare
Optional Skills
Animal Bond, Diplomacy, Haggle, Resist Taunt, Seduction, Stout Constitution, Winning Smile
Abilities
• The character gains +1 to their Physical Defense.
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Chapter 3
WARDEN
Core Skills
Command, Oratory, Rally, Second Attack, Strategy
Optional Skills
Conversation, Escape Plan, Lion Spirit, Resist Pain, Sure Mount
Abilities
• The character gains +1 to their Physical Defense.
• The character gains +1 to their Social Defense.
• The character gains +1 Recovery Test per day.
• Line of Retreat: By spending a Wound’s worth of Strain, the Cavalry Officer may use Escape
Plan during battle to find the optimal route for withdrawing their troops. The analysis takes 3
combat rounds as a Sustained Action instead of 30 minutes. The Escape Plan Test is made
against the Tactics total Step of the opposing commander. On one success, the withdrawing
Cavalry Officer takes 10% casualties, on two successes, 5% casualties, and on three or more
successes no casualties at all. On a Rule of One result, the line of withdrawal turns out to
be an ambush, and the Cavalry Officer takes 25% casualties before they may attempt to Rally
and counterattack.
MASTER
Core Skills
Bardic Voice, Concentrated Assault, Multi-Charge, Second Chance, Soul Aegis
Optional Skills
Defense, Perfect Focus, Relentless Recovery, Song of Battle, Unflinching Fortitude
Abilities
• The character gains +2 to their Physical Defense.
• The character’s Max Karma increases by 15.
• Your Tactics Are As Well Known As You: The Cavalry Officer has studied their opponent
thoroughly, and knows the enemy’s past battles and favourite stratagems. The Cavalry Officer
may add the opposing commander’s Reputation as a Step Bonus to Command, Concentrated
Assault, Danger Sense, Inspire Others, Strategy, or Tactics Tests during battle against that
81
NEW AND VARIANT PROFESSIONS
opponent. If the enemy leadership changes, the Cavalry Officer must pay 5 Strain to adjust
their plans to the new opponent, or lose the Reputation Bonus for the remainder of the battle.
Of course, the opposing officer may be able to use the same Ability.
Example Character
“Colour Sergeant, we’ll have a volley with carbines on the first pass, then come about.
If the enemy is in disarray at that point, we’ll draw sabers and charge, else we’ll give them a
second pass with carbines. No sense closing until we’ve softened them up.”
Professional Rank: 1
ATTRIBUTES
DEX: 16: 7/D12 STR: 13: 6/D10 TOU: 13: 6/D10
PER: 13: 6/D10 WIL: 12: 5/D8 CHA: 14: 6/D10
CHARACTERISTICS
Physical Defense: 9 Mystic Defense: 8 Social Defense: 8
Initiative: 7 Movement: 6 Carrying Capacity: 125
Mystic Armor Bonus: +2
Social Level: 4
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 26 Death: 32 Wound Threshold: 9
Recovery: 3
LANGUAGES
English (British): Speak, R/W
French: Speak; R/W
ARMOR
Military-issue Leather Coat (5/0)
WEAPONS
MONEY
£6/18/-
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Chapter 3
SKILLS
Skill C/O/F Skill Rank Skill Step
Tactics Prof 3 9/D8+D6
Speak Language F 2 8/2D6
Read/Write Language F 2 8/2D6
Equestrian C 1 8/2D6
Firearms C 1 8/2D6
Melee Weapons C 1 8/2D6
Navigation C 1 7/D12
Eidetic Memory O 1 6/D10
Etiquette O 1 7/D12
First Impression O 1 7/D12
Unarmed Combat O 1 8/2D6
Knowledge (Zoology) F 1 7/D12
Knowledge (Military) F 1 7/D12
Battle Shout F 1 7/D12
Eagle Eye F 1 7/D12
Physician F 1 7/D12
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NEW AND VARIANT PROFESSIONS
INITIATE
Core Skills
Animal Handling, Avoid Blow, Equestrian, Melee Weapons, Shake It Off
Optional Skills
Awareness, Sprint, Stealthy Stride, Streetwise, Unarmed Combat
NOVICE
Core Skills
Animal Bond, Anticipate Blow, Battle Shout, Charge, Sure Mount
Optional Skills
Danger Sense, Haggle, Navigation, Slough Blame, Tiger Spring
JOURNEYMAN
Core Skills
Double Charge, Frenzy, Impressive Display, Mount Attack, Stout Constitution, Wheeling Attack,
Wheeling Defense
Optional Skills
Battle Bellow, Disarm, Eagle Eye, Frighten, Leadership, Mapmaking, Wilderness Survival
Abilities
• The character gains +1 to their Physical Defense.
• The character’s Recovery Step increases by +1.
• The character may spend Karma on DEX-only Tests.
• Comrades In Arms: Once per battle, the Soldier may call upon the combined strength of the
allies that fight beside them. The character pays 3 Strain per ally, restricted to those within one
grid space / hex / arm’s reach, and a number of people equal to the Soldier’s Firearms Skill
Rank. The Soldier adds their combat Skill Ranks to the Soldier’s own for a single Attack
Test. The Skill Ranks added must be from the same Skill that the Soldier is using. Thus, if
the Soldier uses Firearms for the Attack Test, only Ranks from the allies’ Firearms Skills can
be applied. If the Soldier attacks using Melee Weapons, only Ranks from the allies’ Melee
Weapons Skill may be applied. The allies do not have to be of the same Profession as the
Soldier, only trained in the same Skills. Being included in the use of this Ability does not
prevent the next Soldier in the line from using it as well. Soldiers are trained to coordinate
their use of Comrades in Arms so that a platoon can all reinforce each other for a single
devastating attack.
MASTER
Core Skills
Concentrated Assault, Multi-Charge, Snap Shot, True Shot, Vicious Wound
Optional Skills
Lion Spirit, Perfect Focus, Relentless Recovery, Second Chance, Unflinching Fortitude
Abilities
• The character gains +2 to their Physical Defense.
• The character’s Max Karma increases by 15.
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Chapter 3
• Old-Timer’s Luck: The Soldier may spend 1 Karma to turn an Attack Test against them that
scores more than one success into a failure. This Ability may only be used once per week.
Notes
• Any action the Cavalry Soldier can take to support or draw strength from a fellow soldier can
also be extended to their own mount or that or their comrade in arms.
Example Character
“Oh, aye, ye can call us jockeys if ye like, but who’ll be clamorin’ for a squadron ta
break an enemy line in the mornin’, eh? Let’s see those great clankin’ kettles move fast enough
to kite off the skeletons.”
Professional Rank: 1
ATTRIBUTES
DEX: 16: 7/D12 STR: 13: 6/D10 TOU: 14: 6/D10
PER: 13: 6/D10 WIL: 13: 6/D10 CHA: 13: 6/D10
CHARACTERISTICS
Physical Defense: 9 Mystic Defense: 8 Social Defense: 8
Initiative: 7 Movement: 6 Carrying Capacity: 125
Mystic Armor Bonus: +2 Social Level: 2
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 28 Death: 34 Wound Threshold: 9
Recovery: 3
LANGUAGES
English (British): Speak, R/W
Scots Gaelic: Speak, R/W
ARMOR
Leather long coat (5/0)
WEAPONS
Heavy Carbine (9/+4) with Bayonet (4)
Lance (6)
EQUIPMENT
Field uniform, Stable uniform, Dress uniform
CONNECTIONS
Connection: Colour Sergeant in another regiment (uncle)
Connection: Regimental veterinarian (mentor)
Connection: Gin palace barkeeper
MONEY
£-/15/-
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NEW AND VARIANT PROFESSIONS
SKILLS
Skill C/O/F Skill Rank Skill Step
Firearms Prof 3 10/2D8
Speak Language F 2 8/2D6
Read/Write Language F 2 8/2D6
Avoid Blow C 1 8/2D6
Equestrian C 1 8/2D6
Melee Weapons C 1 8/2D6
Shake It Off C 1 7/D12
Awareness O 1 7/D12
Animal Handling O 1 7/D12
Stealthy Stride O 1 8/2D6
Unarmed Combat O 1 8/2D6
Knowledge (Scots History) F 1 7/D12
Knowledge (Farming) F 1 7/D12
Knowledge (Animal Medicine) F 2 8/2D6
Physician F 1 7/D12
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Chapter 3
INITIATE
Core Skills
Equestrian, Etiquette, Firearms, First Impression, Melee Weapons
Optional Skills
Conversation, Hunting, Knowledge (Secrets of the Aristocracy), Knowledge (Geography),
Wilderness Survival
NOVICE
Core Skills
Animal Handling, Avoid Blow, Gambling, Resist Taunt, Taunt
Optional Skills
Entertainer, Flirting, Knowledge (Politics), Riposte, Slough Blame
JOURNEYMAN
Core Skills
Animal Training, Awareness, Bribery, Engaging Banter, Haggle, Knowledge (Wild Animals),
Unarmed Combat
Optional Skills
Graceful Exit, Knowledge (Court Protocol), Shake It Off, Sure Mount, Swimming, Trick
Riding, Winning Smile
Abilities
• The character gains +1 to their Physical Defense.
• The character gains +1 Recovery Test per day.
• The character may use Karma on any CHA-only Test.
• Witty Rejoinder: For 2 Strain, the Dilettante may Riposte a Taunt, turning it back on its
originator. Use of Riposte in this way bases the Test off CHA instead of DEX. If the
Dilettante does not have the Riposte Skill, they may make a raw CHA Test in its place for
an additional 1 Strain. The Riposted Taunt affects its originator with the result of the Riposte
Test. Extra successes may result in applause from onlookers. On a Rule Of One Result, the
Dilettante loses their train of thought halfway through, and is left spluttering and unable to
reply to anything for five minutes.
WARDEN
Core Skills
Empathic Sense, Inspire Others, Lasting Impression, Leadership, Oratory, Steely Stare, Witty
Repartee
Optional Skills
Disarm, Evaluate, Knowledge (Finance), Lion Spirit, Resist Pain, Seduction, Undermine
Abilities
• The character gains +1 to their Karma Step.
• The character may spend Karma on any PER-only Test.
• The character gains +1 to their Physical Defense.
• Piercing Gaze: For 2 Strain, the character may make a Steely Stare Test and convince the target
that all of their innermost secrets are known. The character may then make a surmise as to
one of those secrets. On one success, the target confirms or denies the surmise silently, with a
shake or nod of the head. On two successes, the target replies verbally, and adds one further bit
87
NEW AND VARIANT PROFESSIONS
of information clarifying the surmise. On three or more successes, the target breaks down and
admits to everything, possibly including details about the issue, and other issues, that weren’t
previously suspected. On a Rule Of One result, the target laughs derisively, dismisses the
surmise out of hand (whether or not it is true), and gains +2 to their Social Defense against
the character for the character’s Steely Stare Rank in days.
MASTER
Core Skills
Bardic Voice, Cutting Words, Disarming Smile, Distract, Impressive Display
Optional Skills
Anticipate Blow, Knowledge (Law), Perfect Focus, Second Chance, Tactics
Abilities
• The character may spend Karma on any CHA-based Test.
• The character’s Max Karma increases by 15 points.
• Explosive Bon Mot: The Dilettante can make a quip in a social gathering that utterly destroys
the mood and the presentation that someone else was trying to build. Make a Taunt Test
against the target, and spend 2 points of Strain. On one success, the audience reacts with mild
humour, disrupting the target’s build-up, and forcing them to start over if they want to achieve
their result. Any Social advantage the target had gained – Attitude shifts, Step Bonuses, etc. -
are lost. On two successes, the audience laughs, and the target takes a -2 Step penalty to any
attempt to regain control of the situation. On three or more successes, the audience finds the
quip uproariously funny, and the target is completely unable to make their point or complete
their Interaction Test. On a Rule Of One result, there’s a moment of awkward silence, and
then one of the audience admonishes the character for their behaviour. The character is then
shut out of the conversation as all attention goes to the target.
Example Character
“Do you think they will shoot at us? Yes, I can ride harder, don’t use that tone with
me. But if they will shoot at us, I should jolly well like to shoot back! I have this new brace
of pistols I’ve just been dying to try out! Sorry, was that an unfortunate choice of words?”
Professional Rank: 1
ATTRIBUTES
DEX: 14: 6/D10 STR: 12: 5/D8 TOU: 13: 6/D10
PER: 13: 6/D10 WIL: 13: 6/D10 CHA: 14: 6/D10
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 8 Social Defense: 8
Initiative: 6 Movement: 6 Carrying Capacity: 110
Mystic Armor Bonus: 2 Social Level: 5
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
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DAMAGE
Unconsciousness: 26 Death: 32 Wound Threshold: 9
Recovery: 3
LANGUAGES
English (British): Speak, R/W
German: Speak, R/W
French: Speak, R/W
ARMOR
Ballistic Vest (Silk): Phys 5, Myst 0, Init 0
WEAPONS
Light Pistol, Rapier
EQUIPMENT
Sunday suit with silk hat, city boots
Outdoor clothing – shirt, trousers, weskit, sporting jacket, hiking or riding boots
Horse, riding, with tack
CONNECTIONS
Connection: Gun dealer
Connection: Travel agent
Connection: Barkeeper at the Adventurers Club
MONEY
£130/-/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Diplomacy Prof 3 9/D8+D6
Speak Language F 3 9/D8+D6
Read/Write Language F 3 9/D8+D6
Equestrian C 2 8/2D6
Etiquette C 1 7/D12
Firearms C 1 7/D12
First Impression C 1 7/D12
Melee Weapons C 1 7/D12
Knowledge (Geography) O 1 7/D12
Hunting O 1 7/D12
Knowledge O 1 7/D12
(Secrets of the Aristocracy)
Wilderness Survival O 1 7/D12
Lock Picking F 1 7/D12
Climbing F 1 7/D12
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NEW AND VARIANT PROFESSIONS
INITIATE
Core Skills
Astral Sight, Awareness, Dispel Magic, Eidetic Memory, Magic Theory
Optional Skills
Pilot Vehicle, Artisan (Embroidery), Cryptography, Knowledge (Natural Philosophy), Research
NOVICE
Core Skills
Arcane Mutterings, Craftsman (Magical Tools), Empathic Command, Empathic Sense, Impressive
Display
Optional Skills
Alchemy, Craft Device, Danger Sense, Firearms, Stealthy Stride
JOURNEYMAN
Core Skills
Evidence Analysis, Frighten, Hypnotize, Resist Magic, Suppress Curse, True Sight, Willforce
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Chapter 3
Optional Skills
Forge Device, Slough Blame, Conceal Object, Graceful Exit, Mechanic, Taunt, Thought Link
Abilities
• The character gains +1 to their Mystic Defense.
• The character may spend 1 Karma Point on spell Effect Tests.
• The character may spend Karma on any WIL-only Test.
• Prêt á Lancer: The Mage keeps their spells embroidered on their clothing, or otherwise
represented symbolically on a clothing item, and maintains attunement to this item. The
character spends 2 points of blood magic to bond the clothing item, which cannot be healed
as long as the item exists. The item must be in direct contact with the Mage’s skin when they
cast spells from it in order to gain the Grimoire Casting advantage. Touching the item with a
hand is sufficient. The bonded grimoire item can be used as a targeting focus against the Mage
if stolen or otherwise obtained. Often this item is concealed in some way, such as putting the
embroidery on the inside of an ascot or scarf.
•
WARDEN
Core Skills
Astral Pocket, Astral Survey, Glyph of Unweaving, Rapid Fire Casting, Steely Stare
Optional Skills
Leadership, Lifesight, Resist Taunt, Safe Thought, Undermine
Abilities
• The character gains +1 to their Mystic Defense.
• The character gains +1 to their Social Defense.
• The character gains +1 Recovery Test per day.
• Mesmeric Influence: The magician may add up to their Wound Threshold in Step Bonus to
their Empathic Command, Hypnotize, or Steely Stare Skill Tests, paying 1 point of Strain
per Step. When this ability is used, the magician’s eyes glow slightly, or lighten in colour, or
darken, or otherwise change appearance in a mystically significant way. Onlookers may make an
Awareness or PER Test at +3 Steps to realize that the magician is exerting a mystic influence.
MASTER
Core Skills
Cutting Words, Glyph of Shielding, Perfect Focus, Second Chance, Soul Aegis
Optional Skills
Diplomacy, Disarming Smile, Memory Probe, Resist Pain, Witty Repartee
Abilities
• The character gains +2 to their Mystic Defense.
• The character’s Max Karma increases by 15.
• Casting Circle: For 5 Strain, the Mage may take one minute to create a magical circle on the
ground around themselves. While standing in this circle, the Mage’s Spellcasting and Effect
Tests are at +5 Steps. The circle does not affect any other magician. It lasts for 10 minutes.
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NEW AND VARIANT PROFESSIONS
The Mage can extend the duration of the circle to their Spellcasting Rank in hours by taking a
Wound’s worth of Strain. While the circle may be marked with a material component, such as
salt or chalk, the physical component is just a focusing aid to creating the circle. Once created,
damage to the markings has no effect on the circle.
Example Character
“Through that innate faculty called Reason, we discover laws and apply them with
thought, perhaps a little more directly than Professor von Helmholtz originally meant.”
Professional Rank: 1
ATTRIBUTES
DEX: 12: 5/D8 STR: 10: 5/D8 TOU: 13: 6/D10
PER: 16: 7/D12 WIL: 16: 7/D12 CHA: 12: 6/D10
CHARACTERISTICS
Physical Defense: 7 Mystic Defense: 9 Social Defense: 7
Initiative: 5 Movement: 6 Carrying Capacity: 80
Mystic Armor Bonus: +3 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 26 Death: 32 Wound Threshold: 9
Recovery: 3
LANGUAGES
English (British): Speak, R/W
Latin: Speak; R/W
German: Speak, R/W
ARMOR
Leather long coat (5/0)
WEAPONS
Pocket pistol, Damage 5 / +2
EQUIPMENT
Good quality suit embroidered with a few magical symbols, city boots, proper hat
Laboratory clothing – shirt, dungarees, leather apron
Magical tools as appropriate
CONNECTIONS
Connection: Shopkeeper at an arcane supplies emporium
Connection: Librarian at a university
Connection: Mentor within the Ordnung Galvanisches
MONEY
£5/6/-
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Chapter 3
SKILLS
Skill C/O/F Skill Rank Skill Step
Spellcasting Prof 3 10/2D8
Speak Language F 3 10/2D8
Read/Write Language F 3 10/2D8
Astral Sight C 1 8/2D6
Dispel Magic C 1 8/2D6
Eidetic Memory C 1 8/2D6
Magic Theory C 1 8/2D6
Pilot Vehicle O 1 8/2D6
Artisan (Embroidery) O 1 7/D12
Knowledge O 1 8/2D6
(Natural Philosophy)
Research O 1 8/2D6
Knowledge F 1 8/2D6
(London Geography)
Knowledge F 1 8/2D6
(Berlin Geography)
Musician (Viola) F 1 7/D12
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NEW AND VARIANT PROFESSIONS
INITIATE
Core Skills
Artisan (Metalwork), Clockwork, Eidetic Memory, Impressive Display, Mechanic
Optional Skills
Cryptography, Firearms, Knowledge (Mathematics), Magic Theory, Research
NOVICE
Core Skills
Awareness, Craft Armor, Craft Firearm, Evidence Analysis, Field Engineering
Optional Skills
Arcane Mutterings, Bribery, Civil Engineering, Engine Programming, Spellcasting
JOURNEYMAN
Core Skills
Craft Weapon, Forge Armor, Forge Device, Haggle, Slough Blame, Taunt, True Sight
Optional Skills
Disarm, Crew (Airship / Ship / Vehicle), Exploding Ammunition, Pilot (Airship / Ship /
Vehicle), Resist Magic, Spot Armor Flaw, Willforce
Abilities
• The character gains +1 to their Mystic Defense.
• The character gains +1 to their base Karma Step.
• The character may spend Karma on the Effect Test when using Craft Device to build a spell
or other power into a device.
• Hasty Bodge-up: The Heron can build a device in the field out of spare parts that performs
its function once and once only, then falls apart, with key components too badly damaged to
re-use. The character makes a Craft Device Test and pays 2 Strain. On one success, the device
performs as designed, once. On two successes, the Effect Step of the device gains +1. On
three or more successes, the Weird Scientist may use Karma on the Effect Test. On a Rule of
One result, the device misfires when assembled, doing its Effect Step in damage to the Weird
Scientist, and potentially to an area of effect, as determined by the Gamemaster.
WARDEN
Core Skills
Forge Firearm, Graceful Exit, Lion Heart, Oratory, Undermine
Optional Skills
Disarming Smile, Escape Plan, Leadership, Lion Spirit, Safe Thought
Abilities
• The character gains +1 to their Mystic Defense.
• The character gains +1 to their Social Defense.
• The character may spend Karma on PER-only Tests.
• Temporary Performance Gain: The Weird Scientist can make a series of quick adjustments to a
device or machine in the field to briefly improve its effectiveness. The Weird Scientist makes
a Craft Device Test against the device’s Mystic Defense. For each success, the device gains +1
Step to any statistic. All Step gains must be applied to the same statistic. For example, the
Weird Scientist could improve a device’s Effect Step by +2, but could not improve the Effect
Step by +1 and the Physical Armor by +1. The Step gain lasts for the Weird Scientist’s Craft
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Chapter 3
Device Rank in minutes. At the end of the duration, the device’s statistics revert to normal.
On a Rule of One result, the Weird Scientist does their Craft Device Rank in damage to the
device.
MASTER
Core Skills
Cutting Words, Perfect Focus, Resist Taunt, Soul Aegis, Witty Repartee
Optional Skills
Diplomacy, Engaging Banter, Inspire Others, Second Chance, Steely Stare
Abilities
• The character gains +2 to their Mystic Defense.
• The character’s Max Karma increases by 15.
• I’ll Show You All!: The Heron can make an Impressive Display Test against the Mystic Defense
of a creation they have just completed, with the usual +2 bonus from the crafting Test, and
add any successes as +1 Step Bonuses to the creation’s statistics. Multiple successes may be
split up among statistics. This can only be used for creating grand devices, complex potions
that require three months of brewing, or other creations that require sustained actions over
considerable time to be created, and will be used before a large crowd, with the intent of
overawing the onlookers. When the creation is deployed, the Weird Scientist may add the
number of successes from the creation-time Impressive Display Test as a Step Bonus to a new
Impressive Display Test against the audience. Both of the Impressive Display Tests can only be
used once each, one for creating the item, and the other for the grand reveal.
Example Character
“Knowledge is inseparable from the use to which it is put.”
Professional Rank: 1
ATTRIBUTES
DEX: 13: 6/D10 STR: 11: 5/D8 TOU: 11: 5/D8
PER: 16: 7/D12 WIL: 12: 5/D8 CHA: 16: 7/D12
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 9 Social Defense: 9
Initiative: 6 Movement: 6 Carrying Capacity: 95
Mystic Armor Bonus: +2 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 22 Death: 27 Wound Threshold: 8
Recovery: 2
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NEW AND VARIANT PROFESSIONS
LANGUAGES
English (British): Speak, R/W
German: Speak, R/W
French: Speak, R/W
ARMOR
Silk Ballistic Jacket (6/0)
WEAPONS
Medium Revolver (6/+3)
EQUIPMENT
Decent clothing, Fancy suit for making presentations
Lab clothing / protective gear, Tool kit
CONNECTIONS
Connection: Parts Supplier at the Turkish Market
Connection: Wealthy patron who is owed a fancy device
Connection: Brassman
MONEY
£9/14/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Craft Device Prof 3 10/2D8
Speak Language F 3 10/2D8
Read/Write Language F 3 10/2D8
Artisan (Metalwork) C 1 8/2D6
Clockwork C 1 8/2D6
Impressive Display C 1 8/2D6
Mechanic C 1 8/2D6
Firearms O 1 7/D12
Knowledge (Mathematics) O 1 8/2D6
Magic Theory O 1 8/2D6
Research O 1 8/2D6
Knowledge (Secrets of the Aristocracy) F 1 8/2D6
Knowledge (Natural Philosophy) F 1 8/2D6
Lock Picking F 1 7/D12
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Chapter 3
INITIATE
Core Skills
Avoid Blow, Maneuver, Melee Weapons, Shake It Off, Unarmed Combat
Optional Skills
Awareness, Crew Ship, Sprint, Stealthy Stride, Swimming
NOVICE
Core Skills
Anticipate Blow, Battle Shout, Climbing, Riposte, Wound Balance
Optional Skills
Danger Sense, Haggle, Navigation, Slough Blame, Tiger Spring
JOURNEYMAN
Core Skills
Crushing Blow, Frenzy, Impressive Display, Long Shot, Momentum Attack, Second Shot, Stout
Constitution
Optional Skills
Battle Bellow, Disarm, Eagle Eye, Frighten, Leadership, Mapmaking, Wilderness Survival
Abilities
• The character gains +1 to their Physical Defense.
• The character’s Recovery Step increases by +1.
• The character may spend Karma on DEX-only Tests.
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NEW AND VARIANT PROFESSIONS
• Comrades In Arms: Once per battle, the Marine may call upon the combined strength of the
allies that fight beside them. The character pays 3 Strain per ally, restricted to those within one
grid space / hex / arm’s reach, and a number of people equal to the Marine’s Firearms Skill
Rank. The Soldier adds their combat Skill Ranks to the Soldier’s own for a single Attack
Test. The Skill Ranks added must be from the same Skill that the Marine is using. Thus, if
the Marine uses Firearms for the Attack Test, only Ranks from the allies’ Firearms Skills can
be applied. If the Marine attacks using Melee Weapons, only Ranks from the allies’ Melee
Weapons Skill may be applied. The allies do not have to be of the same Profession as the
Marine, only trained in the same Skills. Being included in the use of this Ability does not
prevent the next Marine in the line from using it as well. Marines are trained to coordinate
their use of Comrades in Arms so that a platoon can all reinforce each other for a single
devastating attack
WARDEN
Core Skills
Blind Fire, Life Check, Rally, Steely Stare, Tactics
Optional Skills
Critical Hit, Defense, Fluid Movement, Lion Heart, Resist Pain
Abilities
• The character gains +1 to their Physical Defense.
• The character gains +1 to their Social Defense.
• The character gains +1 Recovery Test per day.
• Leading Through Example: If the Marine leads a charge, attack, or rescue action during battle,
the character may spend 3 Strain and 1 Karma to make a Rally Test, with the Karma die
included. In addition to the effects of the Rally, other soldiers in the Marine’s unit, and any
Friendly forces fighting alongside them, may gain +1 to their Physical Defense and +1 Step per
success to their Action Tests, for the Marine’s Rally Rank in rounds. This affects a maximum
of the Marine’s Rally Rank +1 individuals. The Marine must take command during the combat
action. The Physical Defense and Action Step Bonuses are lost if the Marine takes a Wound
and is Knocked Down.
MASTER
Core Skills
Concentrated Assault, Multi-Shot, Snap Shot, True Shot, Vicious Wound
Optional Skills
Lion Spirit, Perfect Focus, Relentless Recovery, Second Chance, Unflinching Fortitude
Abilities
• The character gains +2 to their Physical Defense.
• The character’s Max Karma increases by 15.
• Old-Timer’s Luck: The Marine may spend 1 Karma to turn an Attack Test against them that
scores more than one success into a failure. This Ability may only be used once per week.
Example Character
“Them that learns all they can about their trade is them what gets promoted. Gettin’
promoted puts y’ at the back of the line goin’ ashore. Y’still wade through the surf under
enemy fire, but y’re not on point any more.”
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Chapter 3
Professional Rank: 1
ATTRIBUTES
DEX: 16: 7/D12 STR: 13: 6/D10 TOU: 14: 6/D10
PER: 13: 6/D10 WIL: 13: 6/D10 CHA: 13: 6/D10
CHARACTERISTICS
Physical Defense: 9 Mystic Defense: 8 Social Defense: 8
Initiative: 6 Movement: 6 Carrying Capacity: 125
Mystic Armor Bonus: +2 Social Level: 2
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 28 Death: 34 Wound Threshold: 9
Recovery: 3
LANGUAGES
English (British): Speak, R/W
ARMOR
Cork-lined boiled leather (5/0, +1 Step to Swimming)
WEAPONS
Repeating Rifle (9/+4) with Bayonet (6)
EQUIPMENT
Field uniform, Dress uniform
Pack with bedroll and field kit
CONNECTIONS
Connection: Ship’s provisioner’s clerk
Connection: Gunsmith (Manchester)
Connection: Newspaper editor
MONEY
£1/12/-
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NEW AND VARIANT PROFESSIONS
SKILLS
Skill C/O/F Skill Rank Skill Step
Firearms Prof 3 10/2D8
Speak Language F 1 7/D12
Read/Write Language F 1 7/D12
Avoid Blow C 1 8/2D6
Melee Weapons C 1 8/2D6
Shake It Off C 1 7/D12
Unarmed Combat C 1 8/2D6
Awareness O 1 7/D12
Crew Ship O 1 8/2D6
Sprint O 1 --
Swimming O 1 7/D12
Knowledge F 1 7/D12
(Manchester)
Knowledge F 1 7/D12
(Military History)
Artist (Drawing) F 2 8/2D6
Craft Firearm F 1 7/D12
Surprise Strike F 2 9/D8+D6
INITIATE
Core Skills
Astral Sight, Awareness, Dispel Magic, Eidetic Memory, Magic Theory
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Chapter 3
Optional Skills
Artisan (Embroidery), Cryptography, Evaluate, Stealthy Stride, Streetwise
NOVICE
Core Skills
Arcane Mutterings, Craftsman (Magical Tools), Empathic Command, Empathic Sense, Impressive
Display
Optional Skills
Danger Sense, Lock Picking, Melee Weapons, Slough Blame, Unarmed Combat
JOURNEYMAN
Core Skills
Evidence Analysis, Frighten, Hypnotize, Resist Magic, Suppress Curse, True Sight, Willforce
Optional Skills
Bribery, Conceal Object, Graceful Exit, Knowledge (Building Security), Mechanic, Taunt,
Thought Link
Abilities
• The character gains +1 to their Mystic Defense.
• The character may spend 1 Karma Point on spell Effect Tests.
• The character may spend Karma on any WIL-only Test.
• Prêt á Lancer: The Mage keeps their spells embroidered on their clothing, or otherwise
represented symbolically on a clothing item, and maintains attunement to this item. The
character spends 2 points of blood magic to bond the clothing item, which cannot be healed
as long as the item exists. The item must be in direct contact with the Mage’s skin when they
cast spells from it in order to gain the Grimoire Casting advantage. Touching the item with a
hand is sufficient. The bonded grimoire item can be used as a targeting focus against the Mage
if stolen or otherwise obtained. Often this item is concealed in some way, such as putting the
embroidery on the inside of an ascot or scarf.
WARDEN
Core Skills
Astral Pocket, Astral Survey, Glyph of Unweaving, Rapid Fire Casting, Steely Stare
Optional Skills
Escape Plan, Lifesight, Resist Taunt, Safe Thought, Undermine
Abilities
• The character gains +1 to their Mystic Defense.
• The character gains +1 to their Social Defense.
• The character gains +1 Recovery Test per day.
• Mesmeric Influence: The Mumper may add up to their Wound Threshold in Step Bonus to
their Empathic Command, Hypnotize, or Steely Stare Skill Tests, paying 1 point of Strain
per Step. When this ability is used, the magician’s eyes glow slightly, or lighten in colour, or
darken, or otherwise change appearance in a mystically significant way. Onlookers may make an
Awareness or PER Test at +3 Steps to realize that the magician is exerting a mystic influence.
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NEW AND VARIANT PROFESSIONS
MASTER
Core Skills
Cutting Words, Glyph of Shielding, Perfect Focus, Second Chance, Soul Aegis
Optional Skills
Diplomacy, Disarming Smile, Memory Probe, Resist Pain, Witty Repartee
Abilities
• The character gains +2 to their Mystic Defense.
• The character’s Max Karma increases by 15.
• Casting Circle: For 5 Strain, the Mumper may take one minute to create a magical circle on
the ground around themselves. While standing in this circle, the Mage’s Spellcasting and Effect
Tests are at +5 Steps. The circle does not affect any other magician. It lasts for 10 minutes.
The Mage can extend the duration of the circle to their Spellcasting Rank in hours by taking a
Wound’s worth of Strain. While the circle may be marked with a material component, such as
salt or chalk, the physical component is just a focusing aid to creating the circle. Once created,
damage to the markings has no effect on the circle.
Example Character
“Sure, picks an’ a force key’ll open a lock, I ken how to do ‘at, but they leave scratches
an’ jemmyin’ it with the right words don’t leave no marks.”
Professional Rank: 1
ATTRIBUTES
DEX: 12: 5/D8 STR: 11: 5/D8 TOU: 12: 5/D8
PER: 16: 7/D12 WIL: 16: 7/D12 CHA: 12: 5/D8
CHARACTERISTICS
Physical Defense: 7 Mystic Defense: 9 Social Defense: 7
Initiative: 5 Movement: 6 Carrying Capacity: 95
Mystic Armor Bonus: +3 Social Level: 1
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 24 Death: 29 Wound Threshold: 8 Recovery: 2
LANGUAGES
English (British): Speak, R/W
ARMOR
Beat-up Leather Coat (4/0)
WEAPONS
Knife (1)
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Chapter 3
EQUIPMENT
Shabby clothing, Scrap-metal wand
Grimoire tattooed on inside of left arm
CONNECTIONS
Connection: Money-changer
Connection: Stolen-goods cleaner
Connection: Leader of local gang
MONEY
£-/10/3
SKILLS
Skill C/O/F Skill Rank Skill Step
Spellcasting Prof 3 10/2D8
Speak Language F 1 8/2D6
Read/Write Language F 1 8/2D6
Astral Sight C 1 8/2D6
Awareness C 1 8/2D6
Dispel Magic C 1 8/2D6
Magic Theory C 1 8/2D6
Cryptography O 1 8/2D6
Evaluate O 1 8/2D6
Stealthy Stride O 1 6/D10
Streetwise O 1 6/D10
Knowledge (London Geogra- F 2 9/D8+D6
phy)
Knowledge (Street Gangs) F 1 8/2D6
Haggle F 2 7/D12
Sprint F 2 --
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NEW AND VARIANT PROFESSIONS
INITIATE
Core Skills
Avoid Blow, Crew Ship, Firearms, Melee Weapons, Navigation
Optional Skills
Eidetic Memory, Etiquette, First Impression, Heartening Laugh, Knowledge (Mathematics)
NOVICE
Core Skills
Awareness, Gunnery, Impressive Display, Pilot Ship, Read Ocean
Optional Skills
Flirting, Lasting Impression, Riposte, Shake It Off, Taunt
JOURNEYMAN
Core Skills
Danger Sense, Diplomacy, Disarm, Inspire Others, Leadership, Lion Heart, Steely Stare
Optional Skills
Field Engineering, Haggle, Resist Taunt, Spot Armor Flaw, Stout Constitution, Tiger Spring,
Winning Smile
Abilities
• The character gains +1 to their Physical Defense.
• The character may spend Karma on any CHA-only Test.
• The character may spend Karma on Recovery Tests.
• Rally: This Ability cannot be learned until the character knows the Inspire Others Skill. The
Naval Officer can give courage back to troops that have broken. The character makes an Inspire
Others Test as normal, paying 2 Strain. Affected characters gain the usual bonus, but also gain
+1 to WIL Tests to stand firm in the face of danger. This works against both magical and
non-magical Fear attacks. Characters that succeed at their WIL Test turn and face the enemy.
The effect lasts the Naval Officer’s Inspire Others Rank in combat rounds. The Naval Officer
can reduce the Target Number of the Inspire Others Test by spending 1 Strain per additional
character. This does not have to reduce the TN penalty to zero. For example, if the Naval
Officer wants to Rally a troop of twenty men, the TN would be at +19. The Naval Officer
could spend 9 Strain to reduce the penalty to +10.
WARDEN
Core Skills
Command, Oratory, Rally, Show Armor Flaw, Strategy
Optional Skills
Conversation, Critical Hit, Escape Plan, Lion Spirit, Resist Pain
Abilities
• The character gains +1 to their Physical Defense.
• The character gains +1 to their Social Defense.
• The character gains +1 Recovery Test per day.
• Line of Retreat: By spending a Wound’s worth of Strain, the Naval Officer may use Escape
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Plan during battle to find the optimal route for withdrawing their troops. The analysis takes 3
combat rounds as a Sustained Action instead of 30 minutes. The Escape Plan Test is made
against the Tactics total Step of the opposing commander. On one success, the withdrawing
Naval Officer takes 10% casualties, on two successes, 5% casualties, and on three or more
successes no casualties at all. On a Rule of One result, the line of withdrawal turns out to be
an ambush, and the Naval Officer takes 25% casualties before they may attempt to Rally and
counterattack.
MASTER
Core Skills
Bardic Voice, Concentrated Assault, Second Chance, Soul Aegis
Optional Skills
Defense, Perfect Focus, Relentless Recovery, Song of Battle, Unflinching Fortitude
Abilities
• The character gains +2 to their Physical Defense.
• The character’s Max Karma increases by 15.
• Your Tactics Are As Well Known As You: The Naval Officer has studied their opponent
thoroughly, and knows the enemy’s past battles and favourite stratagems. The Naval Officer
may add the opposing commander’s Reputation as a Step Bonus to Command, Concentrated
Assault, Danger Sense, Inspire Others, Strategy, or Tactics Tests during battle against that
opponent. If the enemy leadership changes, the Naval Officer must pay 5 Strain to adjust their
plans to the new opponent, or lose the Reputation Bonus for the remainder of the battle. Of
course, the opposing officer may be able to use the same Ability.
Notes
• The Naval Officer may use Skills that give advantage in combat, such as Spot Armor Flaw
and Critical Hit, against enemy vessels when commanding a crew in combat. The Officer does
not need to be in command of the ship, only of the crew performing the action, such as giving
orders to the gunner’s mate.
Example Character
“Three points to starboard, Mr. Glencoe, we’ll shoot the current and overtake them at
the far end of the strait. Just keep us no less than a hundred yards from the shore, there’s
rocks under the waterline.”
Professional Rank: 1
ATTRIBUTES
DEX: : 13: 6/D10 STR: 12: 5/D8 TOU: 13: 6/D10
PER: 16: 7/D12 WIL: 13: 6/D10 CHA: 14: 6/D10
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 9 Social Defense: 8
Initiative: 6 Movement: 6 Carrying Capacity: 110
Mystic Armor Bonus: +2 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
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NEW AND VARIANT PROFESSIONS
DAMAGE
Unconsciousness: 26 Death: 32 Wound Threshold: 9
Recovery: 3
LANGUAGES
English (British): Speak, R/W
French: Speak, R/W
ARMOR
Ballistic Vest (Cotton) (4/0)
WEAPONS
Saber (6), Medium Revolver (6/+3)
EQUIPMENT
Field uniform
Dress uniform
CONNECTIONS
Connection: Provisioner
Connection: Senior officer / mentor
Connection: Foreign Office intelligence agent
MONEY
£6/4/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Tactics Prof 3 10/2D8
Speak Language F 2 9/D8+D6
Read/Write Language F 2 9/D8+D6
Crew Ship C 1 7/D12
Firearms C 1 7/D12
Melee Weapons C 1 7/D12
Navigation C 1 8/2D6
Eidetic Memory O 1 7/D12
Etiquette O 1 7/D12
First Impression O 1 7/D12
Knowledge (Mathematics) O 1 8/2D6
Knowledge (Naval History) F 1 8/2D6
Knowledge (Oceanography) F 1 8/2D6
Mapmaking F 1 8/2D6
Swimming F 2 8/2D6
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Chapter 3
INITIATE
Core Skills
Eidetic Memory, Knowledge (Chemistry), Impressive Display, Research, Throwing Weapons
Optional Skills
Craftsman (Glass), Firearms, Magic Theory, Spellcasting, Taunt
NOVICE
Core Skills
Arcane Mutterings, Awareness, Evidence Analysis, Field Engineering, Poison Resistance
Optional Skills
Bribery, Cryptography, Haggle, Knowledge (Botany), Resist Taunt
JOURNEYMAN
Core Skills
Exploding Ammunition, Lion Heart, Munitions, Steely Stare, Temperature, True Sight, Willforce
Optional Skills
Conceal Object, Disarm, Engine Programming, Resist Magic, Slough Blame, Spot Armor Flaw,
Stout Constitution
Abilities
• The character gains +1 to their Mystic Defense.
• The character gains +1 to their base Karma Step.
• The character may spend Karma on the Effect Test when using Craft Device to build a spell
or other power into a device.
• Hasty Admixture: The Weird Scientist can concoct a potion in the field out of scrounged or
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NEW AND VARIANT PROFESSIONS
immediately available ingredients, the effect of which may be anything the Gamemaster will
allow, and is not restricted to the spells known. The character makes an Alchemy Test and pays
5 Strain. On one success, the potion performs as designed. On two successes, the Effect Step
of the potion gains +1. On three or more successes, the Newtonian may use Karma on the
Effect Test. On a Rule of One result, the potion explodes when mixed, doing its Effect Step
in damage to the Weird Scientist, and potentially to an area of effect, as determined by the
Gamemaster. This Ability may be used no more than once per game session.
WARDEN
Core Skills
Astral Pocket, Graceful Exit, Oratory, Safe Thought, Undermine
Optional Skills
Disarming Smile, Escape Plan, Leadership, Lion Spirit, Show Armor Flaw
Abilities
• The character gains +1 to their Mystic Defense.
• The character gains +1 to their Social Defense.
• The character may spend Karma on PER-only Tests.
• Bumping This One Up a Little: The Newtonian can toss in a last minute additive to improve a
potion’s effectiveness. The Newtonian makes an Alchemy Test against the potion’s Effect Step.
For each success, the potion gains +1 Step to any Test required for its use (normally the Effect
Test). All Step gains must be applied to the same Test. On a Rule of One result, the potion
explodes, doing its Effect Step in damage to the Weird Scientist. This Ability does not cost
Strain, and can be used multiple times in one scene.
MASTER
Core Skills
Cutting Words, Perfect Focus, Relentless Recovery, Soul Aegis, Witty Repartee
Optional Skills
Diplomacy, Engaging Banter, Inspire Others, Second Chance, Steely Stare
Abilities
• The character gains +2 to their Mystic Defense.
• The character’s Max Karma increases by 15.
• I’ll Show You All!: The Newtonian can make an Impressive Display Test against the Mystic
Defense of a creation they have just completed, with the usual +2 bonus from the crafting
Test, and add any successes as +1 Step Bonuses to the creation’s statistics. Multiple successes
may be split up among statistics. This can only be used for creating grand devices, complex
potions that require three months of brewing, or other creations that require sustained actions
over considerable time to be created, and will be used before a large crowd, with the intent
of overawing the onlookers. When the creation is deployed, the Weird Scientist may add the
number of successes from the creation-time Impressive Display Test as a Step Bonus to a new
Impressive Display Test against the audience. Both of the Impressive Display Tests can only be
used once each, one for creating the item, and the other for the grand reveal.
Example Character
“As Professor Coelho said, this is why alchemy exists, so that everyone will search for
his treasure, find it, and then want to be better than he was in his former life. Lead will play
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its role until the world has no further need for lead; and then lead will have to turn itself into
gold. That’s what alchemists do. They show that, when we strive to become better than we are,
everything around us becomes better, too.”
Professional Rank: 1
ATTRIBUTES
DEX: 13: 6/D10 STR: 11: 5/D8 TOU: 13: 6/D10
PER: 16: 7/D12 WIL: 16: 7/D12 CHA: 10: 5/D8
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 9 Social Defense: 6
Initiative: 6 Movement:6 Carrying Capacity: 95
Mystic Armor Bonus: +3 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 26 Death: 32 Wound Threshold: 9
Recovery: 3
LANGUAGES
English (British): Speak, R/W
Latin: Speak, R/W
ARMOR
Cotton Ballistic Vest (4/0)
WEAPONS
Pocket Pistol (5/+2)
EQUIPMENT
Decent clothing, Lab clothing / protective gear
Potion bandolier
CONNECTIONS
Connection: Senior Newtonian (mentor)
Connection: Clark at the Registry Office, whom they owe for their Fireworks License
Connection: Chemists’ supplier
MONEY
£4/6/-
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NEW AND VARIANT PROFESSIONS
SKILLS
Skill C/O/F Skill Rank Skill Step
Alchemy Prof 3 10/2D8
Speak Language F 2 9/D8+d6
Read/Write Language F 2 9/D8+d6
Eidetic Memory C 1 8/2D6
Knowledge (Chemistry) C 1 8/2D6
Impressive Display C 1 6/D10
Research C 1 8/2D6
Cryptography O 1 8/2D6
Firearms O 1 7/D12
Magic Theory O 1 8/2D6
Spellcasting O 1 8/2D6
Knowledge (London East End) F 1 8/2D6
Knowledge (Wine) F 1 8/2D6
Danger Sense F 1 7/D12
Evaluate F 1 8/2D6
Unarmed Combat F 1 7/D12
INITIATE
Core Skills
Astral Sight, Firearms, Dispel Magic, Eidetic Memory, Magic Theory
Optional Skills
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Chapter 3
NOVICE
Core Skills
Awareness, Craftsman (Magical Tools), Empathic Command, Empathic Sense, Impressive Display
Optional Skills
Animal Handling, Danger Sense, Etiquette, Melee Weapons, Tactics
JOURNEYMAN
Core Skills
Evidence Analysis, Frighten, Hypnotize, Resist Magic, Suppress Curse, True Sight, Willforce
Optional Skills
Animal Bond, Animal Training, Conceal Object, Leadership, Resist Taunt, Taunt, Thought Link
Abilities
• The character gains +1 to their Mystic Defense.
• The character may spend 1 Karma Point on spell Effect Tests.
• The character may spend Karma on any WIL-only Test.
• Prêt á Lancer: The Mage keeps their spells embroidered on their clothing, or otherwise
represented symbolically on a clothing item, and maintains attunement to this item. The
character spends 2 points of blood magic to bond the clothing item, which cannot be healed
as long as the item exists. The item must be in direct contact with the Mage’s skin when they
cast spells from it in order to gain the Grimoire Casting advantage. Touching the item with a
hand is sufficient. The bonded grimoire item can be used as a targeting focus against the Mage
if stolen or otherwise obtained. Often this item is concealed in some way, such as putting the
embroidery on the inside of an ascot or scarf.
WARDEN
Core Skills
Astral Pocket, Astral Survey, Glyph of Unweaving, Rapid Fire Casting, Steely Stare
Optional Skills
Command, Heal Animal Companion, Inspire Others, Lifesight, Safe Thought
Abilities
• The character gains +1 to their Mystic Defense.
• The character gains +1 to their Social Defense.
• The character gains +1 Recovery Test per day.
• Mesmeric Influence: The magician may add up to their Wound Threshold in Step Bonus to
their Empathic Command, Hypnotize, or Steely Stare Skill Tests, paying 1 point of Strain
per Step. When this Ability is used, the magician’s eyes glow slightly, or lighten in colour, or
darken, or otherwise change appearance in a mystically significant way. Onlookers may make an
Awareness or PER Test at +3 Steps to realize that the magician is exerting a mystic influence.
MASTER
Core Skills
Cutting Words, Glyph of Shielding, Perfect Focus, Second Chance, Soul Aegis
Optional Skills
Diplomacy, Disarming Smile, Memory Probe, Resist Pain, Witty Repartee
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NEW AND VARIANT PROFESSIONS
Abilities
• The character gains +2 to their Mystic Defense.
• The character’s Max Karma increases by 15.
• Casting Circle: For 5 Strain, the Mage may take one minute to create a magical circle on the
ground around themselves. While standing in this circle, the Mage’s Spellcasting and Effect
Tests are at +5 Steps. The circle does not affect any other magician. It lasts for 10 minutes.
The Mage can extend the duration of the circle to their Spellcasting Rank in hours by taking a
Wound’s worth of Strain. While the circle may be marked with a material component, such as
salt or chalk, the physical component is just a focusing aid to creating the circle. Once created,
damage to the markings has no effect on the circle.
Example Character
“Sergeant, keep your platoon between me and the enemy. When I give the word, they
drop flat. I’m going to toss a bloody lot of fire, and I do mean that literally, over their heads
and straight into the enemy front line. The instant it’s gone by, up and charge!”
Professional Rank: 1
ATTRIBUTES
DEX: 13: 6/D10 STR: 12: 5/D8 TOU: 13: 6/D10
PER: 14: 6/D10 WIL: 16: 7/D12 CHA: 13: 6/D10
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 8 Social Defense: 8
Initiative: 6 Movement: 6 Carrying Capacity: 110
Mystic Armor Bonus: +3 Social Level: 4
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 26 Death: 32 Wound Threshold: 9
Recovery: 3
LANGUAGES
English (British): Speak, R/W
Latin: Speak; R/W
ARMOR
Military-Issue Leather Coat (5/0)
WEAPONS
Medium Pistol (6/+3)
EQUIPMENT
Field uniform, riding boots, Dress uniform, dress shoes
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Chapter 3
CONNECTIONS
Connection: Senior Officer/Mentor, OBV
Connection: Military Tailor
Connection: Relative in the military supplies industry
MONEY
£9/4/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Spellcasting Prof 3 9/D8+D6
Speak Language F 2 8/2D6
Read/Write Language F 2 8/2D6
Astral Sight C 1 7/D12
Eidetic Memory C 1 8/2D6
Firearms C 1 7/D12
Dispel Magic C 1 8/2D6
Magic Theory C 1 7/D12
Animal Handling O 1 7/D12
Equestrian O 1 7/D12
Knowledge (Military) O 1 7/D12
Knowledge F 1 7/D12
(British History)
Knowledge F 1 7/D12
(European Geography)
Navigation F 1 7/D12
Shake It Off F 1 7/D12
Tiger Spring F 1 --
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NEW AND VARIANT PROFESSIONS
Don’t think that means they are all simpletons, however. Operating outside the law also often means
finding the blind spots to hide in, the loop holes to exploit, and the cracks to fall through. Every
Outlaw group needs at least one person who is the brains of the operation.
INITIATE
Core Skills
Equestrian, Melee Weapons, Navigation, Shake It Off, Wilderness Survival
Optional Skills
Animal Handling, Animal Training, Awareness, Knowledge (Building Security), Tracking
NOVICE
Core Skills
Avoid Blow, Lock Picking, Sure Mount, True Shot, Unarmed Combat
Optional Skills
Munitions, Surprise Strike, Taunt, Throwing Weapons, Trick Riding
JOURNEYMAN
Core Skills
Danger Sense, Fast Hand, Impressive Display, Long Shot, Resist Taunt, Second Shot, Steely
Stare
Optional Skills
Animal Bond, Conceal Object, Eagle Eye, Knowledge (Geography), Mapmaking, Stout
Constitution, Winning Smile
Abilities
• The character gains +1 to their Physical Defense.
• The character may spend Karma on any TOU-only Test.
• The character’s Recovery Step increases by +1.
• Fancy Ropin’: By spending 2 Strain, the Outlaw may make a Melee Weapons or Throwing
Weapons Test (whichever is higher) to Entangle a target with a lasso in a specific way, without
having to make a Called Shot. For example, the Outlaw could drop the lasso over a foe,
pinning their arms to their sides and preventing them from drawing or firing a gun, or snare
the legs of a fleeing animal in such a way as to hogtie it in a single toss, halting its escape.
The result of the Melee Weapons or Throwing Weapons Test is the Target Number to escape
the entanglement.
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Chapter 3
WARDEN
Core Skills
Escape Plan, Incite Stampede, Leadership, Poison Resistance, Trick Shot
Optional Skills
Critical Hit, Haggle, Gambling, Physician, Resist Pain
Abilities
• The character gains +1 to their Social Defense.
• The character gains +1 to their Physical Defense.
• The character gains +1 Recovery Test per day.
• Double Tie: The Outlaw may spend 2 Strain to secure any lasso, rope, or other entanglement.
The Outlaw makes a DEX Test, which may include Karma, and adds the result of the Test to
the previous Entangle Target Number.
MASTER 1
Core Skills
Anticipate Blow, Multi-Shot, Relentless Recovery, Second Chance, Snap Shot
Optional Skills
Animal Companion Durability, Incite Mob, Lion Spirit, Perfect Focus, Unflinching Fortitude
Abilities
Example Character
“As long as you don’t try to signal the train from Silver City that we’re here, you won’t
get a bullet in your gut. When they stop to take on water, we’ll get what we’re here for, and
then the train crew can untie you and you can get back to your jobs. Or they can bury you.
Your choice.”
Professional Rank: 1
ATTRIBUTES
DEX: 16: 7/D12 STR: 13: 6/D10 TOU: 14: 6/D10
PER: 13: 6/D10 WIL: 13: 6/D10 CHA: 13: 6/D10
CHARACTERISTICS
Physical Defense: 9 Mystic Defense: 8 Social Defense: 8
Initiative: 7 Movement: 6 Carrying Capacity: 125
Mystic Armor Bonus: +2 Social Level: 1
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NEW AND VARIANT PROFESSIONS
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 28 Death: 34 Wound Threshold: 9
Recovery: 3
LANGUAGES
English (British): Speak, R/W
Hopi (Speak)
ARMOR
Leather duster (5/0)
WEAPONS
Medium Revolver (6/+3), Repeating Rifle (9/+4)
EQUIPMENT
Rugged clothing, riding boots, broad brimmed hat, 100 rounds of ammunition for rifle,
50 for pistol
CONNECTIONS
Connection: Railroad Station Clerk
Connection: Saloon Keeper
Connection: Tribal General Store Owner
MONEY:
£-/5/6
SKILLS
Skill C/O/F Skill Rank Skill Step
Firearms Prof 3 10/2D8
Speak Language F 2 7/D12
Read/Write Language F 1 7/D12
Equestrian C 1 8/2D6
Melee Weapons C 1 8/2D6
Shake It Off C 1 7/D12
Wilderness Survival C 1 7/D12
Animal Handling O 1 7/D12
Awareness O 1 7/D12
Knowledge (Building Security) O 1 7/D12
Tracking O 1 7/D12
Knowledge (Train Routes) F 1 7/D12
Knowledge (Banks) F 1 7/D12
Bribery F 1 7/D12
Slough Blame F 1 7/D12
Sprint F 2 –
Promethean (Weird Scientist Variant)
“Under the most rigorously controlled conditions of temperature, pressure, humidity, and
other variables, the organism will do as it damned well pleases.”
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While the Herons plod along on their predetermined mechanistic paths, unable to vary from
the plan because the bloody thing is already half built, and the Newtonians lose themselves in the
insulated confines of their laboratories, reducing the world to a series of reactions, the Prometheans
understand that the world is a much more complex, and annoyingly independent, place. The
behaviour of single-celled life visible only under a microscope cannot be accurately predicted, only
projected as a series of probabilities. One person’s favourite dessert may give another hives and
difficulty in breathing. The Prometheans rejoice in the infinite diversity and interlocking complexity
of Nature, understanding that the quest to truly know it will take many lifetimes, and that the
entirety of it is more than any single human brain can ever encompass. The journey is the point
in and of itself.
INITIATE
Core Skills
Animal Handling, Cryptography, Eidetic Memory, Impressive Display, Physician
Optional Skills
Alchemy, Firearms, Knowledge (Biology), Magic Theory, Research
NOVICE
Core Skills
Awareness, Animal Bond, Animal Training, Creature Analysis, Evidence Analysis
Optional Skills
Arcane Mutterings, Astral Sight, Bribery, Knowledge (Chemistry), Spellcasting
JOURNEYMAN
Core Skills
Dominate Beast, Enhance Animal Companion, Frighten, Haggle, Lion Heart, True Sight,
Willforce
Optional Skills
Animal Companion Durability, Disarm, Knowledge (Mathematics), Resist Magic, Resist Taunt,
Slough Blame, Taunt
Abilities
• The character gains +1 to their Mystic Defense.
• The character gains +1 to their base Karma step.
• Creatures created or modified by the Weird Scientist count as Companions for the effects of
Animal Companion Durability and Enhance Animal Companion. In addition, creations and
modified creatures only require an Attitude of Neutral or better for these Skills to affect them,
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NEW AND VARIANT PROFESSIONS
instead of Loyal.
• Rapid Adaptation: The Weird Scientist may, through introduction of a serum, quick surgery, or
other technique, modify an organism in the field. This process requires an hour, and does a
Wound plus a Wound’s worth of Damage to the organism. The character makes a Craftsman
(Biology) Test and pays 3 Strain. On one success, the organism gains +2 Steps to an existing
Attribute or power. On two successes, the organism gains a new power within the bounds of
possibility for its species, at a Rank equal to the Promethean’s Craftsman (Biology) Skill.
For example, a dog could gain the Howling Challenge power. On three or more successes,
the organism gains one power not native to its species. The aforementioned dog could gain
Burning Aura, becoming a hell hound. On a Rule of One result, the organism dies during
the procedure, and the Promethean takes a Wound plus damage one point short of twice their
Wound Threshold.
WARDEN
Core Skills
Animal Leadership, Call Animal Companion, Graceful Exit, Oratory, Undermine
Optional Skills
Disarming Smile, Escape Plan, Leadership, Lion Spirit, Safe Thought
Abilities
• The character gains +1 to their Mystic Defense.
• The character gains +1 to their Social Defense.
• The character may spend Karma on PER-only Tests.
• Temporary Performance Gain: The Weird Scientist can make a quick adjustment to an organism
in the field to briefly improve its effectiveness. The Weird Scientist makes a Craftsman
(Biology) Test against the organism’s Mystic Defense. For each success, the organism gains +1
Step to any statistic. All Step gains must be applied to the same statistic. For example, the
Weird Scientist could improve a creature’s Breath Weapon Effect Step by +2, but could not
improve the Effect Step by +1 and the creature’s Physical Armor by +1. The Step gain lasts
for the Weird Scientist’s Craftsman (Biology) Rank in minutes. At the end of the duration,
the organism’s statistics revert to normal. On a Rule of One result, the Weird Scientist does
their Craftsman (Biology) Rank in damage to the organism.
MASTER
Core Skills
Cutting Words, Incite Stampede, Perfect Focus, Soul Aegis, Witty Repartee
Optional Skills
Diplomacy, Engaging Banter, Inspire Others, Second Chance, Steely Stare
Abilities
• The character gains +2 to their Mystic Defense.
• The character’s Max Karma increases by 15.
• I’ll Show You All!: The Promethean can make an Impressive Display Test against the Mystic
Defense of a creation they have just completed, with the usual +2 bonus from the crafting
Test, and add any successes as +1 Step Bonuses to the creation’s statistics. Multiple successes
may be split up among statistics. This can only be used for creating grand devices, complex
potions that require three months of brewing, or other creations that require sustained actions
over considerable time to be created, and will be used before a large crowd, with the intent
of overawing the onlookers. When the creation is deployed, the Promethean may add the
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Chapter 3
number of successes from the creation-time Impressive Display Test as a Step Bonus to a new
Impressive Display Test against the audience. Both of the Impressive Display Tests can only be
used once each, one for creating the item, and the other for the grand reveal.
Notes
• Craftsman (Biology) covers adapting and modifying all manner of living things. This Skill
fills the gap in the mechanic where pruning and grafting of trees, selective breeding of animals,
cross fertilization of plants, and the like would go, gathering all these disparate activities into
one Skill for ease of play. The Promethean uses this Skill to create new creatures and plants.
• The Promethean may use their Animal Companion Skills with any of their creations, assuming
that the creation is capable of performing the action required by the Skill. Using Call Animal
Companion with a plant, for example, simply won’t work. Using Incite Stampede with a bucket
of flesh-eating bacteria, on the other hand, could be terrifying.
Example Character
“People fear us, saying that we are seeking to challenge God. I say, if doing away with
the reductio ad absurdum of laboratory science and gaining an understanding of Nature in all
its grandeur is seeking to elevate us to equals with the Divine, let us blaspheme.”
Professional Rank: 1
ATTRIBUTES
DEX: 13: 6/D10 STR: 11: 5/D8 TOU: 11: 5/D8
PER: 16: 7/D12 WIL: 13: 6/D10 CHA: 16: 7/D12
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 9 Social Defense: 9
Initiative: 6 Movement: 6 Carrying Capacity: 95
Mystic Armor Bonus: +2 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 22 Death: 27 Wound Threshold: 8
Recovery: 2
LANGUAGES
English (British): Speak; R/W
Latin: Speak, R/W
ARMOR
Silk Ballistic Jacket (6/0)
WEAPONS
Medium Revolver (6/+3)
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NEW AND VARIANT PROFESSIONS
EQUIPMENT
Nice suit, city boots, proper hat, Lab clothing / protective gear, Physician’s bag with appropriate
kit, Vial of Streptococcus pyrogenes for emergencies
CONNECTIONS
Connection: Animal keeper at Jamrach’s Menagerie, Wapping
Connection: Groundskeeper at Kew Gardens
Connection: Chemists’ supplier in Chipping Barnet
MONEY
£6/5/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Craftsman (Biology) Prof 3 10/2D8
Speak Language F 2 9/D8+D6
Read/Write Language F 2 9/D8+D6
Animal Handling C 1 8/2D6
Cryptography C 1 8/2D6
Impressive Display C 1 8/2D6
Physician C 1 8/2D6
Firearms O 1 7/D12
Knowledge (Biology) O 1 8/2D6
Magic Theory O 1 8/2D6
Research O 1 8/2D6
Knowledge (London) F 1 8/2D6
Knowledge (Building F 1 8/2D6
Security)
Forgery F 1 7/D12
YZ
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1879 COMPANION
New Skills
I consider an human soul without education like marble in the quarry,
which shows none of its inherent beauties till the skill of the polisher fetches
out the colours, makes the surface shine, and discovers every ornamental cloud,
spot and vein that runs through the body of it.
– Joseph Addison
T his chapter describes Skills used in the new Professions and Variants
introduced in this book, and that become available at the Warden and Master Tiers
of existing Professions. Mechanics for Skill use, and an explanation of the listing
format, is found in the 1879 Players Guide.
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Skill Descriptions
Aerial Combat
Step: Rank + Perception Default: No
Action: Complex Karma: No
Strain: 0 Tier: Novice
The character knows how to fight in the air, from the back of a flying mount or from a flying
vehicle, such as a sky chariot. Use this for making position Tests, and in place of Melee Weapons
or other attack Skills while airborne.
Animal Leadership
Step: Rank + CHA Default: No
Action: Standard Karma: No
Strain: 0 Tier: Warden
The character befriends and leads a group of animals by making an Animal Leadership
Test against the highest Social Defense among the target group, +1 for each additional animal. If
successful, the target group accepts the character as a member of the pack. For each success, the
animals treat the character as their pack leader for one hour. During this time, the animals obediently
follow the character’s lead: they attack if the character attacks, run if the character runs, and so
on. The character cannot command the animals to action. The Skill does not grant the ability to
communicate with them. The character can only lead by example. On a Rule of One result, the
character’s attempt at usurping the leadership role goes poorly. The animals turn on the character and
attack, attempting to drive the character away. They will flee if things turn markedly bad for them (half
or more of the pack are killed or injured, or the character’s comrades join the fight, for example).
Astral Pocket
Step: Rank + PER Default: No
Action: Standard Karma: Yes
Strain: 1 (see text) Tier: Warden
Magic. The character creates a pocket in astral space in which to store items. No more than
one pocket can be active at a time. If successful, the pocket can hold 5 pounds per Rank. Complex
living organisms (plants, animals, people) cannot be put into the pocket; it will not accept them.
The character may store and retrieve items in and from the pocket at will, but takes 1 Strain when
performing either action. The pocket remains in existence for Astral Pocket Rank days or until
discarded by the character. An astral pocket may be visible to those who can see into astral space.
The viewing character makes an Astral Sight Test against the pocket owner’s Mystic Defense. With
three successes, the character notices the pocket, which appears as a finely woven net of purple and
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silver. The contents of the pocket cannot be seen from astral space. Once detected, an astral pocket
can be attacked in the same manner as any astral construct. If the pocket is destroyed, any items
in the pocket are deposited into astral space. Unless the owner has some means of entering astral
space to retrieve the items, they are lost.
Astral Survey
Step: Rank + WIL Default: No
Action: Sustained (10min.) Karma: Yes
Strain: 1 Tier: Warden
Magic. Using equal parts observation, logic, and divination magic, the character examines
astral evidence to determine answers to questions relating to their investigation. The character makes
an Astral Survey Test against the Mystic Defense of the person responsible for leaving the evidence.
If successful, they learn the answer to one question about the object or place for each success scored.
As a general rule, this Skill only answers questions regarding “who”, “what”, or “how” something
happened to an object or place. With three successes, the player could ask the Gamemaster up to
three “who”, “what”, or “how” questions related to the evidence. If the activity occurred within a
day of the Test, the character gains a general impression of when the event happened (morning,
afternoon, or evening). When using this Skill to evaluate evidence which is more than a day old,
add +1 to the Target Number for each day after the first. Other than the increased Target Number,
there is no limit to the age of the evidence being analyzed. The Gamemaster must answer the
questions posed truthfully, but may be vague in the wording, giving impressions rather than solid
facts, due to the nature of astral space. On a Rule of One result, the Gamemaster may give true
or false information as they see fit, leaving the characters to figure out if their results were valid or
not. Subsequent uses of the Skill in the same situation increase the Target Number by +4 each.
This Skill cannot help the character answer the question of “why”—the focus of the examination is
on facts, not motive or intent.
Carter the Mysterious, a stage magician who also works as an occult investigator, has
come to the salon of Madame Thibaudet in the middle of the night. Carter suspects the
fortune teller of covering her mystic abilities with flummery the same way he does, and of
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being in league with the Temple of Khoret, a Lodge of bounders responsible for considerable
arcane mischief. He’s already slipped past her burglar wards, and a second set of wards of
greater subtlety that left him with an impression of that ghastly perfume with which Madame
Thibaudet saturates herself. He pauses in her front parlor, and takes a moment for an Astral
Survey. Carter’s player makes a Test against Madame Thibaudet’s Mystic Defense, and scores
two successes. The player can now ask the GM what sort of magic has the fortune-seller been
up to, learning that it has to do with the spirits of the dead and possibly with determining who
might be about to join them. The second question, has there been a death here recently, reveals
that in fact there has been, leading to the discovery of Madame Thibaudet’s recently unoccupied
form stuffed in the closet where the controls for the table-shaker are located. Unfortunately,
the question Carter most wants to ask now, who was here that could slip past her wards, and
recently enough that the wards are still standing after her untimely demise, cannot be answered
without another Astral Survey, or the employ of some other means of analysing the evidence.
Bank Shot
Step: Rank + DEX Default: No
Action: Standard Karma: No
Strain: 1 Tier: Journeyman
The character ricochets projectiles or thrown weapons off objects, bypassing obstructions such
as cover, to strike an obscured, but visible, target. The character points out the objects off which
they intend to ricochet their shot, to a number equal to their Bank Shot Rank, then makes a Bank
Shot Test as their ranged combat Attack Test, ignoring Cover penalties. If successful, the projectile
or thrown weapon ricochets off the designated objects and strikes the target. Use of this Skill
destroys any arrows, bolts, or other projectiles used in the attack. Throwing weapons like daggers
are nicked and scratched, but remain usable afterwards, unless the Bank Shot Test suffers a Rule of
One, in which case they too are ruined.
Bardic Voice
Step: Rank Default: No
Action: Free Karma: No
Strain: 1 Tier: Warden
The character uses their rich voice and persuasive ability to charm others. When interacting
socially using a Charisma-based Skill, e.g. Conversation or First Impression, but explicitly not a
combat-oriented Skill such as Battle Shout or Taunt, the character may add their Bardic Voice
Rank to the Action Test.
Blade Juggle
Step: Rank + DEX Default: No
Action: Standard Karma: No
Strain: 1 (see text) Tier: Journeyman
The character creates a whirling, flashing barrier of knives, daggers, or other weapons between
themselves and their opponents. The character makes a Blade Juggle Test against a Target Number
equal to the combined Size of the weapons being juggled, plus the highest Damage Step among
the blades. If successful, the character begins juggling the blades and adds the combined Size of
the weapons to their Physical Defense. If an attack fails to beat the higher Physical Defense, it is
deflected and the character may choose to counterattack, making a Blade Juggle Test as a ranged
Attack Test. The character chooses which weapon is used in the counterattack, determining range
and damage as normal. Once used to counterattack, a juggled weapon may not be used again and
its size is subtracted from the Physical Defense bonus.
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The character may not juggle any weapon with a Size higher than their one-handed limit. The
range increment of a weapon not designed for throwing is 6 yards. The character may maintain
the juggle, but must use their Standard Action and take Strain each round they wish to continue.
Anton attempts to juggle four broadswords, each a Size 3 weapon with Damage Step 5,
so he makes a Blade Juggle (17) Test (4 × 3 = 12, 12 + 5 = 17), and succeeds with a result
of 20. He adds +12 to his Physical Defense (4 x 3 = 12), and takes 1 Strain.
Later that round, Anton is attacked by a Cossack in close combat. The Cossack does
not hit, due to Anton’s high Physical Defense. The Cossack is within range, so Anton decides
to counterattack, and rolls a 15 on his Blade Juggle Test, high enough to hit the Cossack.
Anton determines damage as normal, adding his Strength Step to the broadsword and
hopefully skewering the Cossack. His Physical Defense bonus drops to +9 from the loss of
the broadsword.
Blind Fire
Step: Rank + PER Default: No
Action: Simple Karma: No
Strain: 1 Tier: Warden
The character senses an unseen opponent by making a Blind Fire Test against the target’s
Mystic Defense. If successful, the character senses the target’s location and may make ranged
combat Attack Tests against the target as if it were visible to the character until the end of the
round. Use of this Skill negates Darkness modifiers (1879 Player’s Guide, p. 246), concealment, and
stealth, though the target still benefits from Cover (1879 Player’s Guide, p. 246) if the weapon’s path
must pass through it. The opponent cannot Surprise a character who has successfully used Blind
Fire to detect their presence. If the character using Blind Fire has the first move in the combat,
and the opponent was unaware of the character’s presence, the Surprise modifier works in favor of
the character. Blind Fire is very effective when used in combination with the Bank Shot and/or
True Shot Skills.
Bombardier
Step: Rank + PER Default: No
Action: Complex Karma: No
Strain: 0 Tier: Novice
The character can accurately drop munitions on ground targets from the air, with or without
mechanical assistance such as bomb sights and release cradles. Make a Bombardier Test against
the Physical Defense of the target, with a -1 Step penalty for every 10 Steps of speed difference
(rounded down) between the two. For example, if the character is in a Giffard with a Speed Step of
12, travelling at its maximum speed, and aiming at a stationary target on the ground, Speed Step
0, the speed difference would be 12, and the character would take a -1 Step penalty. If the Giffard
was only travelling at half speed, an effective Step of 6, the character would take no penalty. One
success indicates the bomb has hit the intended target. If a timed charge is used, rather than an
impact detonator, two successes must be achieved for the bomb to hit both on target and on time.
Extra successes can be used for complex situations, such as trying to bomb a bridge before a train
reaches it, but close enough that the train cannot stop before it goes off the destroyed bridge. One
success would allow the engineer to try to stop the train before it reached the break. Two successes
could result in the locomotive dangling off the bridge but the rest of the train still on firm ground.
Three or more and the train goes sailing off into the abyss.
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Champion Challenge
Step: Rank + CHA Default: No
Action: Standard Karma: No
Strain: 0 Tier: Warden
The character calls a formal challenge to the leader of an opposing group, urging the opposing
leader to let single combat decide an impending battle. Make a Champion Challenge Test against
the target’s Social Defense. If successful, the leader may choose to ignore the challenge. If they do,
both the leader and their followers become demoralized, suffering a -2 penalty to all Defenses and
Tests for each success on the Champion Challenge Test for Champion Challenge Rank hours. The
sides may negotiate terms, or commence fighting immediately. The victor of the single combat may
immediately make an Intimidate Test against the highest Social Defense of the opposing side, with
a bonus equal to the Professional Rank of the defeated opponent. Each success inflicts a -2 penalty
to all Action Tests against the victor and their allies for 24 hours. Anyone attempting to interfere
with the challenge immediately causes their side to lose, regardless of which champion was interfered
with, and is Harried for 24 hours
Command
Step: Rank + CHA Default: Yes
Action: Sustained Karma: No
Strain: 1 Tier: Warden
The character leads a group of Gamemaster characters, the size of which is determined
by the character’s Command Rank according to the Command Unit Size by Rank table below.
Command does not depend on the Attitude of those being commanded, but upon the establishment
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of authority. For example, a unit of soldiers on the battlefield who have lost their lieutenant will
tend to follow the orders of the first officer they encounter. The uniform and rank of the officer are
sufficient to establish authority. The character gives a short speech, no more than a few sentences to
establish their authority, then makes a Command Test against the highest Social Defense among the
target group. If the character holds a superior military rank in the same organization as the target
group, and is in proper uniform, this counts as one automatic success. If the Test is being made
to Command civilians, add +1 to the Target Number for each 10 persons in the group times the
Rank of the Command Skill. Thus, a character with a Command Skill of Rank 3 would take a TN
penalty of +1 for every additional 30 targets. If the Test is successful, the Gamemaster characters will
follow the Commanding character’s lead. The number of successes determines the Skill’s effect and
duration, a single success granting command for Command Rank × 10 minutes, two successes the
Command Rank in hours, and three or more successes the Command Rank in days. In a military
environment, the Commanding character only has to make a new Command Test after the duration
expires under exceptional circumstances, for example ordering the troops into a charge against an
enemy position while under intense fire. In a civilian environment, the Gamemaster may call for
a new Command Test based on the situation. While under the character’s leadership, the target
characters will follow orders and accept the character as their commander. This grants the character
an authority typical to being their designated commanding officer in a military environment, but
can be used in other situations, such as being an administrative superior in business or a foreman
in construction.
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Critical Hit
Step: Rank Default: No
Action: Free Karma: No
Strain: 0 Tier: Warden
The character targets an opponent’s vulnerable areas or simply inflicts massive trauma when
they connect well. This Skill increases the damage inflicted by a successful close combat or ranged
Attack test which achieves at least three successes. Add the Critical Hit Rank to the Damage Test.
Thus, if the character has a base Damage Step of 11, and a Critical Hit Rank of 3, the Damage
Test is made using Step 14 when the Attack scores three or more successes. This Skill applies to
all Attacks, both close and at range.
Cutting Words
Step: Rank+CHA Default: No
Action: Simple Karma: Yes
Strain: 2 Tier: Master
Magic. Applying their keen wit and devastating charm, the character delivers a verbal attack
against a target, accompanied by a psychic assault. The character makes a Cutting Words Test
against the target’s Social Defense. If successful, the target suffers Mystic Damage equal to the
Action Step, +2 for every additional success on the Test, and must make a Knockdown Test against
the Action Step.
In Parliament today, Lord Huston delivered such a perspicacious and stunning response to Earl Mansfield’s
proposal that the Earl blanched white, clutched his chest, and fell back onto his bench. The proposal withdrawn,
the Earl retired from the chamber. The back benchers have gone into committee to reconsider the proposition.
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Defense
Step: Rank Default: No
Action: Free Karma: No
Strain: 1 Tier: Warden
The character improves their ability to avoid physical attacks by adding their Defense Rank
to any Action Test which will improve their Physical Defense (e.g., Acrobatic Defense or Anticipate
Blow). The bonus to Physical Defense is also applied to Avoid Blow and Riposte Tests against
appropriate targets. This Skill may only be used once per combat round.
Disarming Smile
Step: Rank + CHA Default: No
Action: Standard Karma: No
Strain: 1 Tier: Warden
By offering some reassuring words and a trustworthy smile, the character can defuse any tense
situation, albeit only temporarily. Make a Disarming Smile Test against the highest Social Defense
present. If successful, everyone immediately stops all hostilities and calms down enough to engage in
discourse. This respite gives the character a chance to smooth over the hostilities, or at least plan a
better escape. This effect lasts for a number of minutes equal to the number of successes, and may
only be used successfully once per encounter. Failed Tests do not count. Any person or group which
breaks the temporary truce is Harried until the end of the encounter. If the character cannot defuse
the situation, and the character and any companions do not engage in further hostilities, the character
gains a bonus equal to their Disarming Smile Rank to any Graceful Exit Tests for the encounter.
Emotion Song
Step: Rank + CHA Default: No
Action: Sustained Karma: No
Strain: 0 Tier: Novice
The character can imbue an audience with a basic emotion, such as fear, love, hate, happiness,
anger, or joy, directed at the subject of the song. For example, if the song is about love for a king,
the audience feels the emotion expressed (love in this case) about the king named in the song. Each
performance requires at least ten minutes to complete, after which the character makes an Emotion
Song Test against the highest Social Defense among the audience. If successful, each success
achieved affects 20 percent of the audience. The maximum number of people that can be affected
by a performance is equal to the character’s Emotion Song Rank × 10. If the audience is too big
to be affected completely, the character targets a localized part of it, and may specify which part.
Consecutive uses of this Skill are cumulative. Once the character has affected the current
audience, they can continue their performance, engaging a bigger audience with the song. The
character can perform for a number of hours equal to their Emotion Song Rank, after which they
cannot use the Skill again for one day. If the character fails an Emotion Song Test, the character
must stop performing. The crowd has grown weary of the performance, but the effects of the
performance to that point, if any, are still felt by the audience. On a Rule of One for any Emotion
Song Test, the effect of the song changes, turning the emotion felt by affected members of the
audience into the opposite emotion intended.
The song’s effect lasts for a number of days equal to the character’s Emotion Song Rank,
during which time those affected are more open to suggestions related to the subject and emotion
expressed by the song. Those making such suggestions gain a +1 Interaction Test bonus. Those
making suggestions counter to the emotion suffer a –1 Interaction Test penalty.
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When using this Skill, the character can also choose to move a point granted by a prior
use of the Skill to another characteristic. Moving a point in this way uses one of the character’s
successes from the Test.
Lt. Felicia Montague, a cavalry officer, has a warhorse named Buttercup that she has
treated properly and seen to herself rather than simply entrusting her mare to the stable lads.
Having spent considerable time with a Saurid friend who has taught her the magical Skill,
she has the Enhance Animal Companion Skill at Rank 6, and wants to make Buttercup a bit
hardier. She spends a day in meditation, and makes her Test. She rolls a 17, three successes
against Buttercup’s Mystic Defense of 6.
Lt. Montague decides to add +2 to Buttercup’s Physical Defense, and one to her
Damage Step. This increases the mare’s Physical Defense from 9 to 11, and her Damage
(Trample) Step from 4 to 5. Buttercup is a little harder to hit, and deals a little bit more
damage with her hooves.
Escape Plan
Step: Rank + PER Default: No
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Espionage
Step: Rank + PER Default: No
Action: NA Karma: No
Strain: 0 Tier: Novice
The character knows the ways of spycraft – how to shake a follower, how to set up and use
a dead drop, ways of recruiting contacts, and the ways in which other Skills might be used for
gathering intelligence and passing it on surreptitiously. Make an Espionage Test against a Target
Number as specified by the Gamemaster for the circumstances. For example, to escape a tail,
the Target Number would be the Social Defense of the tailing person, possibly modified by the
environment, gaining a bonus in a crowd while taking a penalty from lack of opportunity to break
the line of sight between pursuer and pursued. The result of the Espionage Test would be the
Detection Difficulty of a dead drop. Recruiting a new contact, convincing someone to spy for a
rival firm or a foreign power, would require one success against the person’s Social Defense to gain
cooperation, with the amount, frequency, and sensitivity of information obtained being determined
by the number of successes. Repeated Espionage Tests may be required, as well as Social Skill use
to improve Attitude, in order to keep a contact producing and loyal to their new master.
Mademoiselle Gilfleur has acquired a letter, a billet-doux shall we say, from the boudoir
of a certain gentleman who is perhaps less of a gentleman than he would like noised abroad.
Mlle Gilfleur may attest to this, having only recently quit those confines somewhat hurriedly
once the gentleman had fallen asleep. Her Stealthy Stride Skill made the exit a bit more
discreet. Now, however, she is out on the cobblestone streets of Marseille, needing to make her
way to a lady friend who can assist with forwarding the billet-doux. Who shall receive the letter
in the end, Mlle Gilfleur cannot say, although she knows that whoever it is, they pay very good
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coin for information about their political rivals. She also knows that the gentleman’s quarters
are being watched, possibly by more than one faction, and she suspects rather strongly that the
lamplighter striding along half a block behind her, ignoring the lamps that need snuffing now that
the first rays of the sun are peeking over the horizon, is in the employ of one of those factions.
Making an opposed Espionage Test against the lamplighter’s Awareness, Mlle Gilfleur’s
player rolls a 17, while the Gamemaster, rolling for the lamplighter, only has a 12. With one
extra success, Mlle Gilfleur quickly loses the lamplighter in the morning traffic, dodging between
two bakers’ wagons, around a beer cart, into a tavern and out the back, and onto the next street
over with practised ease. She arrives at her destination, only to find the gendarmerie gathered
outside her lady friend’s door – well, the door of the establishment in which her lady friend plies
her trade, at any rate. The house mother is having some rather heated words with the sergeant,
who would probably rather his weekly payoff cost not be discussed quite so openly. The lady
friend will of course have arranged a dead drop, in case of such a problem arising, but has not
communicated to Mlle Gilfleur where the current dead drop might be.
Making an Espionage Test against the lady friend’s Espionage total Step, with a bonus
of +3 steps for having worked with the lady friend for some time and getting to know how
she thinks, Mlle Gilfleur’s player rolls a 23 against the Target Number of 12. With two extra
successes, Mlle Gilfleur guesses that the current dead drop will be at the bakery down the corner,
where the lady friend tends to get her breakfast. Mlle Gilfleur takes herself to the bakery, and
speaks with the lad at the counter. “I have a special for the woman from number twelve,” she
says, with the player making one more Espionage Test against the lady friend’s Espionage total
Step to guess the password. Fortunately, the lady friend has made the passphrase easy enough
that the baker’s lad can remember it. He pulls a basket out from under the counter, with a lilac
ribbon tied to the handle, matching the lady friend’s favourite morning dress, and lets Mlle
Gilfleur slip the billet-doux under the handkerchief lining it. He then sells Mlle Gilfleur a pair
of one-centime rolls for five centimes, which Mlle Gilfleur pays without protest in hopes that
the bribe is enough to get the letter delivered. She leaves the bakery, chewing on one of the
rolls (it’s actually reasonably good for a one-centime roll), and calmly strolls away while the
gendarme and the house-mother continue to hold the block’s attention.
Fluid Movement
Step: Rank Default: No
Action: Simple Karma: No
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Glyph of Shielding
Step: Rank + PER Default: No
Action: Simple Karma: Yes
Strain: 1 Tier: Master
Magic. The magician may utilize their advanced understanding of magic to shield themselves
against harm. The character conjures their personal glyph, visible in astral space for the duration of
the spell and in the physical world during the casting, focusing their will to defend themselves. Make a
Glyph of Shielding Test against the character’s base Mystic Defense. If successful, each success adds
+2 to the character’s Mystic Armor for Rank rounds.
Glyph of Unweaving
Step: Rank Default: No
Action: Free Karma: Yes
Strain: 1 Tier: Warden
Magic. The magician uses their extensive knowledge of magic to unravel its effects. They
conjure their personal glyph briefly, visible in astral space for the duration of the spell and in the
physical world during the casting, focusing their will to weaken a spell. Glyph of Unweaving adds
its Rank to a Dispel Magic Test and/or Resistance Test against the ongoing effects of a spell. This
Skill cannot be combined with any effects which replace the original Test (e.g., Lion Heart), and
does not affect Sensing Tests.
Great Leap
Step: Rank + DEX Default: No
Action: Free Karma: No
Strain: 1 Tier: Novice
The character jumps large distances by making a Great Leap Test, the result being how many
yards the character may jump, with the distance covered divided between horizontal and vertical, but
not exceeding their Movement Rate in either direction.
Great Leap can be used to avoid environmental hazards, such as rock traps and falling rigging,
but not to avoid normal combat attacks. If the character is aware of the threat, they may make a
Great Leap Test against a Target Number determined by the Gamemaster to avoid being struck. If
successful, they leap clear at the last instant. Sailors often use this Skill to board ships in combat
or to leap clear of burning rigging and debris.
Incite Mob
Step: Rank + WIL Default: No
Action: Sustained Karma: No
Strain: 1 Tier: Warden
The character motivates a group of GMCs to act against a target character (player or GMC)
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by spending at least one minute shouting, encouraging them into action. The character outlines a
grievance against the target and proposes an action — peaceful or violent, constructive or destructive
— for the mob to take, then makes an Incite Mob Test against the highest Social Defense among
the group. The group’s size determines the number of successes required to motivate it, as given in
the Incite Mob Table. If successful, the mob follows the character’s proposed course of action for
Incite Mob Rank hours. On a Rule of One result, the motivating character becomes the target of
the grievance and action they proposed to the mob. Once motivated and sent into action, a mob
becomes largely uncontrollable. The character can only regain control by somehow gaining the
mob’s attention long enough to make a second, more successful, Incite Mob Test.
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Incite Stampede
Step: Rank + WIL Default: No
Action: Sustained Karma: No
Strain: 1 Tier: Warden
The character makes a group of animals stampede by spending at least one minute running
and screaming in and around the animals, then making an Incite Stampede Test against the highest
Social Defense among the herd. The number of animals in the group determines the number of
successes required to start a stampede, as given in the Incite Mob Table, above. If successful, the
animals stampede uncontrollably in a direction chosen by the character, continuing to rampage for
Incite Stampede Rank hours, until they are exhausted, or until they encounter a great enough danger
or obstacle to stop them. On a Rule of One result, the animals stampede in a random direction,
determined by the Gamemaster. A second, more successful, Incite Stampede Test can stop a
stampeding herd, although the practical problem of running around and screaming loud enough to
be heard by the animals limits this use.
Lion Spirit
Step: Rank Default: No
Action: Free Karma: No
Strain: 0 Tier: Warden
The character’s defence against fear and intimidation is increased by adding their Lion Spirit
Rank to their Mystic and Social Defense against such effects. This Skill does not require a Test.
The Rank is added at any time the character is conscious and under attack.
Memory Probe
Step: Rank + CHA Default: No
Action: Sustained (1+ min.) Karma: Yes
Strain: 3 Tier: Master
Magic. The character meets the target’s eyes and uses their force of will to read the memory
of the target. This Skill may only be used on intelligent beings, such as humans and Saurids. Make
a Memory Probe Test against the target’s Mystic Defense. If successful, the character may pick up
the thoughts and impressions of the target for one minute. While it certainly helps to understand
the language the target thinks in, it is not strictly necessary. Additional successes allow one question
each. Finding the answer to each question poses a risk of discovery, allowing the target to make a
Willpower Test against the character’s Memory Probe Step. If successful, the target becomes aware
that someone is probing their mind. With three or more successes, the target gains a clue to the
character’s identity.
Multi-Charge
Step: Rank + DEX Default: No
Action: Simple Karma: No
Strain: +1
(per attack; see text) Tier: Master
The character makes Charging Attacks against multiple opponents using the Wheeling Attack
Skill. Choose up to Rank + 1 targets for the attacks, and make a Multi-Charge Test against the
highest Physical Defense in the target group. For each success, the character can make a Wheeling
Attack Test against one of the chosen targets, paying 1 Strain for each additional Attack Test made.
The character may not attack any particular target more than once, and must move at least 2 yards
between any two attacks.
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Multi-Shot
Step: Rank + PER Default: No
Action: Simple Karma: No
Strain: +1
(per attack; see text) Tier: Master
The character makes ranged weapon attacks against multiple opponents using the Second
Shot Skill. Choose up to Rank + 1 targets for the attacks, and make a Multi-Shot Test against the
highest Physical Defense in the target group. For each success, the character may make a Second
Shot Test against one of the chosen targets, paying 1 Strain for each additional attack. On two
or more successes, the character must attack more than one opponent.
Multi-Strike
Step: Rank + DEX Default: No
Action: Simple Karma: No
Strain: 1+
(per attack; see text) Tier: Master
The character makes close combat attacks against multiple opponents using the Second
Attack or Second Weapon Skills. Choose all possible targets and make a Multi-Strike Test against
the highest Physical Defense in the target group. For each success, the character may make a
Second Attack or Second Weapon Test for against one of the chosen targets, paying 1 Strain for
each additional Second Attack or Second Weapon Test. The character may divide their additional
attacks between Second Attack and Second Weapon, but at least half of the additional Tests must
use Second Attack. The character may attack any particular target more than once, but must attack
at least two targets in the chosen group.
Munitions
Step: Rank + PER Default: No
Action: Special (see text) Karma: No
Strain: 0 Tier: Journeyman
This Skill covers preparation, handling, and deployment of explosives, including artillery
shells, bombs, land mines, and the like. Make a Munitions Test against the Damage Step of the
intended device to create an item. This is a Sustained Action, and requires 30 minutes per item.
Additional successes each add +1 to the item’s Damage Step. To create a bomb with a Damage
Step of 15, make a Munitions Test against a Target Number of 15. A result of 20 would create
a bomb with a Damage Step of 16. Adding features to the device adds +2 each to the Target
Number. Making an artillery shell with a Damage Step of 15 that detonates on impact would require
a Munitions Test against a Target Number of 17. Make another Munitions Test against the item’s
Damage Step to deploy it successfully. For example, a Munitions Test is made to place a bomb
on a railway bridge trestle, and set the detonator on the rail. If the Test succeeds, the bomb goes
off when the train runs over the detonator. Rule of One results may result in premature detonation,
failure to detonate, or other disastrous effects as the Gamemaster chooses.
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Oratory
Step: Rank + CHA Default: No
Action: Sustained Karma: No
Strain: 1 per 10 targets Tier: Warden
The character can convince groups of people through logical argument, emotional appeal, and
force of personality. Choose between adjusting the Attitude of the targets, or giving them a new idea.
Make an Oratory Test against the highest Social Defense in the target group, +1 per each additional
target after the first. One success moves the Attitude of the target group one step in the desired
direction, for example from Neutral to Friendly. The Attitude may be any held by the targets, not
necessarily toward the character using Oratory. For example, the character could sway the Attitude
of the targets toward a local politician from Neutral to Unfriendly. Every two extra successes moves
the Attitude a further step. For example, three successes could move the targets’ Attitude toward
the politician from Friendly to Unfriendly. One success can also place a new idea with the targets,
convincing them to give it proper consideration. Every two extra successes makes the targets more
likely to accept the idea. Consider the Attitude of the targets to be Neutral to the idea on one
success, Friendly on three successes, and so forth.
Perfect Focus
Step: Rank + WIL Default: No
Action: Simple Karma: No
Strain: 0 Tier: Master
The character can increase the effectiveness of their abilities. While the character is performing
a Sustained Action leading to the use of a Skill - working on a weapon before making a Forge
Weapon Test, watching the sky before making a Navigation Test, talking to the target before
making a Seduction Test - make a Perfect Focus Test against the character’s base Mystic Defense.
If successful, add +2 Steps per success to the Skill Test for the Sustained Action. The character
suffers a Perfect Focus Rank penalty to any Action Test not related to the task until it is completed.
Rally
Step: Rank + CHA
Default: No
Action: Standard
Karma: No
Strain: 0
Tier: Warden
The character inspires their companions in the midst of battle, allowing them to recover and
regroup. Declare the companions to rally, then make a Rally Test and compare it against the Social
Defense of each target. If successful, each conscious target may make an immediate Recovery Test,
if one is available, with a bonus equal to the number of successes on the Rally Test. Rally provides
no bonus Recovery Tests. Successfully affected targets ignore Harried or Knocked Down modifiers
until the end of the next round. The character can inspire up to Rally Rank characters. This Skill
may only be used while the character and all targets are actively involved in combat.
spell, use the caster’s Rapid Fire Casting Rank in place of their Spellcasting Rank.
Relentless Recovery
Step: Rank + TOU Default: No
Action: Free Karma: No
Strain: 0 Tier: Master
The character recovers from damage faster than normal. Use the Relentless Recovery Step in
place of the character’s Toughness Step when making a Recovery Test.
Resist Pain
Step: Rank Default: No
Action: NA Karma: No
Strain: 0 Tier: Warden
The character becomes more resistant to the effects of injury and other sources of pain.
Wound penalties incurred are reduced by the character’s Resist Pain Rank. For example, a character
with Resist Pain at Rank 1 would reduce the -2 penalty from multiple Wounds to a -1 penalty. Add
the Resist Pain Rank to any Action Tests made to ignore intense pain, which by itself causes no
damage, but incapacitates the target, such as the effects paine effects from a spell.
Safe Thought
Step: Rank Default: No
Action: Free Karma: Yes
Strain: 1 Tier: Warden
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Magic. The character can hide thoughts, attitudes, and feelings from telepathic probes,
divination magic, and similar effects. At their discretion, characters may choose to only hide specific
thoughts, attitudes, and feelings. This Skill replaces the “real” thought or attitude with vague and
non-committal images or sensations in response to the mind probe. For example, thoughts which
might be hidden by this Skill include “the location of the dead drop in Prague” or “the Brigadier
is an idiot.” Add the Safe Thought Rank to any active defence Test (e.g., Resist Taunt or Steel
Thought) or resistance Test when targeted by an ability which would detect the hidden thought
(such as spells, Interaction Tests, or the Empathic Sense Skill) or cause a form of mind control.
Second Chance
Step: Rank + CHA Default: No
Action: Free Karma: No
Strain: 3 Tier: Master
The character may attempt an Action Test again, whether it failed or was successful. Once
per round, after making an Action Test, disregard the Test result, and make a Second Chance Test
in its place. The player must accept the Second Chance Test result, even if the new Test result
is lower. If the character’s Second Chance Step is higher than the original Action Test Step, the
Second Chance Test is made using the Action Test Step.
Slowing Strike
Step: Rank + STR Default: No
Action: Free Karma: No
Strain: 1 Tier: Warden
The character can impede their opponent’s movement with a skilful blow. Following a
successful melee Attack Test, make a Slowing Strike Test against the target’s Mystic Defense. If
successful, the target suffers a penalty to their Initiative equal to the character’s Slowing Strike Rank
until the end of the next round. This cannot reduce the target’s Initiative below 1.
Snap Shot
Step: Rank + DEX Default: No
Action: Free Karma: No
Strain: 2 Tier: Master
The character makes a sudden ranged attack which may pre-empt, but never interrupt, another
action. For example, the target may declare they are making a Melee Weapons Test, and the
character may declare and make a Snap Shot Test before the Melee Weapons Test is made. Once
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the Melee Weapons Test has been made, the character may not use Snap Shot until the Melee
Weapons Test is completely resolved, including Damage. Make a Snap Shot Test against the
Physical Defense of the target. If successful, make a Damage Test as usual. This Skill may only
be used once per combat round and may only be used against targets with a lower Initiative result.
Song of Battle
Step: Rank Default: No
Action: Free Karma: No
Strain: 1 Tier: Master
The character pushes their comrades to new heights in combat through an inspiring song.
Add the Song of Battle Rank to an Inspire Others Test. If successful, and the character continues
singing throughout the duration of their Inspire Others Skill, they may take 1 Strain to continue
the effect at the same level of success for Song of Battle Rank rounds beyond the duration of their
Inspire Others Skill.
Soul Aegis
Step: Rank + WIL Default: No
Action: Standard Karma: No
Strain: 1 Tier: Master
Magic. The character centres their mind and fortifies their will against outside influence. Make
a Soul Aegis Test against the higher of the character’s base Mystic or Social Defense. Each success
increases the character’s Mystic and Social Defense by +2 for Soul Aegis Rank rounds.
Spirit Command
Step: Rank + WIL Default: No
Action: Free Karma: Yes
Strain: 1 Tier: Warden
Magic. Drawing from their connection with astral space, the character fortifies their will in
dealing with spirits. This Skill replaces the character’s Willpower Step in a Contest of Wills with
a spirit.
Strategy
Step: Rank + PER Default: No
Action: Standard Karma: No
Strain: 1 Tier: Warden
The character organizes combat planning to the advantage of their units. For the commanding
character to effectively use the Strategy Skill, they must hold a recognized position of authority over
their troops. The commander decides whether their troops are taking the offensive or the defensive,
then makes a Strategy Test against the opposing commander’s Social Defense.
If the troops go on the offensive, they gain a +1 bonus to both their Attack and Damage
Tests for each success achieved. If on the defensive, they add +1 to their Physical, Mystic, and
Social Defenses for each success achieved. A Rule of One result works to the enemy’s advantage.
The commander completely fails to read the situation correctly and their troops suffer a –1 penalty
to their Tests or Defense Ratings, as appropriate.
The character may, in battle and in preparation for battle, command a unit of troops based
upon their Strategy Skill Rank for a number of hours equal to their Strategy Rank. See the table
below for the unit sizes that may be commanded according to Skill Rank. If multiple characters
attempt to command the same unit, confusion results, and the troops become less effective. The unit
fights at a cumulative -1 penalty to all Tests and Defense Ratings per additional commander after the
first until a clear chain of command with a single leader is re-established. Strategy can only be used
on Gamemaster characters. Player characters do not benefit from having this Skill used on them.
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Magic. The character creates a protective circle to contain a summoned spirit. Spend 10
minutes times the character’s Summoning Circle Rank drawing the circle and pay 1 Strain per Rank
of the circle. A permanent circle may be used, such as one laid in the floor in mosaic, but the same
time must still be spent charging the circle before it can be used. The circle must be big enough to
hold the entity being summoned, and at least 1 foot radius per Rank. After the Summoning Circle
is created, the magician can summon entities into it using the Summon Skill, gaining a bonus to
all Tests against the spirit (including Summon Tests) equal to the Rank of the circle. Magicians
may only use circles they have created themselves, or that have been created for ritual magic with
all of the participating magicians present. Circles may be created up to the magician’s Summoning
Circle Rank, and may be explicitly created at a reduced Rank if the magician chooses. Circles last
for a number of hours equal to the Summoning Circle Rank.
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Trick Shot
Step: Rank Default: No
Action: NA Karma: No
Strain: 0 Tier: Journeyman
The character can use a gun, bow, spear, or other projectile weapon to sever ropes and cables,
put out candles, and perform other stunts. Add the Rank of this Skill to the Firearms or Missile
Weapons Test, which takes the penalty for making a Called Shot. This Skill cannot be used to
cause damage directly to living beings. Thus, a Trick Shot could be made to shoot someone’s hat
off without injuring them, but could not be made to hit them in the left ear.
Undermine
Step: Rank + CHA Default: No
Action: Simple Karma: No
Strain: 1 Tier: Warden
The character exhibits their inherent superiority (e.g., bulging muscles or razor wit), making
the target feel incompetent and inferior. Make an Undermine Test against the target’s Social
Defense. For each success, the target’s Social Defense is reduced by -1 for ten minutes times the
Undermine Rank. For each two successes after the first, onlookers temporarily increase their Attitude
toward the character and decrease their Attitude toward the target by one degree. For example, with
three successes, the target is at -3 to their Social Defense, and onlookers move from Neutral to
Friendly towards the character and Neutral to Unfriendly towards the target. This Attitude shift only
lasts for the duration of the Skill, unless actions are taken to make it permanent.
Unflinching Fortitude
Step: Rank Default: No
Action: NA Karma: No
Strain: 0 Tier: Master
The character becomes tougher and more resistant to injury through drawing on their internal
strength. Add the Unflinching Fortitude Rank to the character’s Wound Threshold. This bonus
counts toward the Rule of Three if the character has other bonuses to Wound Threshold. The bonus
is always present once this Skill is learned.
Viscious Wound
Step: Rank + PER Default: No
Action: Simple Karma: No
Strain: 2 Tier: Master
The character exploits weaknesses in an opponent’s defence and anatomy. Make a Vicious
Wound Test against the opponent’s Mystic Defense. If successful, the character reduces the
opponent’s Wound Threshold by -2 for each success for the current combat round. This reduction
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applies only to the character making the Vicious Wound Test. One additional Wound may be
caused per success if the damage result is sufficient.
Gurpreet Kaur uses Vicious Wound against the famed swordsman Manish Singh with
three successes. This reduces Manish’s Wound Threshold from 16 to 10. When Gurpreet deals
26 damage to him after armour, he takes two Wounds. If her damage had been sufficient,
Gurpreet could have dealt up to four Wounds to him from the successes on her Vicious
Wound Test.
Weapon Breaker
Step: Rank Default: No
Action: Free Karma: No
Strain: 0 Tier: Master
The character attacks an opponent’s weapon with the intent of shattering it. Make a close combat
Attack Test as normal. If successful, make a Damage Test with a bonus equal to the Weapon Breaker
Rank against the higher of the weapon’s Mystic Defense or Damage Step +5. If successful, instead
of inflicting damage to the target, the weapon’s Damage Step is reduced by –2 per success. Three
successes on the Damage Test or having the weapon’s Damage Step reduced to 0 destroys non-magical
weapons. Magical weapons can only be reduced to a minimum Damage Step of 1, and cannot be
shattered. Damaged weapons can be repaired; shattered weapons cannot. Weapon Breaker works only
on manufactured weapons, not natural weapons, such as a creature’s fangs or claws.
Witty Repartee
Step: Rank + CHA Default: No
Action: Free Karma: No
Strain: 2 Tier: Warden
The character uses their charm, wit, and force of personality to deflect a social attack, possibly
turning it back on the attacker. Make a Witty Repartee Test against the opponent’s Action Test result.
If successful, the character deflects the attack and avoids any ill effects. If the Witty Repartee Test scores
any extra successes, the character counterattacks using the Witty Repartee Test against the opponent’s
Social Defense. If successful, the opponent suffers the original attack, with the number of successes
reduced by one to determine the effect. Characters can only Witty Repartee attacks they are aware
of. If blindsided or surprised, this skill cannot be used. The character can use this Skill a number of
times each round equal to their Witty Repartee Rank, but may only make a single counterattack per
round. Witty Repartee Tests can only be made against social attacks specifically directed against the
character. Attacks directed against another character or against a group cannot be resisted with this
Skill. Witty Repartee may not be used together with a Skill which negates the effect, such as Resist
Taunt, against the same attack.
YZ
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Skill Knacks
No man is born into the world whose work
Is not born with him; there is always work,
And tools to work withal, for those who will;
And blessed are the horny hands of toil.
– James Russell Lowell, A Glance Behind the Curtain
S kill knacks are specializations that expand or extend the character’s Skills.
By widening the scope of what Skills normally allow characters to accomplish,
knacks enhance the types of actions that can be performed, and create greater
opportunity to make each character unique. This chapter provides guidelines for
learning, creating, and using Skill knacks, including full descriptions for some of the
many knacks available.
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Ricochet Shot is a knack for the Firearms Skill, available at a Firearms Skill Rank of 9.
Because Firearms is a Core Skill for Cowboys, this knack is available to Cowboys who know
Firearms at a Skill Rank of 7. It is not available to a Cowboy who has an innate Firearms
Rank of 6 with a +1 Rank bonus from a magic item for a total Rank of 7, nor is it available
to a Tribal Warrior who has learned Firearms as a Free Skill.
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Kricklen considers how he is to learn the Ricochet Shot Skill knack. As a Cowboy,
his minimum required Firearms Rank is 7. With a tutor, he would have to spend four hours
per day for seven days in training with his tutor, and can expect the tutor to ask for £4/18 in
compensation. He might be able to develop the knack on his own, though. This would not
only save him money, but also the time to find a tutor. The time saved finding the tutor might
be greater than the seven weeks of training required.
Kricklen determines the Adventure Points he needs to spend to learn the Ricochet Shot
Skill knack. Firearms being a Core Skill for his Profession, he spends the same amount of
Adventure Points it cost him to raise the Skill to Rank 7, which for an Initiate Tier Skill is
2,100 Adventure Points. If the Brassman in his adventuring group, who knows Firearms as an
Optional Skill since her Initiate Tier, were to learn the Ricochet Shot knack, she would have
to pay 5,500 Adventure Points, the same as increasing an Initiate Skill to a Rank of 9. If she
had learned Firearms at her Journeyman Tier, she would have to pay 8,900 Adventure Points,
the cost of increasing a Journeyman Tier Skill to Rank 9.
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prerequisites to be used; for example, knacks almost always have a higher Strain cost. These replace
the conditions of the Skill where appropriate. In effect, using a Skill knack incurs the stricter costs
and requirements of Skill and Skill knack. If the Skill knack has been used successfully, it has its
own effect that usually replaces the Skill effect, though sometimes its effect is an addition to or a
variation of the Skill effect. Some Skill knacks may change the requirements of a Skill by simply
increasing its cost.
The Arcane Curses Skill knack is based on the Arcane Mutterings Skill. When using it,
the character must spend a Standard Action (from the Skill), take 1 Strain (from the knack),
spend Karma (from the Skill), and make three or more successes on the Test (from the knack).
If successful, the targets suffer the Skill’s effect even if the character stops muttering, as the knack
circumvents this requirement for the Skill’s effect. Note the Skill knack does not automatically
apply when Arcane Mutterings achieves three or more successes. Use of Arcane Curses has to
be announced before the Test, and does not affect the target in any way on one or two successes,
including the normal Arcane Mutterings effect.
Skill
While looking at the Skill’s description to determine a knack’s effect and characteristics, keep
in mind two general rules for creating Skill knacks. First, Skill knacks should provide an additional
or specialized use of a Skill. They should not duplicate other Skills or eliminate the need to learn
them. Ideally, Skill knacks should only support or extend a Skill. Second, Skill knacks should not
be used to “make a Skill right” if you consider it lacking or unfit for your group’s style of play. In
this case, modify the Skill itself instead.
Rank
As a general rule, Skill knacks should never be available below Rank 4, and only a few should
be available below Rank 6. These parameters encourage characters to master the basics of a Skill
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before learning knacks based on the Skill. Keep in mind that Core Skills allow learning knacks
sooner, but that the knack descriptions assume an Optional Skill to be the base Skill. When
comparing your knack to Skill knacks from this chapter, remember some characters can learn
knacks from this chapter at lower Ranks than the knack specifies.
Strain
If a knack simply expands or modifies the Skill’s effects without any other changes, it should
cost the same amount of Strain the Skill does. If the knack creates a new use for the Skill, the
knack must have a higher Strain cost than the base Skill, or some other sort of cost or requirement
to allow for the knack’s special effect. Exceptions can be made for knacks that exist for roleplaying
reasons or visual effects, in which case the Adventure Point Cost of the knack is enough to warrant
a knack not having any additional cost for actual use.
Description
Any cost or requirements incurred by the knack, or any change to the cost or requirements
of the base Skill, must be included in the knack’s description, along with the knack’s effect, or
changes to the Skill’s effect the knack makes.
Adaptive Programming
Skill: Engine Programming
Minimum Required Rank: 5
Strain: See text
Action: Sustained
When writing a program for use on an Engine, this knack allows the programmer to reduce
the time to write requirement to be expressed in hours rather than days. When using this knack,
the time must be completely continuous and uninterrupted, aside from very simple actions and
standard biological needs (excluding sleep). Any interruptions automatically result in a complete
failure of the effort, and they will have to start again from scratch. Tests to write the program and
the values associated continue as normal. At the conclusion of the Debug and Compile phase,
whether the effort was successful or not, the programmer takes Strain equal to the total write
time of the program, often resulting in a Wound that will cause a terrific headache. The Strain
must still be taken even if the effort failed due to an interruption. The Adaptive Programming
knack cannot be used for subsequent attempts on a failed effort. The programmer must either
follow the standard error checking and retest procedure, or they must abandon the current effort
and start over.
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Aggressive Shot
Skill: Missile Weapons
Rank: 7
Strain: 2 per attack
The character may declare and use the Aggressive Attack combat option with a missile
weapon. Their Movement Rate is reduced to 2 yards for the round, but the character gains the
benefits (and penalties) of a normal Aggressive Attack for each Attack Test made with a missile
weapon, the first of which must be made with the Missile Weapons Skill. The knack’s Strain cost
includes the Strain cost of the Aggressive Attack.
Aggressive Throw
Skill: Throwing Weapons
Rank: 7
Strain: 2 per attack
The character may declare and use the Aggressive Attack combat option with a thrown
weapon. Their Movement Rate is reduced to 2 yards for the round, but the character gains the
benefits (and penalties) of a normal Aggressive Attack for each Attack Test made with a throwing
weapon, the first of which must be made with the Throwing Weapons Skill. The knack’s Strain
cost includes the Strain cost of the Aggressive Attack.
Air Legs
Skill: Crew Airship
Rank: 4
Strain: 2
The character keeps their footing in treacherous conditions while on an airship. Make a Crew
Airship Test in place of a Dexterity Test, to avoid falling off the airship or in other similar situations
aboard ship that require a Dexterity Test. This knack cannot be used when the character is on land,
or aboard land vehicles or seagoing vessels.
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Software Defense to see if the flaw has been corrected. On two or more successes, the flaw still
exists, and the character may pay the Strain to use this knack. If the Test scores only one success
or fails, the flaw has been patched, and the character must seek a new one to regain their advantage.
On a Rule of One result, the flaw has been discovered, and the character’s login has been trapped
to alert the console operator. Go to Engine Combat (see the 1879 Players Guide, p. 438).
Anchored Spell
Skill: Spellcasting
Rank: 8
Strain: 1 Blood Wound (see text)
The magician affixes a spell pattern to an object, creating a delayed-trigger effect. Make a
Spellcasting Test against the Mystic Defense of the object to which the spell will be anchored,
requiring a minimum of three successes to achieve the anchoring. If the anchoring does not take, the
magician takes Strain for the attempt, but may try again. The magician powers the anchored spell
pattern by taking Permanent Damage equal to their Wound Threshold, receiving a Blood Wound in
the process (1879 Player’s Guide, p. 349). This damage cannot be healed until the spell ends. Once
successfully cast, the anchored spell remains in place for a year and a day, or until it is triggered
or dispelled. Any character passing within 3 yards of the anchoring object may trigger the spell. A
magician can avoid triggering their own anchored spell by making a successful Spellcasting (6) Test.
Once the spell has been triggered, it ends and cannot be triggered again.
Treat the anchored spell as a trap, with the trap’s game mechanics based on the magician’s
abilities at the time of casting and the anchored spell, as follows:
Detection: Magician’s Spellcasting Step
Mystic Defense: Magician’s Spell Defense
Disarm: Anchored spell’s Dispel Difficulty
Trigger: The Gamemaster makes a Spellcasting Test for the anchored spell against the
Mystic Defense of any character or creature passing within 3 yards. The Step Number is equal to
the Spellcasting Step of the magician who created the anchored spell. If successful, the anchored
spell is triggered. Magicians may anchor spells with a password or other type of signal that allows
individuals to pass without triggering.
Initiative: Magician’s Spellcasting Step + 10
Effect: The anchored spell’s normal effect occurs. Use the Spellcasting Step of the magician
who anchored the spell. The spell’s Effect Step uses the base Willpower Step of the magician.
Willforce cannot be used for the effect because the magician is not directly powering the effect.
Arcane Curses
Skill: Arcane Mutterings
Rank: 7
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Strain: 1
The character utters vague but vile curses at their enemies and makes an Arcane Mutterings
Test, requiring three or more successes. If successful, the targets believe they are cursed, and the
character is not required to continue muttering for the targets to remain Harried for the normal
duration of the character’s Arcane Mutterings Skill.
Arrow Stop
Skill: Impressive Display
Rank: 7
Strain: 2
The character stops a projectile or weapon used for a ranged attack just as it hits the
opponent. Make a Missile Weapons or similar Test for a ranged Attack Test against the target’s
Physical Defense, as normal. If it succeeds, make an Impressive Display Test against the same Target
Number, at the same Step bonuses or penalties as the Attack Test. On one or two successes, the
attack misses. On three or more successes, the missile stops just as it nicks the target, doing 1
Damage Point (no armor provides protection). The character may immediately make an Interaction
Test (1879 Gamemaster’s Guide, p.177) against the target’s Social Defense.
Astral Targeting
Skill: Spellcasting
Rank: 5
Strain: 2 additional
The character uses Astral Sight to locate the target for a spell. The Strain cost of Astral
Sight and the spell must both be paid. In addition, 2 Strain Points are spent to allow temporarily
linking the Astral Sight and Spellcasting Skills. The target must be visible by Astral Sight to the
character. Any additional Strain or Target Number adjustments due to the condition of the astral
plane at the target’s location must also be paid. This knack allows targeting of spells when normal
vision is not an option, for example in complete darkness.
Astral Spy
Skill: Orbiting Spy
Rank: 9
Strain: 1+ (see text)
The character hides an orbiting spy in astral space, making it invisible to anyone without the
ability to astrally view or detect objects. Using this knack causes the character 1 Strain to conjure
the spy, and an additional 1 Strain for each Orbiting Spy Test made during the Skill’s duration.
No Test is required to see the orbiting spy for characters and creatures with astral sight.
Astral Tracking
Skill: Tracking
Rank: 9
Strain: 2
The character, who must be able to see into astral space (using the Astral Sight Skill or a
similar ability), can use their Tracking Skill to follow a character or creature in astral space. If the
target moves out of astral space into the physical world, a new Tracking Test must be made to
continue following them.
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Back On Your Feet
Skill: Physician
Rank: 9
Strain: 4
The character can temporarily remove Wound penalties, disease modifiers, etc., up to their
Physician Rank, using treatments that borrow against the patient’s reserves. Make a Physician Test
against the target’s Physical Defense plus the largest penalty the target is currently suffering. Thus,
if the target has a Physical Defense of 8, and an infected wound, with a resulting Wounds of 2,
a DEX penalty of -2, and a disease Effect Step of 8, the Target Number for the Physician Test
would be 16 (PD 8 plus disease Effect Step 8). On two or more successes, the character relieves
all of the target’s penalties for their Physician Rank in hours. During that time, if the target takes
a Wound, the effect ends. The target is automatically Knocked Down by the attack. All penalties
held in abeyance return immediately. At the end of the duration, the target must make a Toughness
Test against the Target Number from the Physician Test or collapse. Even if the target does not
collapse, they must rest for a number of hours equal to the Physician Test Target Number before
they may make any Recovery Tests.
Bad Impression
Skill: First Impression
Rank: 5
Strain: 2
The character may lower the Attitude of a GMC instead of raising it, for example moving it
from Neutral to Unfriendly.
Bind Spirit
Skill: Summon
Rank: 6
Strain: 2
The magician binds a summoned spirit into a prepared item, gaining continuing access to
the spirit’s powers as a function of the enchanted item. This may be done without the knack. If the
knack is known, the magician gains +3 Steps to the Summon Test to bind the spirit by paying
the Strain for using the knack. See Spirit Binding, in the 1879 Players Guide, p. 421, for more
information.
Blade Bounce
Skill: Bank Shot
Rank: 7
Strain: 3
The character ricochets a missile or thrown weapon so that it hits an opponent who is shielded
or in partial cover from behind. Make a Bank Shot Test in place of the ranged Attack Test. On
two or more successes, the target is struck in the back, invoking the Blindsided Modifier, and loses
the protection of their shield, if any, including the Deflection Bonus.
Bless Ally
Skill: Second Chance
Rank: 12
Strain: 4
If the character has declared a Reserved Action, and an ally fails an Action Test, the character
may take their turn and use Second Chance to replace the target’s Action Test. The Second Chance
Test receives a penalty as normal, determined by the difference between the Second Chance Step
and the Step Number used by the target.
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Boarding Action
Skill: Pilot Airship
Rank: 8
Strain: 4
When the character is at the helm of an airship, they may gain an advantage when attempting
the Boarding maneuver against an enemy airship. Make a Pilot Airship Test against the airship’s
Maneuverability Step. If successful, the character gains a +2 bonus to the airship’s Maneuverability
Test to reflect the vessel’s superior positioning. If the Test fails, the character suffers a –2 penalty to
the maneuver’s Failure Modifier to reflect the vessel’s more vulnerable positioning. Boarding Action
can only be used once per ship combat round.
Bodge Together
Skill: Craft Device
Rank: 11
Strain: See Text
The character may merge two or more devices, at least one of which must be a Weird Science
device, to create a new device that combines the abilities of the source machinery. Make a Craft
Device Test against a Target Number equal to the highest Effect Step (the goal number, whether
that is an Effect Step, a Damage Step, a Barrier Rating, or other attribute) from among the source
devices, +1 for each additional source device after the first. If successful, take 1 point of Strain per
source device. A number of source devices up to half the character’s Craft Device Rank, rounded
down from 0.5, may be used. The finished item has the average of all attributes of the source parts,
with the exception of the Effect Step. For that, use the highest Effect Step from the source devices,
and add +1 Step per extra success on the Craft Device Test. For example, if the character were to
Bodge Together a paralysis ray with an Effect Step of 12 with a wind-up alarm clock to make a
timed paralysis bomb, the resulting device would require a Craft Device Test against a 13 to build,
resulting in 2 points of Strain and a bomb with an Effect Step of 13, causing paralysis if the bomb’s
Effect Test beats the target’s Mystic Defense.
By the Fingernails
Skill: Climbing
Rank: 7
Strain: 4
If the character fails a Climbing Test, they may grab for a handhold at the last second by
making a second Climbing Test against the same Climbing Target Number. On one or more
successes, the character avoids falling. If this fails, the character cannot attempt to use the knack a
second time.
Calm Herd
Skill: Animal Handling
Rank: 8
Strain: 2
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The character calms a stampeding herd. Make an Animal Handling Test against the highest
Social Defense among the stampeding animals. The herd’s size determines the number of successes
required (see the Incite Mob Table, p.137). If successful, the animals calm down and the stampede
stops.
Cheap Sell-Out
Skill: Artist
Rank: 5
Strain: 2
The character may earn ready coin by turning out quick, inexpensive work for the popular
market. The character must spend (20 minus their Artist Rank) hours doing nothing else, breaking
their activity only for food and sleep. At the end of the time, pay the Strain, and make an Artist
Test. The character earns the result of the Test in shillings for their efforts. No Artist Test for
impact is made, as the work is designed to be ephemeral, appealing only to the whim of the market
at the time. This knack is only available to artists that work in physical media. Written work
intended to be performed, such as the script of a play, counts as physical media.
Claw Riposte
Skill: Riposte
Rank: 9
Strain: 3
The character can Riposte unarmed attacks, including animal and creature attacks. Make the
Riposte Test as normal.
Clever Retooling
Skill: Clockwork
Rank: 6
Strain: 2
The character can modify a Clockwork device to perform a related function. For example, a
bedside alarm clock could be retooled into a security alarm that rings when a door or window is
opened. Make a Clockwork Test against the Physical Defense + Barrier Rating of the device. On
one success, the device can be modified to perform a similar function to what it already does. On
two successes, it can be modified to perform a related but somewhat different function. On three
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or more successes, the device can be retooled to perform anything it’s physically capable of, with
the limits being determined by the Gamemaster. On a Rule of One result, the device is badly
damaged and will not function at all until someone else makes a successful Clockwork Test against
its Physical Defense.
Covet Item
Skill: Haggle
Rank: 7
Strain: 4
The character convinces another character to strongly desire an item. This knack is used with
the first Haggle Test the character makes against the target’s Social Defense. On two or more
successes, the target feels a strong desire to purchase the item. Each successful Haggle Test that the
selling character makes thereafter adds +10 percent to the price the target is willing to pay, instead
of +5 percent.
Create Fetish
Skill: Spellcasting
Rank: 5
Strain: See text
This knack allows the magician to create a Fetish (see the New Magic chapter, p.236). The
Strain cost of the Fetish is the cost of using the knack.
Create Focus
Skill: Spellcasting
Rank: 5
Strain: See text
This knack allows the magician to create a Focus (see the New Magic chapter, p.236). The
Strain cost of the Focus is the cost of using the knack.
Creature Remains
Skill: Creature Analysis
Rank: 7
Strain: 2
This knack allows the character to identify a creature from trace evidence, such as its remains,
lair, or the remnants of victims, by studying the evidence, then making a Creature Analysis Test
against the creature’s Mystic Defense. On two or more successes, the character identifies the type
of creature and may ask the Gamemaster a question of a type normally granted by a successful use
of the Creature Analysis Skill.
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Deduce Motive
Skill: Evidence Analysis
Rank: 9
Strain: 3
Given the evidence in the situation, the character may come up with a logical, plausible
explanation for why the crime was committed or the deed done. Make an Evidence Analysis Test
against the Mystic Defense of the suspect. The Gamemaster may assign a bonus or penalty to
this Test to reflect the amount of information available. For example, if the evidence available is
sparse, the Gamemaster might assign a -2 Step penalty, but if there is sufficient evidence that
anyone can clearly see what was done and by whom, then the Gamemaster could assign a +2 Step
bonus. If successful, the player presents an explanation and the Gamemaster confirms whether or
not the explanation is valid. If the first explanation is not valid, the player may present additional
explanations, up to the number of extra successes, but may not attempt to secure the motive for
a separate action once the target action is properly explained. A character may only make their
Evidence Analysis Rank in attempts to explain the motive for an action, with each explanation
presented counting as an attempt. Thus, if a character with a Rank of 4 scored two successes on
their first Test, and both explanations were invalid, and three successes on their second Test, they
could only present two explanations in the second Test.
Deflect Blow
Skill: Melee Weapons
Rank: 8
Strain: 2
The character achieves greater skill at defensive fighting. When using the Defensive Stance
combat option, they may freely determine the bonus to their Physical Defense, up to a bonus
equal to their Melee Weapons Rank. The penalty to Action Tests is equal to the bonus to Physical
Defense. For example, a character with a Melee Weapons Rank of 9 can achieve a bonus ranging
from +1 to +9, and receives a penalty from –1 to –9 as appropriate. Deflect Blow requires the
Melee Weapons Skill to be used in the same round the knack is used. Without such, the character
suffers the penalty in both the current and following rounds from overextending, without receiving
the Defense bonus. The effects of this Skill end immediately if the character is disarmed.
Deft Rejoinder
Skill: Resist Taunt
Rank: 8
Strain: 2
The character can, with a well timed remark, turn an insult away from a friend. The ally must
have better than a Neutral Attitude toward the character. Make a Resist Taunt Test as if the character
was the target of the Taunt. If successful, the Taunt is resisted on behalf of the ally.
Defuse Mob
Skill: Incite Mob
Rank: 8
Strain: 2
This knack reduces the number of successes required to calm and disperse a mob. Make an
Incite Mob Test against the highest Social Defense among the mob’s members. The mob’s size
determines the number of successes required (see the Incite Mob table, p.136). If successful, the
mob returns to a calm state.
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Diagnose
Skill: Astral Sight
Rank: 7
Strain: 2
The character determines if a subject is afflicted with any diseases or internal injuries, and
checks the target’s general state of health. Make an Astral Sight Test against the target’s Mystic
Defense. On two or more successes, the character detects any injuries, diseases, illnesses, or other
health problems affecting the target. To detect a poison, the character must make an Astral Sight
Test against the Step Number of the poison or the Mystic Defense of the target, whichever is higher.
group, modified by the level of astral corruption (1879 Players Guide, p. 341). If successful, astral
space within 4 yards of the character becomes visible to those watching. This effect can last up to
the character’s Astral Sight Rank in minutes, but can be terminated voluntarily before then. Note
that this effect also reveals physical space to the astral, and may result in visits by inquisitive or
inimical astral entities.
Extend Range
Skill: Long Shot
Rank: 10
Strain: 3
Instead of extending a weapon’s maximum effective distance beyond its normal Long Range
limit, the character extends the weapon’s Short Range to the maximum Long Range, thus suffering
no Range penalty to Attack or Damage Tests. For example, an atlatl has a normal Short Range
of 40 yards and a Long Range of 80 yards, but if Extend Range is used, it has an effective Short
Range of 80 yards and no Long Range.
Extended Mission
Skill: Tactics
Rank: 10
Strain: 8
The character may command troops over a longer time. Extend the duration of the Skill
from minutes to hours.
Fast Reading
Skill: Empathic Sense
Rank: 10
Strain: 4
The character may continue to monitor a target’s emotional state over several minutes, and
gain increasing advantages over the target. Make an initial Empathic Sense Test as normal, paying
the Strain for the knack. On two or more successes, the character locks in on the target, and
can continue to monitor their emotional state for a number of minutes equal to the character’s
Empathic Sense Rank. Each minute, the character may make another Empathic Sense Test, carrying
over any previous extra successes as +1 Step bonuses. Thus, if the first Test scored two successes
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(minimum required), the second scored two successes, and the third scored one success, the fourth
Test would be made at +2 Steps. The Interaction Test bonus after each Test is equal to the number
of successes scored on the Test. If the fourth Test scored three successes, the character’s Interaction
Tests for that minute would be at +3 Steps. This is most often used when in active conversation
with the target, with the character adjusting their approach and guiding the conversation to greater
and greater advantage.
Faulty Goods
Skill: Haggle
Rank: 9
Strain: 2
The character gains the upper hand when haggling as a potential customer, by convincing
the seller that the goods are of inferior quality. This knack is used with the first Haggle Test the
character makes against the seller’s Social Defense. With two successes, the character points out
flaws in the goods (which may or may not really exist), which drives the seller’s Cost down to
half its original price. Both character and seller make Haggle Tests as normal thereafter. Price
adjustments of 5% per success on Haggle Tests are determined as 5% of the item’s new Cost, not
the original Cost.
Feinting Lunge
Skill: Equestrian
Rank: 8
Strain: 3
A character making a Charging Attack can declare they are setting up the opponent to be
struck by a designated ally. If the character’s Attack Test is successful, they make an Equestrian
Test against the opponent’s Physical Defense. If successful, the character does not add their mount’s
Strength Step to the Damage Test. The designated ally then adds the character’s Equestrian Rank
to their next Attack Test against the same opponent before the end of the following round.
Feinting Retreat
Skill: Equestrian
Rank: 7
Strain: 3
A character using Equestrian to avoid an opponent’s attack declares they are setting up the
opponent to run into an Attack by one of the character’s allies. The character takes the knack’s
Strain cost and declares which ally gains the bonus before making the Equestrian Test. If the Test
results in two successes, the designated ally adds the character’s Equestrian Rank to their next
Attack Test against the opponent before the end of the following round. If the Equestrian Test fails,
the character still takes the Strain. On a Rule of One result, the opponent gains the character’s
Equestrian Rank as a bonus to an Attack Test against the character before the end of the next round.
Flying Kick
Skill: Great Leap
Rank: 7
Strain: 2
The character performs a flying kick, using a Great Leap Test as an unarmed Attack Test
against an opponent more than 2 yards away. On two or more successes, the character hits the
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opponent, and makes a Damage Test using their Strength Step +3. The Great Leap Test determines
the maximum distance covered, as normal, and serves as the character’s Physical Defense for the
remainder of the round, even if lower than their normal Physical Defense. If the character’s Great
Leap Test is not sufficient to cover the distance to the opponent, the attack misses. On a Rule of
One result, the character is Knocked Down.
Force of Command
Skill: Tactics
Rank: 7
Strain: 3
The character may assume command of troops that are less than Friendly, for example a
unit of an allied force that has lost its senior officer, relying on their military bearing and force
of personality to convince the troops to follow their orders. Make a Charisma-based Tactics Test
against the highest Social Defense in the troop unit. Each success moves the troops one Attitude
shift towards Friendly. With one success, the character may take command of Neutral troops; with
two, Unfriendly troops; and with three or more Hostile troops. An appropriate situation, under fire
or otherwise faced with a common threat, is assumed.
Gleaning
Skill: Wilderness Survival
Rank: 8
Strain: 3
The character can make a fifth Wilderness Survival Test in a day by paying the Strain cost.
The character wields an object not intended as a weapon in melee combat, with no penalty to
the Attack Test (1879 Player’s Guide, p. 250). Make a Melee Weapons Test as normal. If successful,
the Gamemaster determines the Damage Step of the improvised weapon, based on the item’s size
and materials, to a maximum of Damage Step 7. Examples of suitable items include pens, pieces
of wood, airship guide cables, uprooted cobblestones, loaves of stale bread, spanners, or even other
people. The character must be able to carry the item (by weight) to wield it as a melee weapon.
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Hard Glare
Skill: Steely Stare
Rank: 10
Strain: 4
The character damages an inanimate object with their gaze by making a Steely Stare Test
against twice the object’s Physical Defense. If successful, delicate objects made of glass, crystal,
pottery, or thin wood break with a glance. One success is enough to crack glass or crystal; shattering
wooden or ceramic objects requires three or more successes. The Gamemaster determines if an
object is delicate enough to be affected by this knack.
Head Butt
Skill: Unarmed Combat
Rank: 7
Strain: 2
While maintaining a grappling hold, the character attempts to stun their opponent. Make an
Unarmed Combat Test as a special Attack Test. If successful, the target is Stunned (1879 Player’s
Guide, p. 242) for one round per success, starting with the second success. On a Rule of One
result, the character strikes their own head and is Stunned for one round.
Hunting Party
Skill: Hunting
Rank: 5
Strain: See Text
The character leads a group hunt, and takes Strain equal to the number of hunters in the
party. After paying the Strain, the character makes a Hunting Test at +1 Step per additional party
member.
Identify Tracks
Skill: Tracking
Rank: 7
Strain: 2
The character determines the composition of a group they are tracking. Make a Tracking Test.
On two or more successes, the character learns the number of members and the distinct races and
species that make up the target group. Three successes or more may provide the character with even
more information, at the Gamemaster’s discretion. For example, the character might detect that
one horse is leaving substantially deeper prints than it should, indicating a heavier than usual load.
Induce Symptoms
Skill: Physician
Rank: 7
Strain: 2
The character can, through application of medications and other treatments, create in a
patient the symptoms of a disease or poison. Make a Physician Test against the Target Number
to cure the disease or poison, as shown in the Physician Table (1879 Players Guide, p. 212). The
symptoms last for one day per success. The patient takes 1 damage point per day from the irritation
the symptoms cause.
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Kit Bashing
Skill: Clockwork
Rank: 9
Strain: 4
The character may merge two or more clockwork devices into a single device with a unified
effect. The Step Numbers and other Ratings of the unified device equal three-quarters (rounded
down) of the sums of the Steps of the devices used as raw materials; thus, merging a device with
a Barrier Rating of 6 and a device with a Barrier Rating of 7 will result in a device with a Barrier
Rating of 9. The character must spend ten minutes times the highest Step Number of the completed
device tearing down the source devices and reassembling them. This time may be reduced by 30
minutes for each extra success scored on the Clockwork Test, with a minimum remaining time of
30 minutes. Make the Clockwork Test against the highest Step for the unified device.
Clayton Poole has a pocket Differential Engine (PD 6, BR 4, Effect +3), a lockpick gun
(PD 4, BR 4, Effect +3), and a wind-up toy spider (PD 2, BR 2, DEX 5). He wants to create
a device that will pick keypad locks by calculating the most likely codes based on keypad wear.
The summed-up Ratings for the completed device will be Physical Defense 9, Barrier Rating
7, and Effect Step 9. The work will take 90 minutes, but can be reduced to 30 minutes if
Clayton scores two extra successes on a Clockwork (9) Test. The device, when used, will make
a Step 9 Test against the Lock Rating of the keypad lock.
Let’s All Be Reasonable, Shall We
Skill: Incite Mob
Rank: 10
Strain: 5
By speaking with a group of people, the character can calm them and get them talking. Make
an Incite Mob Test as normal, and spend the Strain. If the Test is successful, the character moves
the Attitude of the group one degree per success towards Awestruck. If the group’s Attitude achieves
Loyal or better, negotiations may be immediately opened. On a failure, nothing happens. On a Rule
of One result, the group’s Attitude moves one degree toward Hostile.
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The character locates another person’s mount, familiar, or animal companion by touching the
owner and making a Tracking Test against the animal’s Mystic Defense. If successful, the character
can follow the connection to the animal as if they had successfully used the Tracking Skill. This
knack can only locate animals with strong bonds to their owners, such as a Cavalry Soldier’s mount,
a Mage’s familiar, or a Packmaster’s animal companions.
Mighty Throw
Skill: Unarmed Combat
Rank: 8
Strain: 2
The character seizes an opponent, heaves them off the ground, and throws them. For every
20 pounds over the character’s Lifting Capacity (twice their Carrying Capacity) the target weighs,
the character takes 1 extra Strain. Make an Unarmed Combat Test against the target as normal.
On two or more successes, instead of causing normal damage, the character throws the opponent a
distance in yards equal to twice the number of successes. If anyone is in the line of flight, they are
hit by the thrown character if the Unarmed Combat Test is also successful against their Physical
Defense. This second target is entitled to try Skills that get them out of the way such as Avoid
Blow, but not Skills that parry attacks such as Riposte. Make a Strength Test at a bonus of +1 for
every 20 pounds of weight of the thrown opponent. This damage is split evenly between the thrown
opponent and the secondary target, if there is one. Otherwise, the thrown opponent takes the entire
damage. The thrown opponent is automatically Knocked Down. The secondary target, if any, must
make a Knockdown Test as usual.
Non-Lethal Trapping
Skill: Hunting
Rank: 5
Strain: 2
The character can take their prey alive. Make a Hunting Test against the Mystic Defense of
the target creature. On two or more successes, the character traps a specimen of the creature without
killing it. The knack assumes that the character has built a trap sufficient to hold the creature.
Transferring it from the trap to mobile containment and transporting it both require separate efforts
with Animal Handling, and possibly with Engineering depending on the size and strength of the
creature involved.
Offguard
Skill: Picking Pockets
Rank: 7
Strain: 4
The character makes two Picking Pockets Tests against the target, paying the Strain on the
first. If the first Test fails, the target automatically notices the theft attempt. The character can forgo
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the second Test, halting the attempt and making a graceful recovery, by paying another 4 Strain. If
the first Test succeeds, the target is distracted. If the second Test then succeeds, the target fails to
notice the theft entirely, and does not get a Detection Test. The same does not apply to onlookers,
however.
Orbiting Watcher
Skill: Orbiting Spy
Rank: 8
Strain: 1
The character places a spy spirit to watch a place, item, or being. Make an Orbiting Spy
Test to summon the spirit, as normal, then make a second Orbiting Spy Test against the Mystic
Defense of the place, item, or being to be watched. If successful, the spy spirit remains with the
target for the duration of the Skill. The spirit can communicate with the character up to a distance
of Orbiting Spy Rank miles.
Parry Missile
Skill: Riposte
Rank: 9
Strain: 2
The character can parry attacks with missiles and thrown weapons. Make a Riposte Test
against the opponent’s ranged combat Attack Test Result. If successful, the character deflects the
missiles or weapons and takes no damage.
Pin Down
Skill: Unarmed Combat
Rank: 7
Strain: 2
The character more effectively grapples and holds down an opponent that has been Knocked
Down. On a successful Grappling attack, using this knack (see Grappling, p. 250 of the 1879
Players Guide), the character is not treated as Knocked Down (although they are more easily
Blindsided, as they are not able to turn away from the opponent without breaking the lock). The
character can maintain the grapple as normal.
target’s Physical Defense. On two or more successes, the weapon pins the target’s clothing to the
wall. Make a Damage Test. The target does not take this damage. Instead, the target must make a
successful Strength Test against the Damage Test result in order to free themselves. While pinned,
the target is Harried.
Poisonous Influence
Skill: Diplomacy
Rank: 6
Strain: 1
Instead of improving the target negotiator’s Attitude towards their opponent, the character
worsens it upon a successful Diplomacy Test.
Properly Introduced
Skill: First Impression
Rank: 9
Strain: 3
The character may introduce another character or GMC to the target, and adjust the target
GMC’s Attitude toward this other person instead of themselves. The target must already have a
Friendly or better Attitude toward the character performing the introduction.
Remember Conversation
Skill: Eidetic Memory
Rank: 9
Strain: 2
The character remembers a conversation for later recall by making an Eidetic Memory Test
against the highest Mystic Defense among all the speakers conversing, +1 for each participant
after the first. If successful, the character successfully memorizes the conversation. A memorized
conversation uses one slot for the purpose of the Eidetic Memory Skill.
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Ricochet Shot
Skill: Firearms
Rank: 7
Strain: 3
The character lines up their shot so the bullet bounces off an object before striking the target
from the side or behind. This knack removes the Defense Modifier for partial cover, and reduces
the Defense Modifier for full cover to +2. The Attack Test requires one more success than normal,
meaning that two successes are required to hit the target, and that three or more successes are
required to have extra successes to roll over to damage. The object that the shot bounces off of
takes damage equal to half that done to the target.
Scrounging
Skill: Wilderness Survival
Rank: 6
Strain: 2
The character can find natural materials suitable for making low-tech repairs or modifications
to their equipment. Make a Wilderness Survival Test as normal. For each success, the character finds
enough materials to repair 1 Barrier Rating point of damage. For modifications, the character must
accumulate enough successes on repeated Wilderness Survival Tests to equal the new value of the
Effect Step, Barrier Rating, or other item attribute being modified. The Strain for the knack must
be spent each time the knack is used. The character must still make the appropriate Skill Test to
make the repair or modification, such as Clockwork or Craft Armor.
Sea Legs
Skill: Crew Ship
Rank: 4
Strain: 2
The character keeps their footing in treacherous conditions while on a ship. Make a Crew
Ship Test in place of a Dexterity Test, to avoid falling off the ship or in other similar situations
aboard ship that require a Dexterity Test. This knack cannot be used when the character is on land,
or aboard land vehicles or airships.
Second Riposte
Skill: Second Weapon
Rank: 9
Strain: 4
Having failed a Riposte Test, the character may attempt an off-hand riposte against the same
melee attack if using a second weapon. Make a Second Weapon Test, using the rules of the Riposte
Skill.
Setup
Skill: Maneuver
Rank: 8
Strain: 1
The character maneuvers into a position to aid an ally, chosen when the Maneuver Test is
made. Both character and ally must avoid all attacks made against them by the target opponent until
the ally’s turn in the following round. If they succeed, the ally gains the normal bonuses Maneuver
conveys, instead of the character.
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Silver-Tongued Devil
Skill: Truth Through Lies
Rank: 8
Strain: 1
The character spends a Karma Point to construct an elaborate lie engineered to work well
against a specific target. Make a Truth Through Lies Test against the target’s Social Defense as
usual. Instead of analysing whether or not the target is lying, the character discovers weaknesses
in the target’s capability to discern the truth. The character gains +1 step per extra success to
Interaction Tests against the target, as long as they relate to the lie the character tells. This bonus
lasts for the character’s Truth Through Lies Rank in hours.
Social Message
Skill: Artist
Rank: 5
Strain: 7
The character may adjust GMC attitudes toward a social issue, a public figure, or other well-
known target by incorporating references to the target in their artwork. The character must spend
20 minus their Artist Rank in days creating the artwork. Make an Artist Test, record the result,
and compare it to the Social Defense of observers as usual. On two or more successes, the artwork
adjusts the Attitude of the observers toward the target by one degree per extra success. The character
chooses whether to inspire attraction or repulsion, and thus the direction the Attitude shift takes.
The Attitude shift lasts for the character’s Artist Rank in days.
Specialized Forensics
Skill: Evidence Analysis
Rank: 9
Strain: 3
The character can draw conclusions from investigation with other Skills. For example, the
character could make an Engine Programming Test, and, if successful, could then make an Evidence
Analysis Test against the same Target Number and deduce one item about the engine or its code per
success, such as determining who put in the subroutine to shave a half farthing off each transaction
by the style of the code (and the fact that only a rank amateur would try that old wheeze).
Speed Coding
Skill: Engine Programming
Rank: 9
Strain: 4
Through knowledge of programming shortcuts and previously used subroutines, the character
is able to write engine code faster. Reduce the writing time to 10 minutes for Easy code, one hour
for Average, two hours for Hard, three hours for Very Hard, and four hours for Heroic.
Spell Design
Skill: Spellcasting
Rank: 5
Strain: 0
The Spell Design Skill knack enables magicians to design new spells, both KAVs and
base spells. Unlike most other Skill knacks, Spell Design does not cause Strain or require extra
successes on the character’s Spellcasting Test. The Spell Design knack simply allows magicians to
use the Spellcasting Skill to design spell patterns as described in the Spell Design rules.
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Spell Stacking
Skill: Spellcasting
Rank: 10
Strain: 2+ (see text)
The magician may “stack” multiple spells to cast them as a single spell against a single target.
The character takes 2 Strain for each spell in the stack, in addition to the Strain for each spell.
Make a single Spellcasting Test against the highest Casting Difficulty among the spells, +1 for each
additional spell. On two or more successes, the spells are cast successfully against the target with
normal effect. Make a separate Effect Test for each spell that requires it.
Swift Mount
Skill: Equestrian
Rank: 5
Strain: 1 (see text)
The character goads their mount to increased speed. Spend a Karma Point, but do not make
an Equestrian Test. Instead, the mount’s Movement Rate is increased by the character’s Equestrian
Rank. This is treated as if the mount used the Sprint Skill (the mount cannot use Great Leap, the
bonus is not doubled when using Running, and so on). The mount also takes the Strain, rather
than the rider.
Swinging Traverse
Skill: Climbing
Rank: 5
Strain: 0+ (see text)
The character makes Climbing Tests to travel by swinging from ropes, chains, or vines,
such as an airship’s rigging or a chandelier. When covering a distance up to their Movement Rate
(combat movement), the character makes a Climbing (8) Test. When swinging up to double their
Movement Rate (full movement), the character makes a Climbing (12) Test and takes 1 Strain.
The attempt counts as the character’s action for the round. A successful Climbing Test means the
character swings and lands where they wanted to. Failure causes a botched landing, and the character
is Knocked Down. A Rule of One result indicates the character lost their grip mid-air, and takes
Falling Damage.
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Traceless Stride
Skill: Stealthy Stride
Rank: 8
Strain: 1
The character does not leave footprints while using Stealthy Stride on any surface. Once used,
the effect lasts for Stealthy Stride Rank rounds, but ends if the character stops using the Skill.
Translator
Skill: Spirit Talk
Rank: 9
Strain: 1 per minute
Make a Spirit Talk Test against the summoned spirit’s Mystic Defense. On two or more
successes, the spirit is able to speak in any language known to the character, allowing bystanders
to listen to and interact with the conversation. If the spirit is unable to communicate verbally, this
knack has no effect.
Turtle to Rhino
Skill: Forge Armor
Rank: 9
Strain: 4
The character reduces the Initiative Penalty of a suit of armor or shield instead of increasing
its Armor Rating. Turtle to Rhino has the same requirements and Target Number as increasing
Armor Rating per the normal rules for Forge Armor. Decreasing the Initiative Penalty by 1 is
treated as increasing the Physical Armor Rating by 1 for the purpose of determining the number of
increases in Physical Armor Rating allowed. An Initiative Penalty cannot be reduced by more than
half (rounded up) using Turtle to Rhino. The maximum Mystic Armor Rating is not affected by
Turtle to Rhino.
Maille armor has a Physical Armor Rating of 7, which can normally be increased by 4
(half the original value, rounded up) to a maximum of 11. If Turtle to Rhino is used to remove
the Initiative Penalty by 1, it counts as one increase in Physical Armor. For the next attempt at
Forge Armor to increase Physical Armor, the Target Number is determined as if the Physical
Armor Rating were 8. The maximum Physical Armor Rating that can be achieved for the
maille armor is now 10 (the maximum value of 11 is “used up” by the reduction in Initiative
Penalty). Turtle to Rhino can only be used on this particular suit of maille armor twice (half
its original penalty, rounded up).
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Weapon Smash
Skill: Momentum Attack
Rank: 9
Strain: 2
When a Momentum Attack Test results in two or more successes, the character smashes their
weapon, shield, or fist into their opponent hard enough that the noise is intimidating. Make a Battle
Shout Test (or raw Charisma Test, if the character does not know the Skill) against the opponent,
even if the character has already made a Battle Shout Test that round. Targets are only affected by
one use of Battle Shout, as normal, however.
Weirdness Afield
Skill: Craft Device
Rank: 10
Strain: 6
The character has become highly skilled in Weird Science. By paying the Strain, the character
no longer takes the -3 Step penalty for building a device in the field instead of in a properly
equipped Weird Science laboratory.
YZ
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Equipment
“Man is a Tool-using Animal (Handthierendes Thier). Weak in himself, and of small
stature, he stands on a basis, at most for the flattest-soled, of some half-square foot,
insecurely enough; has to straddle out his legs, lest the very wind supplant him. Feeblest
of bipeds! Three quintals are a crushing load for him; the steer of the meadow tosses him
aloft, like a waste rag. Nevertheless he can use Tools, can devise Tools: with these the
granite mountain melts into light dust before him; he kneads glowing iron, as if it were soft
paste; seas are his smooth highway, winds and fire his unwearying steeds. Nowhere do you
find him without Tools: without Tools he is nothing, with Tools he is all.
— Thomas Carlyle, Sartor Resartus, Book I, Chapter 5
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New Mechanics
This section covers new game mechanics, clarifications, and expansions.
Item Statistics
The statistics provided for each item are according to the needs of the item and the likely uses
to which it may be put. As such, they will vary considerably. For example, all gloves have a Physical
Armor, Mystic Armor, and Initiative Penalty, since they’re meant to be worn over the hands, even
if the gloves provide no protection or encumbrance whatsoever. It’s better to declare a value of zero
than leave it to be assumed.
When a wearable item is given a Physical Defense, only use that Physical Defense as the
Target Number for Attack Tests if the item is not currently being worn. If the item is in the
possession of a person, use that character’s Physical Defense for the Attack Test, and require a
Called Shot to hit the item instead of the person. The Attack Test result must then exceed the
item’s Physical Defense in order to do damage.
Automatic Weaponry
Firearms previously introduced have been either single-shot, firing every other combat round
due to the need to reload, or repeating, firing once or twice per round with a semi-automatic
reloading action, such as a lever-action rifle or a revolver. This section presents the mechanic for
fully automatic weaponry, allowing for burst and continuous fire. This sort of weapon has been
fielded since the crude Gatlings of the War of Secession, with the water-cooled single-operator guns
of Hiram Maxim being the latest development.
The limiting factors are cost, availability, reliability, and ammunition capacity. Automatic
weapons tend to be hideously expensive, the sort of thing that requires a military or corporate budget.
Her Majesty’s armoured cavalry outfits their kettles with Maxim guns to fend off infantry, but the
general staff remains dubious about the cost to benefit ratio, given the ammunition expenditure
involved in each outing. The Alice and Gruv Railroad puts Maxim guns aboard their locomotives,
and sometimes elsewhere on the train, but restricts their use to the most dire of circumstances, and
even then only allowing specially trained guards to operate them. Obtaining a Maxim, or similar
well-made machine gun, requires convincing the weapons seller that one has the privilege to own
such. Sometimes, this is simply a matter of ready cash, although the sort of weapons seller that
considers only that criterion may not be the most trustworthy of individuals. Most times, special
permits are going to be required for civilian ownership of such devastating firearms. Even the best-
made of these guns are touchy, fiddly devices, prone to overheating, jamming, and out of battery
detonations that can kill the gunner instead of the target. Poorly made weapons, such as the Khyber
Pass model of the Hobbes Gun, may represent more threat to the side deploying them than to
the enemy. With a firing rate approaching 40 per combat round, automatic weaponry rips through
its ammunition supply at a frightening and terrifically expensive rate. Carrying enough ammunition
to keep such a weapon useful throughout a battle may require a dedicated wagon, reducing the
usefulness of the automatic firearm as an offensive force, and giving rise to its placement in defensive
pillboxes known as machine gun nests.
With all of that having been said, there are those who believe the cost to benefit ratio is
sufficient for their purposes, or are simply determined to field such a piece for shock value. The
following subsections deal with the issues raised in order, with ammunition capacity being folded in
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concerned with the prevention of poaching (the Night Poaching Acts of 1828 and 1844, the Game
Act of 1831, and the Poaching Prevention Act of 1862 all make it an offence to use a firearm to
hunt someone else’s game), preventing brigandage (the Vagrancy Act of 1824 allows the police to
arrest those carrying weapons of any sort with felonious intent), and keeping the Jacobites from
rising again (we’ll leave that as an exercise for the reader). While the Gun Licence Act of 1870
requires one to have a licence to carry a firearm off one’s own property for any reason, obtaining the
licence simply requires handing over ten shillings at the local Post Office. What keeps the nastier
firearms out of private hands is a sort of conspiracy between the Crown and the manufacturers. The
Crown says to the gun makers, we’ll buy rather a large quantity of Maxims and similar weapons to
equip Our military, and not pass legislation with ruinous taxes and licensing fees for your factories,
and in return, you’ll keep a weather eye on where the non-military sales occur. If you can’t be self-
policing, then we’ll have to take official notice, and nobody wants that, do they.
As a result, there’s a private registry of gun dealers, those who are allowed to purchase such
weapons from the manufacturers, and who are held to account for where those weapons end up.
How the gun dealers determine whom they will sell to and whom they shan’t is left to their own
devices. Most rely upon an estimation of character. If a representative from a shipping firm turns
up, with all the proper paperwork and telegraphic validation of their bona fides and account balances,
and wants to equip the firm’s steamships with a few deck emplacements for defence in the dodgier
ports, well, let’s not delay, shall we? The sale can be arranged and the weaponry delivered to the
dock for loading aboard within the week. Of course one won’t be taking delivery at the shop, that
sort of weaponry isn’t kept lying about for sales over the counter. If the firm turns out to be a paper
construction, with nothing to it but a fancy letterhead, money in a bank account, and someone to
answer the telegraph, well, that’s not the fault of the gun dealer, now, is it.
Shipments of such firearms do occasionally go missing, however. Thoughts of a bold
highwayman stepping out in front of a steam lorry with a shout of “Stand and Deliver”, and
running off into the night with a freshly-minted machine gun, should be discarded forthwith. This
sort of thing is handled with paperwork, with a fiddle to the Engine, with a lorry misrouted and
delivering to the wrong warehouse, a very quiet sort of crime that the police despair of ever solving.
How many weapons go missing each year, and end up in the hands of gun dealers who aren’t on
the manufacturers’ registry? That would require the gun makers to be forthcoming with the figures,
and they’re certainly not going to put that sort of potentially embarrassing number out for public
consumption. Don’t look to the police either, they’re not going to tell the average subject how many
lead-spewing firehoses might be running around loose. Finding a dealer with such illicitly-acquired
weaponry may be an adventure in and of itself, and one may reasonably expect to pay quite a bit
more than the open market price for the trouble involved in securing the goods for sale in the first
place. Refer back to the previous section where Cost was spoken of, and add this to the list of
surcharges one pays to obtain a weapon the Crown would rather one not have.
Mechanics: The only machine guns with an Availability less than Very Rare are the Hobbes
guns, and those are dealt with in the Reliability section, next. As pointed out, locating a dealer
may not be enough. There may have to be a Diplomacy or Bureaucracy or Bribery Test involved.
Locating a dealer willing to sell for cash, no questions asked, requires a Streetwise against a
minimum Target Number of 18 in the most lawless of places, with that being substantially higher
in areas with proper law enforcement.
Reliability
Firearms in general have a startling number of potential ways to fail. The four key factors are:
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The first three are rolled up into the Heat penalty of the weapon. This attribute represents
the tendency of the weapon to heat up with each combat round of continuous use. As the gun heats
up, it’s going to be more prone to failure, either from mechanical problems as parts warp or soften,
or from sweating off the ammunition’s lubrication, or from operator error from trying to handle
an increasingly overheating weapon. The less the Heat penalty rating of the weapon, the closer to
perfection it approaches. The Hobbes gun stands a good chance of blowing up in the user’s hand at
each firing, and thus has a high Heat penalty. A genuine Maxim, or a gun that has been Birmingham
proofed, will have a low Heat penalty.
Mr. Vickers, who has been debating absorbing Mr. Maxim’s firm into its parent
company, claims that he can produce a gun that can fire continuously for an entire day,
swapping out only the barrels as they overheat. I’d like to see a demonstration of that. From
a safe distance.
– Cpt. Arden Wainwright, 46th South Devonshire Regiment of Foot
Mechanics: Each round of full automatic fire incurs a Step penalty to the Firearms Test equal
to the Heat of the weapon, assessed at the end of the round. Thus, for a weapon with a Heat of
1, the first round would be at no penalty, the second at -1 Step, the third at -2 Steps, and so on.
Each round the weapon is not fired, it cools down and loses one round of Heat penalty. If the Heat
penalty exceeds the Base Damage of the weapon, the gun suffers a mechanical failure at the end of
the round regardless of the result of the Firearms Test.
Spending one round swapping out the barrel requires a Firearms Test against the Base Damage
of the weapon. If successful, the accumulated Heat is cut by half (round up). If unsuccessful, another
Test must be made the next round to finish the job. On a Rule of One result, the weapon is
damaged and must be repaired in a gunsmith’s shop before it can be fired again, and the person
attempting the swap takes armor-piercing damage at a Step equal to the current Heat penalty.
Each time a fully automatic weapon is used, it must have maintenance performed. This
requires thirty minutes of uninterrupted work, access to proper tools and supplies, and a Perception-
based Firearms Test against the Base Damage Step of the weapon. If any of these three elements
are missing or fail, or maintenance is skipped, the weapon takes its base Heat penalty to all use
until a successful maintenance is performed.
To repair a gun that has suffered a mechanical failure, whether from overheating, from a
bad Firearms Test, or other cause, extended maintenance must be performed. This requires thirty
minutes per attempt, access to proper tools and supplies, and a Craft Firearm Test against the Base
Damage Step of the weapon. A number of successes equal to the Heat penalty of the weapon must
be accumulated before the repairs are complete. If the work is interrupted, accumulated successes
are not lost if the same person continues work later. The gun will not function until repairs are
complete.
Full-Auto Mechanics
This section covers special circumstances that apply only to full-auto weaponry.
Mode: Automatic weapons may have a mode selector. If they do, they can be switched between
Single Shot, Burst Fire, and Full Auto as a Free Action. The number of rounds fired in Burst
Fire and Full Auto is determined by the weapon. Not all fully automatic weapons will have a mode
selector. The pintle-mount Maxim, for example, fires in full-auto mode only.
Target Number Adjustment: The Target Number for the Firearms Test is adjusted by the mode
the weapon is firing in.
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Jamming: If the Attack Test scores no successes, but does not result in a Rule of One, the
gun has jammed. The gunner or crew must spend one combat round, with no Test required, to clear
the jam before the weapon can be fired again.
Damage Staging: The weapon does its Base Damage for Single Shot mode or for the first
round to hit in Burst or Full Auto modes. A successful Firearms Test assumes that all rounds fired
hit a target. Damage is staged up for each success on the Firearms Test. It is also staged up for
each round fired after the first. Thus, a five-round burst from a gun with a Base Damage of 10 and
a Success Bonus of 5, with two extra successes on the Firearms Test, would do a total of Step 40
Damage (base 10 plus 2 x 5 for successes plus 4 x 5 for extra rounds).
STR Minimum: Each gun has a STR minimum for its use. Attempting to fire the weapon
without sufficient STR requires a STR Test against the Base Damage of the weapon each time, made
before the Firearms Test. If the STR Test succeeds, the gunner has managed to brace themselves
sufficiently. If the STR Test fails, the gunner is Harried for the current round and the next. If
the STR Test results in a Rule of One, the gunner loses control of the weapon, and the GM
determines where its fire ends up directed. Note the gunner must still make a Firearms Test, which
will determine if the out of control weapon hits anything.
Rule of One: Machine guns do not fail quietly. On a Rule of One result on the Firearms
Test, an out of battery detonation or other critical failure occurs, resulting in the gunner taking
the weapon’s Base Damage, increased by accumulated Heat penalty. Thus, if the weapon has a
Base Damage of 10, and a Heat penalty of 2, and has been firing for 3 rounds, the gunner takes
(10 + (2 x 3)), or Step 16 damage.
Traversing Fire: When firing across a group of targets, select the highest Physical Defense
among the targets, and add +1 for each additional target after the first, to a maximum of the gunner’s
Firearms Skill Rank. All of the targets must be within the arc of fire allowed by the weapon’s mount
traverse. On a successful Firearms Test, roll the total Damage and pick one of the following options:
• Spray: Split the damage as evenly as possible across all of the designated targets.
• Progressive: Subtract the first target’s Death Rating from the gun’s Damage. If any
Damage remains, proceed to the second target, and so on.
Optional Rules
Initiative Penalties for Clothing Styles
Clothing, like armour, can be highly restrictive, especially in the upper social classes of the
time period. Some actions may be difficult, or indeed just not possible, based on how the character
is dressed. The following tables give some guidelines as to penalties that may be incurred from not
being appropriately garbed for the activity.
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Firearm Modifications
Making adjustments or adding fittings to firearms to allow for easier handling by Boojums,
to increase effectiveness against specific targets, and the like, may introduce a level of complication
beyond that desired by some campaigns. These rules should be considered optional, and included
in play only if everyone at the table agrees to do so.
Targeting Adjustments
This includes modifications that make firearms more accurate, give bonuses for specific types
of targets, or adjust them for greater effectiveness against some kinds of targets.
Stabilisers
Devices that stabilise a firearm range from supports that keep the user from allowing the aim
to wander, to compensators that damp out recoil or harmonics. The simplest form of stabiliser is
a sling, a strap that attaches to the firearm at either end of the frame, that gives the user an extra
means to brace the firearm against their own body. Supports such as the monopod (a glorified forked
stick), bipod (often attached by hinges to the forward end of crew-served automatic weaponry), or
tripod give the user something to rest the weapon on, so that muscle fatigue causes less muzzle drift.
Recoil compensators, also known as muzzle brakes, offset the upward force generated by firing a
round, and help keep the weapon from rising between shots. Harmonics are generated in the barrel
by the pressure of firing, and should have their wavelength adjusted to align with the actual length
of the barrel. De-resonators mount on the barrel to shift the harmonic node as close to the muzzle
as possible, which keeps the bullet on course as it exits the gun.
Mounting a support, such as a sling or bipod, requires a Craft Firearms Test against the
Base Damage of the weapon. This Test is only required for initial installation, not for later use. A
detachable bipod only requires the Test to secure its mount on the weapon. Unfolding a bipod or
tripod and setting the weapon up on it does not require a Test, but does require a Complex Action.
This is yet another reason why heavy machine guns are normally crew-served.
Mounting a muzzle brake, de-resonator, or similar device requires a Craft Firearms Test
against the weapon Base Damage plus the Effect Step or bonus of the device. For example, adding a
muzzle brake that decreases the Minimum STR required to use the weapon by 1, and also eliminates
1 Step of recoil penalty per combat round (allowing a second shot at no penalty to the Attack Test),
to a standard repeating rifle, would require a Craft Firearms (11) Test.
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The following table shows the statistics and game effects of various forms of stabilisers. Note
that while the effects of these devices can stack with other devices or with Skills or magic, they
count toward the Rule of Three.
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An improperly mounted scope causes a -2 Attack Test penalty. A weapon bought from a reliable
dealer or gunsmith, with the scope already mounted, may be safely assumed to have been properly
mounted, although the dealer may add anywhere from 10% to 25% the cost of the scope for
mounting and truing-in.
Note that certain Skills or magic may also affect long-range accuracy. These can be stacked
with scopes, but the Rule of Three applies, and the scope counts as a bonus to the Attack Test.
Damage to a scope greater than its Attack Test Bonus knocks it out of true and renders it useless
until a Craft Firearms Test is made as above to repair and remount it.
The following table shows the statistics and effect of a few of the more commonly available
scopes from 1880.
User Adjustments
Firearms, by default, are made for human use. Boojums may have problems handling them
due to differences in body size and shape. For example, a rifle made for the average human soldier,
with the stock resting solidly against the shoulder of a snark, will have its trigger too close to the
user’s face, requiring a far sharper bend of the elbow and not allowing a comfortable grip. This
results in loss of accuracy, from inability to squeeze the trigger smoothly. Trolls won’t even be able
to use the same rifle as humans, as their fingers will not fit through the trigger guard. Elves tend to
have less upper body strength than humans, requiring a lighter round with a smaller charge behind
it. This reduces both damage and range of the firearm. Dwarves can handle a heavy round with a
high-power charge, but require a more compact weapon, on the scale of a carbine, rather than the
longer rifle of their human compatriots. The following modifications apply in general to each of the
Boojum races as specified.
• Dwarves: Reduce Size of weapon by 1. Increase Cost by 10%. Firearms incur a -1 Step
penalty to Attack Tests at Long Range due to shorter barrels.
• Elves: Reduce Base Damage and Success Bonus by 1 each. Reduce Range by 20%. Reduce
cost of ammunition by 10%.
• Snarks: Increase Base Damage and Success Bonus by 1 each. Increase ammunition Cost
and weapon Cost by 10% each. Increase STR requirement by 1.
• Trolls: Increase Base Damage by 3 and Success Bonus by 2. Increase ammunition Cost
and weapon Cost by 25% each. Increase Range by 20%. Increase STR requirement by 2.
Attempting to use a weapon modified for another race incurs a -2 Step penalty to Attack
Tests, in addition to any penalties incurred for Minimum Strength requirements and the like.
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New Weaponry
This section covers new developments in weapons technology, and older weapons for which
stats were previously not available.
Melee Weapons
As previously, this covers weaponry made for striking an opponent directly, requiring the
Melee Weapons Skill (or a raw Dexterity Test if the user does not have the Skill), and adding their
Damage Step to the user’s Strength Step to determine total Damage.
Injection Dagger
A short dagger with a hollow needle worked into the thick blade and a reservoir in the hilt,
the injection dagger can be used to drug or poison the enemy as well as injure them. On any attack
that causes a Wound, the user may elect, as a Simple Action, to trigger the injection mechanism,
delivering one dose of whatever has been loaded into the reservoir. No additional Test is required
for injection. The target then must make whatever Test is required according to what the user has
loaded into the dagger. The reservoir may hold anywhere from one to three doses, depending on the
size of the hilt and the cost of the weapon. Note that a 1-dose or 2-dose dagger will be awkward for
snarks to use and impossible for trolls, due to their small size, while a 3-dose dagger is too large
for anyone smaller than a snark to handle comfortably.
Availability: Rare
Sword Cane
Hiding a rapier blade in the shaft of a gentleman’s walking stick is an old trick, but it still
works. A Simple Action is required to disengage the catch and draw the blade. Once drawn, the
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sword cane functions the same as a rapier. Some fancier models (add at least £1 to the cost) have
an iron or steel wrapped sheath that can be used as a baton or buckler, with a Barrier Rating equal
to the number of pounds spent, up to a maximum of 5. A Perception (13) Test or Detect Weapons
spell against a Target Number of 10 is required to spot a sword cane. Adding ornamentation or
using finer materials for the exterior to further disguise the walking stick adds +1 to the Target
Numbers per 2 pounds spent, to a maximum of +5. Note that possession of a walking stick of a
quality above a character’s Social Level may draw the wrong sort of attention, and defeat the purpose
of a sword cane. As well, using a sword cane to smuggle a weapon into a function where weaponry is
decidedly not allowed may be construed as a breach of the Gentlemen’s Code, as well as of the law.
Availability: Rare
Missile Weapons
As previously, this covers weapons using non-explosive means to launch a projectile at the
enemy – bows, slings, atlatls, and the like.
Polybolos
Developed originally by the Romans as a heavy battlefield or siege weapon, the ballista has
undergone improvements in design and materials over the centuries. The repeating ballista, properly
called a polybolos, has two possible mechanisms to provide the launching power for the javelin-sized
(or larger) missiles. The first uses two vertical spindles wound with rope under tension, with levers
coming off the spindles serving as the “bow” and drawing the string. The second uses a more
traditional recurved laminated steel bow, or prod, to draw the string. In either case, a windlass sets
the trigger, pulls the string back to cocked position, and drives the release of a bolt from a vertical
magazine above the string via a flat-link chain.
The polybolos can be set to automatically fire as soon as the string reaches maximum draw.
The crew-served weapon can, when set up this way, fire one bolt per combat round, and can fire
continuously as long as the magazine is fed and the crew are able to continue cranking the windlass.
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Feeding the hopper while the weapon is firing requires a Gunnery (8) Test to avoid a jam. If a jam
occurs, clearing it requires either a Gunnery (12) Test or five combat rounds.
The usual crew complement is four: one to load, one to aim, one to crank, and the fourth
to rest before replacing one of the other three as the crew rotate. The crew member aiming the
weapon makes the Gunnery Test for firing. The polybolos can be tripod mounted, requiring three
rounds to unlimber and prepare for fire; cart mounted, taking a -2 Step penalty to firing if the cart
has not been levelled and chocked before firing; or vehicle-mounted as a deck gun. The rope-spindle
version has greater power but weighs more, and loses power when wet, and so cannot be used as a
shipboard weapon or in the rain. The steel prod version is lighter but has shorter range, and suffers
from metal fatigue; the prod will snap on a Rule of One result.
This weapon requires the Gunnery Skill to operate. Like a Firearm, it does not add to the
user’s Strength Step for Damage, and stages up with a higher Success Bonus.
Rope/Spindle version:
Base Damage: 16 Success Bonus: +5 DEX Minimum: 12 STR Minimum: 13
Capacity: 12 Rate of Fire: 1 Short Range: 300 Long Range: 1200
Crew: 4 Weight: 200 Cost: £100, bolts 5/- each
Firearms
This section covers weapons that use explosive propellant to launch a projectile at the target.
The weapon’s Base Damage Step determines total Damage by itself, without adding the user’s
Strength Step. Each Firearm has its own Success Bonus, which stages up the total Damage Step
per extra success at a rate greater than Strength-added weaponry.
• When a mode selector is present, the Rate of Fire of the weapon is given as Single / Burst /
Full. If a mode is not available, a dash will be present. For example, a weapon with Single and
Full-Auto modes, but no Burst mode, would have its Rate of Fire stated as 1 / - / 6.
Chinese Dragon
Based on a design the British found in the Huo Long Ching, or Fire Drake Manual,
during the Opium Wars, the Chinese Dragon, a man-portable flamethrower, uses a piston to force
flammable liquid through a brass tube, the head of which is made to look like a dragon with flames
burning in the jaws. It’s not terribly accurate - hard to hold it steady with one hand while you’re
pushing on the back end with the other - but when you’re spraying burning fuel at your enemy,
all that really matters is it going in the right general direction. Backsplash and fuel handling are
significant concerns. When dealing with a mix of naptha and pitch and a few other combustibles,
operator safety requires considerable attention and effort.
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In the Gruv, the Chinese Dragon finds employment against Concamerata of various sorts,
especially against nests or hives. A thorny molecrab, for example, can be flushed out of its burrow
with an incendiary grenade rolled down the hole, then herded with Chinese Dragons into the line
of fire of a cannon for disposal. New Wigan was partly destroyed by troops using Chinese Dragons
to cleanse the settlement of giant flea egg sacs.
Refueling a Chinese Dragon requires a Firearms (8) Test or Craft Firearms (6) Test, with a
failure indicating a fuel spill and a Rule of One result igniting the spilled fuel, causing an immediate
Step 6 Damage Test to the weapon operator, and possibly additional fire effects as the storyline
might suggest. When using a Chinese Dragon, a failure on the Firearms Test indicates burning fuel
spraying back on the operator and/or their allies and/or the immediate area, with a single Step 6
Damage Test soaked by Physical Armor and possible ignition of flammables in the area. A Rule of
One result indicates a catastrophic failure, with the operator taking an immediate Step 8 Damage
Test ignoring Physical Armor, followed by Step 6 fire damage for the next three combat rounds,
until or unless the fire is extinguished or it spreads.
The initial Damage Test ignores Physical Armor. Fire Damage at the end of the round from
burning fuel clinging to the target is soaked by Physical Armor, but is cumulative. A target hit twice
in successive rounds takes Step 16 per round for two rounds (round 1 Step 10 + Step 8, round 2
Step 10 + Step 16, round 3 Step 16, round 4 Step 8). If the Fire Damage at the end of the round
is twice or more the target’s Physical Armor, the Armor rating is reduced by 3 points permanently.
Note that due to the horrific effect of flamethrowers on the battlefield, anyone using a Chinese
Dragon in combat will be a primary target for the enemy. If captured, they’re likely to be killed
outright rather than taken prisoner.
Base Damage: 10 (ignores Physical Armor), plus Step 8 per round for 3 additional rounds.
Availability: Rare
Fuel capacity can be expanded by adding a hose and tank assembly. See the following table.
The tank has Physical Armor of 5 and a Barrier Rating of 8. A Critical Hit or destruction releases
the remaining fuel. If caused by a firearm, the heat of the bullet automatically ignites the fuel.
Green Dragon
Similar in design to the Chinese Dragon, the Green Dragon uses a hand pump to disperse
chlorine (in the original design) or other toxic gases, or poisonous sprays in atomized form.
Protective gear for the wielder, including a rubberised suit and a gas mask, is mandatory. The
British military does not normally deploy Green Dragons because they don’t approve of weaponised
chlorine gas. Some British officers won’t even use dum-dum rounds, seeing them as dishonourable.
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The Prussians tend to be more practical, understanding that history books are written by the
winners. The Russians will use whatever they can get their hands on.
The following statistics cover the basics of the weapon. For expansion tanks that add Capacity,
see the Chinese Dragon entry. For the effects of various loadouts, see Gas Grenades (p.194) and
Poison, 1879 Gamemaster’s Guide, pp.239-141.
Availability: Rare
Hobbes Gun
Originally designed and built by Edward Hullen, and known as “Hullen’s Economy Carbine”,
Hobbes guns are simple to manufacture, requiring only three springs, three moving parts, and hand
tools. They became know as ‘Hobbes guns’ after Thomas Hobbes’ famous phrase, “nasty, brutish
and short”. Of variable calibre, anything from .22 short to .455 Webley may be found. Variants
built to chamber rifle cartridges are not unknown. Their accuracy ranges from “acceptable” to
“can hit the broad side of a barn from the inside two times out of five”, but when enough people
are equipped with these, the resultant storm of hot lead is sufficient to cause a bad day for the
opposition.
Currently, Hobbes guns can be found by the caseload in any troubled spot in the Empire.
They come in a startling array of configurations, ranging from crude versions hammered and filed
over a goat manure fire in the Khyber Pass, to professionally stamped Prussian models sold to
tinpot dictators to equip their armies.
Manufactured Version:
Base Damage: 9 Success Bonus: +4 Heat: 3 DEX Minimum: 10
STR Minimum: 15 Capacity: 40 Rate of Fire: 6 Short Range: 50
Long Range: 100 Size: 6 Weight: 12 Cost: £20
Availability: Rare
Kozakshpritzer
Deriving its name from a hanklyn-janklyn borrowing of the original German “Kosakspritzer”,
the term covers a variety of air pressure-driven atomiser guns loaded with insecticides. Since hand-
pumped dispensers are covered under the Green Dragon variant of the Chinese Dragon, we’ll
confine our definition here to the powered version, driven by steam or electricity. Originating at the
Zacherlfabrik in the Unterdöbling district of Wien, the Kozakshpritzer was pre-loaded with Zacherlin,
a pyrethrum-based insecticide. The weapon gained its name from the advertising campaign, which
showed a Cossack soldier in full dress uniform armed with a Zacherlin sprayer. While the hand-held
pump-action shpritzers enjoyed commercial success throughout Europe and in the tropical regions
of the British Empire, the substantially more expensive and heavy, bulky powered versions were only
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purchased by the very wealthy, in limited quantities, for use on their private estates.
Until New Wigan.
With the realization that the Gruv harboured insects large enough to kill an entire village,
military demand for effective weaponry quickly led to Zacherl AG building a factory at Dover, and
paying farmers across Britain to grow the fields of chrysanthemums needed to keep Her Majesty’s
Army supplied with insecticide. Snarks and trolls, already in high demand as infantry and machine-
gun crew, found yet more employment as bug hunters. Kitted out in protective uniforms vaguely
reminiscent of the Prussian blitzschutzen, the gas-masked snarks and trolls deployed to the Gruv
with backpacks full of lead-acid batteries, or a microsteam engine and its coke and water supplies,
and a tank of industrial-strength Zacherlin, ready to bring down the giant fleas with a stream of
high-pressure toxins.
This weapon ignores Physical Armor. Any hit delivers the Poison to the target. If a target is
hit with multiple shots (Burst or Auto mode), make a separate Effect Test for each shot. A failure
on the Firearms Test results in backspray, causing Step 5 damage to the user unless they are wearing
protective gear. A Rule of One result indicates backsplash, delivering a full dose of the toxin to the
user and to anyone within 3 yards of them.
The electrical version requires batteries, which will leak acid (Step 7 damage per round on
contact for 6 rounds or until neutralized) if damaged, but has fewer moving parts, is quiet, and does
not produce much in the way of waste heat. The batteries can be swapped out for fresh ones in three
combat rounds without a Skill Test. The microsteam version produces considerable waste heat, and
is noisy, but if damaged simply stops working, coke and water being messy but not actively hostile.
Refueling requires seven combat rounds to shut down the engine, reload the water tank, swap the
coke cartridge, and restart the engine, and a Mechanic (6) Test.
The standard-issue protective suit is rubberized, includes a full-face gas mask, and will protect
the wearer both from Zacherlin backspray and from acid leaks. Attempting to move at more than
walking pace while wearing it causes 3 Strain per combat round due to overheating. Wearers take
an Initiative penalty of -2.
Base Damage: Impact of stream Step 6 attacking to knockdown; Poison Step 9 against mammals
and birds, Step 21 against insects
Success Bonus: 1 to Knockdown Step, no increase to Poison
Heat: N/A
DEX Minimum: 8
STR Minimum: 12
Capacity: 100 (snark portable tank); 250 (troll portable tank)
Rate of Fire: 1 / 3 / 10
Short Range: 10
Long Range: 40
Size: 9 (snark portable version) / 12 (troll portable version)
Weight: 80 (snark portable version) / 150 (troll portable version)
Barrier Rating: 18
Physical Armor: 6
Cost: £18 (snark portable version) / £26 (troll portable version); Zacherlin 8d per shot, or £2/10
per 100
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Volunteer Corps in 1879. It requires two operators, one to fire and one to handle the belt feed
for the ammunition. Additional crew may be required to transport ammunition, spare parts, and so
forth. The heavy, higher calibre ammunition produced more barrel heating than was expected. While
the barrel can be swapped out in two combat rounds, dumping five rounds of Heat accumulation,
replacement barrels cost £20 and are heavy enough on their own to require a crew member to carry
the supply when the weapon is used in the field. The SVC has chosen to place theirs defensively,
and has gone to a lighter gun for battlefield deployment.
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Notes: The chain-fed punt gun uses the Spray option for Traversing Fire regardless of mode.
The choke is set to a spread of 2 inches per yard. Thus, at a range of 50 yards, the shot will have
spread out to 100 inches across, hitting the target and anyone within 4 feet to either side.
Troll Peppercannon
Designed along the lines of the old-fashioned pepperbox pistol, the troll peppercannon is a
six barrel over and under shotgun, the barrels cut down a bit and with a substantially larger trigger
guard and grip. As with a full-auto weapon, the Target Number and Damage staging increase with
the number of rounds let off at once.
Other Weaponry
Dynamite
Not intended as a weapon by its inventor, but as a munition, specifically for use in the
construction industry, dynamite has found its way into the hands of the clever, the aggressive,
and the downright maniacal. While its destructive power is considerable, simply tossing it at a
target does not have the same effect as using a grenade, as the grenade is designed as a throwable
explosive weapon, while dynamite is meant to be packed in tight for controlled demolition. Handling
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dynamite, and setting it off deliberately instead of accidentally, requires the Munitions Skill. A
minimum of three Tests will be required, to handle the dynamite safely, to set it up for detonation,
and to detonate it and determine the effect. The Target Number for any or all of these may be raised
by the Gamemaster based on conditions, such as being under enemy fire. A Civil Engineering Test
can be made before the set-up Munitions Test, against the Barrier Rating of the target, granting +1
Step to both the set-up and detonation Tests per success.
As dynamite ages, it sweats out nitroglycerin and becomes unstable. After a year, dynamite
will detonate if dropped from a height of six inches, or if heated beyond 120 degrees. Storage sheds
are normally built in well shaded areas, and the boxes of dynamite are turned over frequently to
prevent nitroglycerin pooling. Dynamite that is less than six months old may be packed, unpacked,
rigged for detonation, etc., with a Munitions (5) Test to avoid unwanted detonation. Between six
months and a year, this requires a Munitions (9) Test. Dynamite that is a year old or more requires
a Munitions (14) Test to handle safely. A failure detonates the stick currently being handled. A Rule
of One result detonates all dynamite within five yards, which may in turn detonate any within another
five yards, and so on. This is how munitions factories turn into craters.
Detonation is done with an electrical or burning fuse. Bickford safety fuse, textile cord with
a combustible core invented by William Bickford in 1832, has a standardized and quality-controlled
burn rate, so it can be cut to length measured in seconds. If the set-up Munitions Test fails, the
fuse goes out and the dynamite fails to detonate, resulting in a terrifically hazardous situation, with
undetonated explosives in place. To avoid this, professionals use blasting caps, small explosives
about the size of half a pencil, loaded with mercury fulminate and black powder and doing Step 8
damage if set off on their own. These are crimped onto the end of the Bickford fuse and inserted
into the dynamite stick, to ensure that the dynamite goes off when the fuse burns down. Only one
cap is required for a bundle. Any dynamite up against an exploding stick will go off in sympathetic
detonation regardless of age.
Electrical blasting caps require a detonator with a generator inside, and a direct wire connection.
Laying this requires a Munitions (9) Test to ensure the circuit is good, the blasting caps properly
connected, and the equipment set up correctly. If the set-up Munitions Test is successful, anyone
may detonate the explosives with a Simple Action by pulling up the detonator plunger and pushing
it down, which generates the electrical charge needed. Again, if the Test to set up the explosives
fails, someone is going to have to trace the circuit and figure out why there wasn’t a bang, and hope
there isn’t an unexpected one in the midst of the investigation.
Once the handling and set-up Tests are done, when the explosives are detonated make
a Munitions Test against the Barrier Rating of the target. If successful, make a Damage Test
as appropriate, using the following stats. A failure indicates poor placement of the explosives,
something unexpected in the construction of the target, or other problem that prevents the explosion
from doing any real damage. A Rule of One result may leave the explosives undetonated, or bring
the target down in the wrong direction, or whatever catastrophic result makes the most sense for
the situation.
Availability: Uncommon
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Grenades
Hand-held throwable bombs, grenades in the Gilded Age have come a long way from
the petards and other crude explosives of earlier years. No longer iron balls packed with black
powder and fitted with fuses that go “sssss”, modern grenades have clockwork timing mechanisms,
predictable detonation, and a variety of effects besides making a lot of noise and smoke.
• Grenades do their Base Damage within one yard, and drop off 4 Steps per yard.
• Explosive damage goes against Physical Armor.
• Use the Throwing Weapons Skill for placement. Putting a grenade in a general location is
a standard combat action, such as “by the gunman” or “in the machine gun nest”. Specific
locations require a Called Shot, such as “by his right foot”. Three extra successes in the
Throwing Weapons Test may be traded in for a Called Shot in lieu of Damage rollover if the
player chooses, as an option.
• Use the Munitions Skill for creating, modifying, or disarming.
• If a grenade takes half or more of its Barrier Rating in damage, it explodes. This can be
leveraged as a means of deliberate detonation, but also explains why grenades are shipped in
armoured boxes with internal dividers and packed in straw.
• While chemical grenades such as Poison Gas and Tear Gas may be available, their possession
and use by civilians tends to be highly illegal. Some variants may be considered war crimes,
depending on the jurisdiction where they are found or used. Mechanics for this would be too
complex, so the repercussions are left to the Gamemaster and the requirements of the story.
Following are some of the types of grenades available, with stats and special rules (if required).
Standard
The standard grenade consists of a cylinder about the size of a soup can, designed to fit
in the average human hand, with a detonator control (usually a pin that can be pulled) at the top
end. British-made grenades are generally painted khaki, French grenades brown, Prussian grenades
grey, and Russian grenades black. The standard detonation delay is three seconds, although Russian
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grenades may vary anywhere from 10 seconds down to immediate detonation due to poor quality
control. Prussian grenades may have a timer setting dial next to the pin, allowing the delay to be
increased up to a maximum of five minutes. Once the time starts, it cannot be readjusted. While
safety levers, also known as dead-man grips, have been introduced, allowing the detonator to be
activated but preventing the timer from starting until the spring-loaded lever is released, most
manufacturers have not yet redesigned their factories to include safety levers on a throwable bomb.
Availability: Rare
Incendiary
The initial blast does Step 12 damage, blocked by physical armour. Anything taking damage
continues to take fire damage for 3 rounds at the same Step, unless the fire is extinguished or
spreads. See Fire, 1879 Gamemaster’s Guide, p.225, for additional mechanics.
Availability: Rare
Magnetic
Essentially a capacitor and a coil that burn themselves out in a single surge, magnetic grenades
short out electrical devices in the radius, magnetize clockwork, and generally cause problems with
machinery. They may affect Weird Science devices. Make the Damage Test against the Mystic
Defense of the target. A Critical Hit indicates the loss of a function of the affected device.
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Shrapnel
Shrapnel grenades have a scored casing that bursts into sharp fragments on detonation, and
a layer of metal fragments inside the casing wrapped around the explosive core. While the blast is
less powerful than a standard grenade, the shrapnel grenade ignores Physical Armor. Barriers such
as Shield KAVs will protect as normal.
Availability: Rare
Since the death of General Henry Shrapnel in 1842, the Shrapnel family has not been
involved in or benefited from the manufacture of munitions. Shrapnel’s son, Captain Henry
Needham Scrope Shrapnel of the 3rd Dragoon Guards, recently retired and emigrated with
most of his family to Canada. Only his third son, Arthur Scrope Shrapnel, has remained in
England, working as a mechanical engineer for the Great Western Railway at its locomotive
works in Stafford, and refusing all contact with the military. The General’s nephew, Nehemiah
Scrope Shrapnel, has gained some renown as a physician in Australia. It’s best not to ask the
current family about their ancestor and his namesake munitions.
– Percival Squallow, Esq.
Smoke
Any damage caused by a smoke grenade is incidental. Its purpose is to obscure vision, or to put up
a cloud of coloured smoke for signalling purposes. The cloud extends to a 10 yard radius. Anyone
within the radius takes the penalties for Full Darkness (1879 Players Guide, pp.245-246), -3 to all
Action Tests, -3 to Physical Defense, and -3 to sight-based Tests.
Availability: Uncommon
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Tear Gas
Grenades loaded with bromoacetate, chloroacetone, dianisidine chlorosuflonate, or xylyl bromide act
similarly to gas grenades, but are designed to cause only temporary blindness and choking. Fatalities
can still occur but are not the intent of the munition. Treat the effect as Poison with an Effect Step
of 8. Exposure causes a -3 Step penalty to all sight-based Tests and -2 to Initiative for 3 rounds,
or until the Poison is overcome, whichever takes longer.
Availability: Uncommon
Talking Bomb
Not a munition in and of itself, but a very specific sort of detonator, the Talking Bomb has a
voice recording built into it alongside a clockwork timing device and a detonator. When activated,
the Talking Bomb announces “I’m a thirty second bomb! Twenty-nine! Twenty-eight!” At the end
of the countdown, the detonator sets off the attached explosives, assuming there are any. A variant
announces “I lied!” a few seconds in and detonates the explosives well ahead of time. Anyone
attempting to disarm a Talking Bomb detonator takes the Harried penalty. The Gamemaster may
treat activation of a Talking Bomb as a Battle Shout of Step 8, or similar Social attack, as the
storyline suggests.
Availability: Rare
Land Mines
At Augsburg in 1573, Samuel Zimmermann, a Prussian military engineer, invented the
Fladdermine, consisting of a buried canister loaded with stones and black powder mortar shells
detonated by a flintlock mechanism connected to a tripwire. Combining fragmentation with a cluster
bomb caused devastating injuries to massed attackers, but wasn’t reliable, black powder being
vulnerable to damp. The Prussians used the Fladdermine primarily as a fortification defence until
the 1870s, when more reliable mines requiring less maintenance were developed.
The Confederacy developed the first mechanically fused high explosive anti-personnel land
mines. Brigadier General Gabriel J. Rains, who as a captain in the Seminole Wars in 1840 had made
extensive use of explosive booby traps, directed the construction and placement of mechanically and
electrically fused devices, referred to in his report on the Battle of Yorktown as “land torpedoes”,
improvised from explosive artillery shells. By the end of the War of Secession, the “Rains mine”
became a standard munition for Confederate forces.
While improvements to the detonation mechanisms have been made in the years since, the
basic design remains the same: a canister, usually broad and flat to spread the explosion out and
require only a very shallow hole to be dug, with a pressure-sensitive switch. Once armed, the mine
explodes when stepped on, or when stepped on and then stepped off of, or when the ground vibrates
strongly enough to indicate targets passing within the blast radius. (Only guerilla and resistance
groups, relegated by circumstance to whatever they can improvise, use tripwires any more.) Any of
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the following triggers may be equipped to any of the mines listed below. Some are more likely to
be used than others with specific types.
Pressure Trigger: detonates when the top-mounted switch is pressed. Normally requires the
weight of an average adult human, but may detonate from less than half of that being applied. In
the War of Secession, the Union would sometimes drive herds of pigs or sheep into suspected
minefields to clear them.
Pressure-Release Trigger: detonates when weight is applied to the switch and then removed. This
serves two purposes. First, it allows for bounding mines, explosives launched upwards by springs to
explode above ground for greater effect. Second, if a person steps on such a mine and realises it,
they and at least one other person are put in danger and halted in their progress while they attempt
to disarm the mine or wedge it into place, so that the person’s foot can be removed from the mine
without it detonating. This has a sharp effect on morale even if the mine is disarmed.
Vibration Trigger: detonates if an average human adult passes within three feet, a snark within
five, or a troll or horse within ten. These are normally used with bounding mines, and often laid to
either side of the probable path of the enemy forces, to create a crossfire effect.
Standard Antipersonnel Mine
Detection: 16 Disarm: 13 Initiative: 14/2D12 Base Damage: 22
Success Bonus: 5 Size: 2 Weight: 5 Physical Armor: 8
Barrier Rating: 8 Cost: 7/-
Availability: Uncommon
Bounding Antipersonnel Mine
Detection: 14 Disarm: 14 Initiative: 15/D12+2D6 Base Damage: 25
Success Bonus: 6 Size: 2 Weight: 5 Physical Armor: 8
Barrier Rating: 8 Cost: 11/-
Availability: Rare
I’ve seen a man swat a bounding mine away with a cricket bat. The timing on that must
have taken W.G. Grace’s own skill to hit the mine as it launched but before it exploded, and to
knock it far enough away to render it harmless without the impact setting it off. The fellow in
question had a few stiff whiskeys later, and never tried that trick again, figuring the Good Lord
had exempted him from his own foolishness once and he oughtn’t to test Him a second time.
– Lt. Elise Prendergast,
Coldstream Guards
Availability: Rare
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New Defenses
Defensive Equipment
Barbed Wire
First developed by Joseph Glidden in 1874, barbed wire, a dual strand of steel wire with a set
of barbs or sharp points every 6 inches, has become the default material for livestock fencing. The
militaries of several nations have also realised its defensive potential in fortifications. Attempting
to cross a strand of barbed wire requires a Dexterity (10) Test, possibly with Step penalties or a
higher Target Number based on the situation, to avoid being snagged on the barbs. A Failure on the
Dexterity Test results in Step 6 damage, ignoring Physical Armor. A Rule of One result leaves the
character entangled in the wire, taking Step 6 damage automatically each time they try to move, and
requiring a Dexterity (12) Test to escape (or a pair of heavy wire cutters). Getting past barbed wire
is a Standard Action, and requires the character’s full attention for a combat round. These mechanics
assume a single strand of barbed wire put up as fencing. A loose coil of barbed wire spread out as
an antipersonnel barrier raises the Target Number to get past it to 18, with the character entangled
on a Failure, and taking double damage on a Rule of One result.
While barbed wire comes in varying gauges and point counts (the number of spikes per set
of barbs), the most common used in cattle fencing and military applications is 12 gauge 4 point.
The stat block following is for this style of wire, Texas-made, bought in the UK.
Physical Armor: 4
Barrier Rating: 9
Cost: 3/- per 10 lbs / 160 feet
Availability: Common
Electrified Barbed Wire
If a barbed wire fence isn’t enough, the steel wire can carry a charge, making just touching it
a truly unpleasant experience. Generally only a single strand, mounted at the top of the fence posts
on ceramic or glass insulators, is electrified, as the power requirements for electric fencing can be
expensive. However, simply nailing the strand to a wooden post will insulate it from the ground
sufficiently in dry weather, allowing the entire multi-strand fence to be electrified without insulators.
A hard rain for ten minutes, or a gentle rain for an hour, is enough to wet the posts to the point
where they become conductive and the fence shorts out. Thus, electric fencing without insulators is
normally used only in desert or dry climates.
In addition to the wire, insulators at 2d each for ceramic (Barrier Rating 6) or 1d each for
glass (Barrier Rating 4) are required, one every ten feet to support the wire strand. Each strand
requires its own insulator, so a three-strand fence requires three insulators on each post. The
equipment to electrify the fence runs £2 per Damage Step, with a minimum of Step 6 and a
maximum of Step 14 (overcharging the fence will cause the wire to melt), and will charge one mile
of wire. The charging equipment has a Fuel Charge of 3d per day per Damage Step, so the fuel
cost for keeping a mile of fence electrified ranges from 1/6 per day up to 3/6.
An electrified barbed wire fence is a passive hazard, not a trap, and has no Initiative Step.
Touching the fence without insulation automatically delivers the Damage Step, ignoring Physical
Armor.
Humberto’s Armoured Umbrella
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Availability: Rare
Slide Rule
An analog calculator resembling a ruler with a sliding section in the middle, often with a
transparent overlay slider, and marked with multiple numeric scales, the slide rule requires a bit of
skill to operate, but unlike a clockwork calculator, never breaks down or needs winding. Use of a
basic slide rule adds +2 Steps to any mathematical Skill Test, including Civil Engineering, Field
Engineering, Gunnery, Navigation, and many Knowledge Skills such as Finance. Slide rules made
specifically for a particular Skill cost twice as much, but add +3 Steps to that Skill’s Tests. A slide
rule marked specifically for Civil Engineering, however, cannot be used for Gunnery, and vice versa.
Use of a slide rule turns any Standard Action into a Sustained Action, adding one extra round to
the time required.
Diaries
In the Victorian era and well into the Gilded Age, most literate people kept a notebook,
whether it was called a journal, a zibaldone, a commonplace book, or a diary. These held the
addresses of friends and connections, appointments past and future, clever sayings, lessons learned,
to do lists, and so on. They functioned as the general external memory of those who knew how to
read and write. Household books served not only as shared calendars for the residents, but also held
recipes (both food and medicinal), the addresses of reliable and reputable tradesmen, the current
tab at the high street shops, and anything else a member of the household might need access to,
kept in a central repository.
As a standard practice, Dodgers, Byrons, and others seeking private information attempt to
acquire their target’s diary to obtain their secrets. Hidden notebooks, personal encryption, and a
variety of other methods are used to keep them safe. Apply the Cryptography Skill or Encrypt
Spell according to the mechanics of each if appropriate. The Picking Pockets Skill may be used
to attempt to relieve a person of their diary, with increased Target Numbers or Step Penalties if
the target has taken measures to protect the book, such as carrying it in an inside pocket of their
coat, or in a pocket that is buttoned closed, or chaining it to their handbag. Other Skills may also
apply, based on the situation.
The cost of writing materials, such as a blank book and a writing set, are already covered
in the Adventuring Equipment table of the 1879 Players Guide, p.302. Any enhancements, such as
adding a lock to the diary cover, or having the diary enchanted with a Lock spell keyed to the owner,
should be assessed at the appropriate costs for the specific enhancement.
Carrying a personal diary or journal, or consulting the character’s household book, grants +1
on all Perception and Perception-based Tests (and allows such a Test in the first place) to remember
facts encountered in daily living, such as a contact’s street address. Using the Research Skill to
find information in someone else’s diary or household book requires a Test against that person’s
Perception Step, with adjustments to the Target Number similar to making a Knowledge Test. See
the following table.
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Travel Gear
This section starts off with some general observations about travel, then moves into specific
equipment.
Maps
The British Empire has more miles of public foot paths, bridle trails, and the like than paved
roads. The Ordnance Survey maps show them all. The Board of Ordnance, originally headquartered
in the Tower of London but now housed in Southampton, started mapping with the south coast
in the 1700s, to prepare a defence in case Napoleon invaded. In 1801, these maps began to be
released to the general public. The last map of the British Isles, the Isle of Man, was published in
1873. While initially these maps cost two days’ wages and were published in limited print runs of a
thousand each, the advent of the train and the weekend ramble brought such a demand for civilian
maps that the Ordnance Survey went into serious publication. Nowadays, a six inch to the mile
map of a county (or whatever the local equivalent may be, for areas of the British Empire outside
of Britain proper) runs 5 shillings and can be obtained from any reputable high street bookshop
or travel agent. The W.H. Smith’s kiosk at the train station will always have the Ordnance Survey
map of the surrounding territory. Significantly more detailed maps are of course provided to the
military as part of the Ordnance Survey’s annual budget.
Bartholemew’s Reduced Ordnance Survey, based in Edinburgh, reproduced the first maps to
make them widely available to the public, by reprinting the Ordnance Survey maps at half size. The
Bartholomew maps remain the cheap option. Nowadays, Bartholomew produces a good deal of its
own mapping, sourcing its information from the Royal Mail, various messenger and cab firms, and
so forth, and still relying to a great extent on reduced-size versions of the Ordnance Survey maps,
for which Bartholomew Ltd. pays a token license fee.
Dresser Trunk
The dresser trunk is a steamer trunk that converts to a dresser, so the traveller does not have
to unpack. Two combat rounds are required to convert the trunk from dresser mode to trunk mode
and render it semi-portable, although a fully loaded steamer trunk of the dresser or normal variety
may require two humans or one troll to carry it. The primary value of the item is its luxury, and
the readiness of the owner’s personal items.
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Availability: Rare
Availability: Unusual
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Map Gloves
Map gloves originated with the drivers of the inter-city coaches. Being able to keep track of
exactly where one was at any given moment is critical for those who make their living on a schedule.
The drivers took to attaching maps to, or drawing them on, the cuffs of their driving gloves.
Drivers with map gloves rarely got lost, a possibility even for an experienced driver in days when
road signs were stolen or defaced for nefarious purposes, and the mists still lay thick on the land
to this day. They could also keep track of how much further they had before a fresh team awaited,
which determined how fast they could push their horses. Map gloves nowadays come in two sorts,
local-use and replaceable-map gloves, manufactured by the more reputable firms and available custom
tailored at any good ladies’ or gentlemen’s outfitters (for a substantially increased cost). Local-use
gloves are embroidered with a map of a specific area. While these are of limited use in terms of
range, they tend to be highly detailed, and are excellent if one’s travels are of lesser scope. As well,
there’s no fussing with refolding the map or having the right one in. Replaceable-map gloves have a
mounting where paper maps can be placed, ready to hand. Maps made specifically for driving gloves
are normally waxed after printing, to protect the ink from smudging and the paper from becoming
stained. They generally wear out within a few months from regular use, but only cost ten shillings
for a good sized map, usually covering a hundred miles or so.
Availability: Unusual
Local-use maps provide +2 Steps to Navigation Tests within a defined area no farther across than
fifty miles. Replaceable maps provide +1 Step to Navigation Tests within an area no farther across
than 200 miles.
Powered Wheelchairs
A basic motorized wheelchair is simple enough to make; just slap on a microsteam or electric motor
with enough power and give it steering and a brake. It can be optimized with a lower centre of
gravity, a lighter frame, fat tires for varied terrain, gearing ratios, and so forth. Going with wheels
limits it to city use, though. For rough terrain, continuous treads, also known as caterpillar tracks,
have been worked out for civilian tractors (in rubber or iron) and military kettles (in steel) for years
now. Fancier models, with mechanical legs capable of climbing stairs or hillsides, fall under the
heading of Weird Science devices. See your local Heron.
Availability: Bespoke
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The chair is unable to handle any grade over 20 degrees, cannot climb stairs, and bogs down
easily in mud or other soft terrain.
Availability: Bespoke
Availability: Rare
Troll Biscuits
Also known as sugar biscuits or horse biscuits (although the latter should not be used in a
troll’s hearing), troll biscuits were invented by the military to keep up with the immense dietary
requirements of their troll soldiers. Consisting of coarse grain, crushed and partly cooked, held
together with beef or pork fat and sweetened with molasses, they’re used as field ration supplements.
While snarks can manage troll biscuits, having the ability to digest pretty much anything they can
choke down, other races should avoid them. Humans and dwarves may not be able to deal with the
large quantities of semi-cooked grain, and elves will have problems with the considerable proportion
of animal fat. Wrapped in paper and then dipped in wax for preservation, the biscuits are the size
of a standard construction brick, providing sustenance for one troll for half a day or one snark
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for a full day. Save the wax and the paper, they’re useful. Troll biscuits are available to the general
public, although a connection through the military or the House of Renteszes may be needed to
find a merchant who sells them.
Availability: Unusual
New Goggles
This section expands on the Goggles found on p.312 of the 1879 Players Guide.
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products in Asia, and partly due to Mr. Aw’s clever marketing, putting a stock of Ban Kim Ewe in
any store that would give it counter space, complete with a brightly painted wire rack for display.
Mr. Aw found himself needing to build a new production facility when the British Army offered
him a contract to supply his ointment to the medical corps.
Ban Kim Ewe has become known throughout the Empire, especially among the military and
those associated with Her Majesty’s Armed Forces. Representatives from Eng Aun Tong distribute
the salve throughout the Terrestrial Empire and into the Gruv, where they also send out expeditions
looking for local substitutes for the ointment’s ingredients. Eng Aun Tong herbalists and explorers
may be found in the field, talking with Saurid shamans about natural medicines, cataloging plants,
and testing potentially useful specimens. Since the opening of the Rabbit Hole, a special golden-jar
edition of the salve has been produced in very limited quantities. This version not only relieves pain
but can actually heal injuries on application.
Mr. Aw has become very wealthy from his little jars of ointment, has married, and declares that his
children will learn both Eastern and Western medicine and business methods, once they are born.
One application of Ban Kim Ewe relieves Step 6 points of Strain, and removes 1 Step of
action penalty due to sprain or other minor injury, for 6 hours. Only one application will have any
effect within that six hour period. The jar contains enough salve for 20 applications. The golden jar
edition only contains 5 applications, and costs ten times as much as the regular jar. One application
of golden jar Ban Kim Ewe relieves Step 12 points of Strain, removes 3 Steps of action penalty
for 6 hours, and will heal either 1 Wound or Step 8 points of damage (player’s choice). Only one
application of golden jar ointment in any 24 hour period will have any effect.
YZ
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7
Engines, Banks & Clockwork Currency
“We cannot forbear suggesting one practical result which it appears to us
must be greatly facilitated by the independent manner in which the Engine orders
and combines its operations; we allude to the attainment of those combinations
into which imaginary quantities enter.”
– Lady Ada, Countess Lovelace
Finance
This section provides additional material for playing Byrons and Fiddlers, and provides game
mechanics for some of the systems encountered in shops and department stores.
Banking
Banks are under considerably less regulation in the Victorian era than in the 21st Century.
Very few reporting requirements exist, making money laundering a matter of apparent respectability.
If a well to do lady or gentleman who owns a trading firm or has investments wishes to make large
cash deposits on a regular basis, the only inquiry they’re likely to receive from the bank is if they
would like a cup of tea while they wait for their deposit to be counted and processed. This is one
reason why Dodger teams like to have a Fiddler on staff, and a Byron to help with maintaining
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the shell company and the financial paperwork. Banks, like other reputable firms, do not discuss
their problems with others, often including the police. No one respectable airs their dirty laundry
in public. Thus, a person committing a quiet fraud may get away with it for years, as long as the
paperwork looks good and they don’t do anything that draws the Crown’s attention, such as failing
to pay taxes on their freshly laundered funds.
Because there is no government backing of banks, no insurance of deposits or backstop to
prevent insolvency and bank collapse, banks tend to be cautious and isolationist. Very few banks
exchange Engine data, and those who do are careful that it’s done by card and tape to protect against
telegraphic intrusion. Spotting a pattern of fraud or other illegal activity within a bank is just a
matter of running the right accounting algorithm. Spotting such across banks or other institutions
can be deucedly hard, what with all the security wrapped around each firm’s information. The Home
Office has discussed forming a financial crimes task force, to include the best forensic accountants
and Lovelaces they can find, but thus far, the political opposition to such, largely backed by the
banking industry itself, remains formidable, and the plan has not passed the proposal stage.
How was stability possible in banking systems with neither deposit guarantees (nothing like
FDIC insurance) nor a government lender of last resort (nothing like the Federal Reserve)?
Depositors were more careful in choosing banks, and banks correspondingly, in order to attract
cautious customers, had to be more careful in choosing their asset portfolios than banks are
today in the presence of deposit guarantees and a lender of last resort. Banks did sometimes
fail. But bank failures were almost never contagious, or prone to spread to sound banks,
for several reasons. Each bank tried to maintain an identity distinct from its rivals, and was
able to do so when it was not compelled by any regulation to hold a similar asset portfolio.
Depositors then had no reason to infer from troubles at one bank that the next bank was in
trouble. Banks were generally well capitalized, so that fear of insolvency was remote. In some
cases banks had extra capital “off the balance sheet” in the sense that shareholders contractually
bound themselves to dig into their own personal assets to repay depositors and noteholders
in the event that the bank’s assets were insufficient. Banks diversified their assets and liabilities
well, being free of line-of- business and activity restrictions.
Banks were careful to avoid excessive exposure to other banks, which means that they
minimized the risk of being stuck with uncollectible claims on other banks. Some degree of
exposure is unavoidable in any system in which a bank accepts deposits from its customers in
the form of checks written on, or notes issued by, certain other banks. A bank has exposure
until it clears and settles those claims through the clearinghouse. Private clearinghouses,
particularly in the late nineteenth-century United States, lowered the risks of interbank exposure
by making banks meet strict solvency and liquidity standards for clearinghouse membership.
Clearinghouses were a vehicle by which reputable banks as a group voluntarily regulated
themselves. Clearinghouse associations pioneered techniques for monitoring and enforcing
solvency and liquidity, such as balance sheet reports and bank examinations. Clearinghouse
associations also did some “last resort” lending to solvent member banks that were experiencing
temporary liquidity problems. The Federal Reserve System did not introduce but simply
nationalized bank regulation and the lender-of-last-resort role.
(quoted from the Foundation for Economic Education, retrieved 3/4/2015 from http://fee.
org/freeman/detail/banking-without-regulation)
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Retail
Some fancy department stores have order machines, small card punches using cards already
coded for the department, that the sales clerk codes with the customer’s name, items, quantity, and
clerk ID number. The cards are then sent off via vacuum transport to the stockroom for picking
and delivery. The customer gets their goods delivered when the Engine run is done, with an Engine-
printed bill attached.
HW Defense: 6
SW Defense: 6
Cost: £1/6 plus 8/- per 100 pre-coded cards
The system is just screaming for abuse, and not at all trusted. Many customers still ask
that the clerk ledger their purchases in the sales book, instead of carding the order.
– The Artful Cardpuncher
Other high-end shops have adopted the Autotill, a machine that records the sale on punched
paper tape kept in secure internal storage. It shows the customer and clerk the item name, stock
number, unit price, and total price as each item is rung up, prints out a paper invoice at the end
showing the items, amount tendered, and amount of change given, and controls the cash drawer,
only permitting it to be opened when a sale is made or a manager uses their key. At the end of
the day, the manager collects the paper tapes from the Autotills and runs them into an Engine in
the store office, automatically tallying the day’s sales, adjusting the store’s inventory, and doing the
necessary accounting. Some shops will include automatic stock reorder as part of the day-end batch
job, and may also link the accounting to employee payroll to award bonuses in the pay packet of
the top sellers. Adoption of the Autotill has met with some resistance from customers, as it requires
an exchange of money at the point of sale instead of a signature and an invoice later, treating the
customer like a common tradesman instead of an aristocrat.
HW Defense: 7
SW Defense: 6
Lock Rating: 13
Cost: £3 per Autotill, plus £8 for the cardware necessary for the store’s Engine
Again, convenient for the store, and lets them keep close tabs on the cash drawers, but if
you get into one part of the system, you’ve generally got access to the rest of it. Compromise
the paper tape from one Autotill and you can open a back door into the store’s Engine, and
then Bob’s your uncle.
– The Artful Cardpuncher
Engines
This section expands on Chapter 17, Engines, Lovelaces, and Byrons, in the 1879 Players Guide.
Background is provided on the Engines themselves, on their creators, and on the culture surrounding
them. The game mechanics for writing new cardware is then presented.
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Engine Terminology
This section expands on the vocabulary introduced in the 1879 Players Guide, in the Engines,
Lovelaces & Byrons chapter.
• Log: A file that keeps a record of specific events within the Engine, written to every
time an event of the specified type occurs. For example, the Console Access Log gets
an entry every time an operator opens a console session, and the Security Access Log
gets an entry every time an operator or a program requests access to a secured item,
such as the firm’s accounting system or the codes for the door locks. Reviewing the log
files on a regular basis allows Lovelaces to spot illicit activity in their Engines. Altering
the log files allows Byrons to hide their activity, but altering one log file may cause an
entry in another.
• Patch: An update to the Engine’s operating system or to a program, applied to replace
older code with newer and (hopefully) better functioning code.
• Peripheral: A device connected to an Engine that performs a subsidiary input or output
function, such as a printer, a tape punch, a sensor on a hydraulic press, or a turret lathe
that has been fully automated for Engine-controlled machining.
• Program: a list of instructions that tells the Engine how to perform a task. Programs
for the Analytical Engine are generally less interactive than modern-day applications,
being designed to take in data from a stack of cards, a paper tape, or a data feed from
a peripheral, process it in a specific way, and send the output to the Store for later
reference, to a printer, to another paper tape, or a combination of outputs according
to the needs of the users. Analytical Engines much more closely resemble the early
mainframe computers, with their job control language and linear processing, than our
modern interactive systems.
• System Call: When a program asks the operating system to perform a function. Most
programs do not know how to operate a printer, for example, as the Engine’s operating
system has the instructions for this, and so to print out a table, the program sends the
table to the operating system with a system call to the print function, and the Engine
then sends the table to the printer.
In addition to this, it is strongly recommended the Byron player acquire a copy of The
Thrilling Adventures of Lovelace and Babbage, by Sydney Padua (New York: Pantheon Books, 2018),
read it cover to cover, and chase down at least a few of the sources Ms. Padua cites. The reader will
emerge with a much deeper understanding of the Engine, the roots of modern computing, Victorian
humour, the mathematical jokes in the Alice stories of Lewis Carroll, and the historical personages
1879 has used and abused for game purposes. While there are many other works discussing the
efforts of Charles Babbage to invent the mechanical computer, of Countess Lovelace to invent
programming, and so on, many of them quite scholarly and worthwhile reads, this particular one
assembles the disparate elements and collects most of what the player needs to know under one
cover, and presents the information in an amusing fashion that may keep the player reading.
Purchasing An Engine
Differential Engines are relatively inexpensive. Their Rating is the equivalent of a Skill Rank
in Mathematics, and adds to the Skill of anyone using them to solve mathematical problems.
Simply multiply the Differential Engine’s Rating by £10 to derive the base cost of the device. Mass-
produced Differential Engines, such as the Pocket Calculator, bring the price down by churning out
the devices in great volume.
Pricing out an Analytical Engine takes a bit more work. For each component (Casing, Mill,
Store, Peripherals), add the HW Defense and SW Defense, and multiply by £100. Add the rest
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of the ratings together (Physical Defense, Barrier Rating, Code Rating, etc.) and multiply by £20.
Thus, the cost for the Engines described in the 1879 Players Handbook (pp.436-437) would be as
follows:
Engine Example Cost Table
Engine Type Price
Small Firm Engine £4,300
Moderate Firm Engine £5,460
Financial Firm/Secure Government £7,320
Engine
Standard Door Security Terminal £5,800
Augusta Ada Byron was born 10 December 1815, daughter of the infamous poet George Gordon,
Lord Byron, and Anne Isabella Milbanke, a prominent abolitionist and amateur mathematician.
While Lord Byron was celebrated by many for his literary prowess, his irresponsibility with his
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financial affairs resulted in debt that pursued him relentlessly. His wife had fallen in love with him
as a dashing and romanticized artist, but soon found the realities of living with creditors and bailiffs
making regular appearances at their home as a result of his reckless lifestyle to be tiresome. The
hope of their union had been a promised dowry from her uncle, Lord Wentworth, who had passed
on 17 April 1815. Given the standards of the time, it would take ten years for the estate to be
settled and the funds from her inheritance to become available. Not wanting to raise her new-born
daughter under this cloud for the next decade, Anne crept out of the house in the wee hours of 15
January 1816, with her one month old daughter wrapped tightly against her against the winter chill
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she could maintain while incapacitated. Her mathematical prowess grew considerably. Unfortunately,
so did her Byronic tendencies. When she was 16, her mother dismissed her shorthand instructor
after Ada had dallied with him, possibly more than a few times. Fearing her father’s influence, and
determined not to waste the genius with which she might have been gifted, young Ada threw herself
deeper into her studies than ever before. Two years later, in 1833, just before her 18th birthday, Ada
was presented at court, a standard practice for young noblewomen. There, she first met Charles
Babbage, shortly before the government stepped in and took over the Engine project. Upon
discussing the Differential Engine, and Babbage’s plans for the Analytical Engine, observers at the
event found it difficult to tell which of them was the more animated and excited about the prospects
Miss Byron continued to meet regularly with Babbage to keep up with his work on the
Engine, giving her remarkable insight into its workings and design. Given her continued education
in mathematics, which she feverishly pursued in light of its potential for practical applications,
Miss Byron was the right person in the right place at the right time to create the methodological
structure for programming the Analytical Engine. In 1843, the Countess of Lovelace (having married
Lord William King, Count Lovelace, in 1835) translated and heavily annotated a work by another
of Babbage’s correspondents, Luigi Manebrea. Her annotations, fully three times the length of the
original paper, detailed structured routines that gave the Analytical Engine the capability to solve
much higher order mathematics than the original work had devised. The publishing of this work
firmly earned Lady Ada Lovelace the title of the first programmer, and the algorithms she conceived
remain the founding principals of how programs for the Engine are written to this day.
Interestingly, results of her upbringing seem to have realized the hopes of both Lady and Lord
Byron. When the latter was asked, just before his death in 1824, about his estranged daughter, he
replied, “I hope the Gods have made her anything save poetical – it is enough to have one such
fool in the family.” Sadly, Lady Ada did not live to see the potential of the Analytical Engine fully
realised. In 1844, Babbage betrayed the government that had shunted him aside, released the plans
for the Analytical Engine to the two Johns, and died of apoplexy shouting at a street musician
before he could be arrested. Countess Lovelace began to weaken, and what was at first thought a
relapse of her teenage illness turned out to be something far more dire – uterine cancer. In 1852,
isolated from the world by her domineering mother, attended only by her husband, Augusta Ada
King, Countess Lovelace, Lady Byron, died after a long and excruciating bout with a disease that
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had no cure. In her last weeks, she made a confession to her husband, which caused him to leave
her side and depart the house, returning only after she was gone, but what she confessed, and where
he went, he never revealed. The first programmer died as she had grown up, alone except for her
mother and her mathematics.
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foolhardy (or both) of Byrons would dare try to inveigle their way into this firm’s systems.
In game terms, the group the firm belongs to determines the challenge they present to the
Byron and to the Dodger team as a whole. The following table shows how this affects several
factors. The Defense Bonus can be applied to the Lock Rating of the firm’s physical security, the
Hardware and Software Defenses of its Engine, or to any other Rating that resists the Dodger team.
The Security Team column shows the Tier of the watchmen the Dodgers first run afoul of when
entering the premises. This is also the Tier of any team initially sent to chase down the Dodgers
after their departure. The Security Backup column shows the Tier of the second level of security
(if any), the team that arrives if the first needs a hand. Thus, Dodgers breaking into an Amazing
Engine firm would find no extra precautions, just bog-standard locks and a few rough sorts with
cudgels. Dodgers breaking into a Proper Business firm would find the locks a bit tricky, the Engine
Store well guarded, an initial group of watchmen with light armour and combat training, and a
backup team with firearms, military experience, and maybe a bit of magic. Dodgers who survived
a run against a Visionary firm would be hotly pursued by a dedicated team of professional hunters,
with heavy firepower available on a moment’s notice.
To harness the computing power of an Engine, it must have a program to run. Attempting to
use an Engine without a program would be like trying to drive a coach with no wheels. It’s simply
not going to go anywhere. A program consists of a set of calculations, definitions of variables, and
the data set to be processed (or its location, whether in the Store, a set of cards or reel of paper
tape, or a live feed from a telegraphic or hydraulic source). For very simple tasks, these can often
be entered manually at the Mill console, which has a keyboard and a roll of paper for printout, and
may have a set of three card hoppers (Data, Variable, Operation), a tape reader, and lights, meters,
and counters to indicate Engine status. The exact configuration depends upon the manufacturer of
the Mill, as well as any custom modifications for the specific installation. While most operators
have a preference for a particular interface method, the basic principles behind them are the same,
and an operator skilled in Engine Programming should be able to use all types with more or less
equal efficiency.
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The available outputs and inputs for a specific Engine will need to be taken into account
when writing a program, not only for how the data will be displayed, but how the data will be
acquired by the Engine, and how the operator will interact with the Engine. Critical information
must be presented in outputs that are immediately accessible. – Philomena Wescott
Additionally, I have found it is typically best practice to not criticize a particular Engine
interface, nor to draw comparisons between different formats when speaking with an Engine’s
operator. Operators often have a strong affinity for their preferred formats and methodologies,
and fly into a fierce defence if they perceive these preferences to be questioned. – Amalia
Wescott
For complex routines that involve multiple formulae, large sets of variables, and arrays of
data, the program is written, then converted into a medium for feeding into the Engine. The
most common method uses punched cards created on a stand-alone card punch machine, looking
something like the designing station for a Jacquard loom with a complex keyboard instead of a
weaving grid. (A similar machine produces paper tape, but it’s less popular due to the problem of
having to create an entirely new tape if an error is made anywhere along its length, where a single
card can be easily replaced.) These are fed into the Mill via a reader, which takes in cards from an
input hopper and ejects them into an output box once it has read the punched holes.
The core of the Engine is written in base 10, which most people think in by virtue of how
many digits we are born with. A zero base is used, where number values start at 0 and go to 1, 2,
3, and so on. The cards, however, are punched in binary, or base 2, which starts at 0, goes to 1,
then moves up to a new place at 10 (or 2 in base 10). Each punch slot in the reader corresponds
to a switch in the Mill, and the holes punched in the cards toggle whether each switch is off or on
(being 0 and 1 respectively, if translated to numbers). The cards configure the switches, which load
operations, variables, and data into the Mill, and from there the functions are carried out. Reading
or writing cards (or paper tape) is the only point in the Engine where operations are in base 2.
Everywhere else, including with data entered manually at the Mill, information is handled in base 10.
Card Types
Three types of cards are used. Data cards carry values, such as cash amounts, inventory counts,
and tax rates. At the most basic level, all data sets are numbers. However, to ease repetition of data
entry and save on both Engine and program size and complexity, some data sets are stored within
the Engine as reserved characters for common use. This includes the character map for the letters
of the alphabet and equation symbols, as well as common functions for standard mathematical
operations, entering a line break or carriage return, deleting the last character entered, and so forth.
This reserved data set is housed within the Mill rather than the Store, both for efficiency in returning
the data and for compatibility in case of future Store upgrades. Standard practice maintains a
permanent set of reserved function cards at the Mill for ease of use. These are closely guarded, not
only because of their value in Engine function, but also because they will reveal the format of the
Engine if studied and thus create potential for a security breach. The working set is usually kept in
an open and clearly marked case, with the slot for each card labelled so it can be determined at a
glance if a card is missing and, if so, which one. Disorganizing these cards can be a major hindrance
to an operator. More than one inattentive clark has received a thorough rollicking from their firm’s
Lovelace for replacing cards out of order. Most firms will also have a duplicate set of function cards
in the event they need to be copied for replacement. These will typically be housed well away from
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the Mill room, and kept secured under a lock that only the head Lovelace and possibly the firm
owner will have access to.
As of yet, the reserved data set has not been standardized across the industry, or even entirely
between models of Engine from the same manufacturer (this allows them to lock a customer into
using their own products, and often forces them to replace the entire Engine when upgrading to
newer equipment). This is a large part of why the format of an Engine must be known prior to
creating a program for it, and why programs on one Engine are not typically compatible with
another. The reserved character one Engine uses for the letter “A” may be used by another Engine
for the division function.
While the reserved data set has not yet been standardized, the actual values contained
within are more or less universally recognized. If a particular function is in the reserved data
set for one Engine format, you can be reasonably sure that it will exist in another, albeit most
likely with a different value to locate it. – Amalia
Next is the variable card. Entering a static value into the Mill is all well and good when it is
part of the current calculations, but setting data aside for later recall requires it to be moved to the
Store. Moving data to the Store requires not just the data value itself, but also a specific location
within the Store so that it may be recalled later. The Engine only notates the location within the
Store, but properly notated code will typically have information written on the card in language the
operator can understand, such as ‘x’ for the equation 3x+1. When a variable is created, data values
must track the storage size (for example, is this a number that goes to the hundreds or to the
thousands?), the type of data being stored (is this a whole number or does it have a decimal point?
Is it a date? A dollar value? A geographical location?), and other parameters appropriate to the data
type. Variable cards typically also include functions relating to the data written to them (is the data
being written to the Store at this stage, or being recalled from it? If being written, is this a new
variable being added or is it modifying an existing one? If being recalled, can it be removed from
the Store or does it need to be left for later use?). Only rarely will a variable be used only once
in a program. Doing so is considered bad practice, as it takes up space for the variable parameters
when a static value would have sufficed. This makes it easy to locate variable cards in a given set,
as they will have similar patterns repeating.
Variables that store different types of data will typically have further terms associated to
them to give better definition as to what operations can be performed with them. For example,
a variable that holds purely text data is often referred to as a “string”. Strings cannot have
mathematical operations performed upon them because they only contain text. Full descriptions
of these types of variables and their use in programming is beyond the scope of this work, but
the reader should learn this in furthering their education. – Philomena
Next to the function cards kept by the Mill, there is usually a set of generic variable cards
so that an active data set may be stored in the first available memory slot. These memory slots
are typically not regulated in size and type, making them inefficient for use in large programs, but
convenient for quick storage and recall. If used, the Engine will create a storage location, which the
operator must write down so that they can later retrieve the data they stored, as well purge it from
memory when no longer needed. Purging disused data from memory, referred to as “binning”, is a
regular task that operators must perform to keep the Engine running efficiently. Problems can arise
from forgetting to clear a generic memory slot or from a sloppy programmer who did not clear
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Generic variables are extremely wasteful in terms of space used and efficiency in accessing.
They also will not restrict the types of data that can be stored within them or the types of
operations that can be performed upon them. If used incorrectly, they will cause either a jam or
data corruption. The only value to using them is speed when writing information to an Engine,
which is critical for an operator working with an Engine in active use. For a programmer, it is
best practice to never use them. Doing so is considered a sign of slipshod and lazy work, and
will invite disdain from one’s peers. Failure to include a bin routine at the end of a program,
a much more serious failure of standard practice, may be grounds for dismissal. – Philomena
The final type are operation cards. These carry the actual functions of a program. Operation
cards can call upon other functions as subroutines to increase their complexity. This process is
called nesting, with a function called upon from another referred to as a nested function. This adds
to the usefulness of the reserved data set in the Mill, as common operations, such as multiplication,
can be called rather than having to write the entire function on the operation card. This is not
limited to reserved functions, however. An operation card could provide a set of instructions which
are stored as a variable, to be called upon later by another operation card. operation cards come in
sets of two, one at the start of the operation and one at its end, like a set of parentheses. These
do not necessarily have to be subsequent to each other, and indeed very often will not if there are
nested functions to be used while a particular operation is being processed. The same function can
be nested multiple times, but a programmer must remember to put a close on every instance of the
function, and in the proper order. Without proper closure, the program will remain open and prevent
any others from being run. The Engine will continue following the nested function and repeating
in an infinite loop. Eventually, these will cause the Engine to jam once it runs out of memory
resources. This dualistic nature of operation cards does mean that a specific function cannot be
nested within itself. Attempting to do so will result in a logic error that jams the Engine (though it
is possible to write two operation card sets that perform the same function and nest those).
It is of course possible to have an operation that spans further than two cards if
necessary. The dualistic nature means that there is a minimum of two cards per operation.
Indeed, for particularly complex operations, it is quite common for an operation card set
to span many cards, and have nested operations on top of that. As it is easy to see how
complicated these may get, good practice dictates it is absolutely essential to have clear,
detailed notes written on one’s cards, even if you will be the only one using them. Woe betide
you if you must troubleshoot a program that you wrote six months ago and did not notate
thoroughly. – Amalia
Like variables, operations are restricted to the corresponding variable type by the data
being processed. On the surface, some of these functions may seem redundant, but are
necessary so that different types of data can be handled properly. For example, an addition
operation for two numbers will total their values, whereas an addition operation for two text
strings will append the second string to the first. Mismatching of data types between operations
and variables is a common mistake among novice programmers. – Philomena
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Operation cards are the heart of the program, giving function to data entered in the Engine
rather than it just being numbers sitting idle in storage. Here, the efficiency of a program is won
or lost. Accomplishing an action in the fewest steps possible is a primary goal of all Engine
programmers. This may sound easy when performing simple tasks, such as basic algebra, but
consider managing the inventory of a large warehouse and shipping company. One could assign that
task to three different people and get back three different methods of how to go about it, all with
varying advantages, disadvantages, and efficiencies. Remember that a function in an Engine translates
to the movement of thousands of cogs, pinions, and racks, which must all be completed before the
next function can begin. Moving all of that metal requires considerable energy and time, and thus
good programming emphasises reducing that movement to as little as possible.
Achieving this efficiency is why there are standardised practices within the industry. These
may require additional time on the part of the programmer, but this fades to nothing compared
to the running time saved on the Engine, or modifying and troubleshooting later. Do not take
short cuts around proper procedure when writing a program.
A commonly told cautionary tale in this regard involves a firm seeking to bypass writing
a program by hiring a Medium to summon the spirit of an Engine operator. The thought was
to have the spirit possess the Engine, so that they could assign a task to the spirit and leave it
to do the work from inside the system. As the story goes, the Engine had access to a telegraph
module, and was able to connect with another firm that had the same idea. The spirits of
the two operators, having been professional rivals in life, got into a slanging match over the
telegraph, halting all legitimate Engine tasks in favour of devising new and more clever insults
to throw at each other. The Mediums were unable to banish the spirits, their argument having
given them firm purchase on the Engines, and the firms were eventually left with no choice but
to replace their Engines at well over ten times the cost of having hired a programmer.
Whether the story actually happened or not is irrelevant to its lesson: short-cuts in the
short term lead to higher costs in the long term. For a programmer, the story is also useful
to tell a prospective client who seems uncertain about the cost for your services. – Amalia
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noise. Scotland Yard’s Engine does quite a bit more than store and retrieve the records of known or
suspected criminals. By matching up unsolved crimes with the modus operandi, or operating style,
of criminals already encountered, the probability of a crime having been committed by a specific
person can be determined. Taking a census of criminal events in an area can point up patterns of
crime, and suggest where police efforts might be best used to stem the flow at its source rather
than chasing its end points. This comes round to the next great purchaser of Engines – local and
national governments. Remember that the first Differential Engine was installed at Great George
Street in Whitehall, and used to tabulate the National Census of 1841. Since then, Analytical
Engines have been installed in a number of offices across Great Britain and throughout the
Empire, managing the tax records, population counts, immigration and emigration processing, and
hundreds of additional tasks required for a functioning bureaucracy. In more real-time, some might
say practical, applications, Engines manage traffic flow in great cities such as London, Manchester,
Paris, and New York. Berlin uses an Engine to manage its S-Bahn trains. The Royal Post Office
has Engines, both Analytical and Differential, at many of its facilities to automate the sorting and
routing of mail.
Not all Engine use must be practical. They can be used for artistic pursuits as well. Indeed,
the Jacquard Loom, that the Mill of all Engines bases its design from, was used for recreating
patterns of woven thread. Even music, when broken down to its most basic level, is an artistic
expression of numbers, which puts it within the realm of Engine capabilities.
This points up a key ability for anyone wishing to make a name for themselves as a
programmer. Aside from being capable with mathematics and having an eye for seeing patterns,
imagination is absolutely critical, especially given the increasing maturity of the industry. One
must be able to see past the workaday tasks most requested by business and government, and
envision what could be possible with future development. Even dealing with ordinary problems
can often be made simpler with extraordinary solutions. – Amalia
While much focus is given by the popular press to programs created by Byrons for illegitimate
use, whether for good or ill, do not forget they are only one half of the story. Lovelaces have
plenty of need for writing programs set to legitimate use. Indeed, without the need for effort spent
on defence or stealth routines, legitimate programs have many more resources available for higher
complexity functions.
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On Code Notation
Program writers should notate their code for later ease of reference, both for themselves and
for anyone else trying to implement the program. This sort of notation includes what function each
card performs, and how it relates to the larger function of the program as a whole. Comments may
provide hints on what to do if a function fails. Engines, for all their glory, are not perfect machines
after all. Gears wear down, building subsidence causes cams and racks to come out of alignment,
and material imperfections cause imbalance. Even a program that has been tuned to perfection can
fail if the Engine has a mechanical issue, and steps must be taken to recover in this sort of event.
In the case of punch cards, notes are typically written directly on the card, so that an operator
can read the instructions as the program is read by the Engine, or on the currently active card
in the case of a jam or other failure. Other input methods, such as paper tape meant to be fed
in telegraphically, will typically have an accompanying manual. Documentation is an industry best
practice, and a program that does not have documentation will be looked upon with suspicion.
Obviously, a programmer with illicit intentions cannot annotate their cards with ‘this function
moves the funds to our covert firm’ and expect it will go unnoticed in the firm’s operations
unless the operator is woefully inattentive. Byrons generally create two sets of cards: one properly
annotated for their own use and left at home, and one annotated with more innocuous references
for implementation into the target Engine. The Lovelace must not become complacent and take
program notes at face value. If one suspects a program to be illegitimate, they must study the code
itself, not just the programmer’s notes, to determine the true purpose. As is the case so often in
security, people tend to be the weak link. Engines faithfully follow whatever instructions are given to
them. People submit those instructions. Vigilance and discipline are the only methods that ensure
the instructions to be properly written, and to carry out operations that will benefit the firm.
Mechanical Considerations
Much has been given over to the operation of the Engine in terms of data entry, output, and
programming. Some consideration to the physical components would also be in order. These are
complex, precision-engineered machines, after all, dependent upon very tight tolerances for proper
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operation.
Analytical Engines must be routinely rebalanced and levelled due to building subsidence, wear
and tear, and other mechanical considerations. An Engine that is out of balance may give bad figures,
jam, or tear itself apart from vibration. For most firms, once every six months is sufficient. Firms
that put considerable stress on their Engines, such as Lloyd’s, perform routine maintenance once
per quarter. The Engine must be taken out of service for at least two days to have its components
inspected for wear, realigned, and the entire system demagnetised and levelled. In the aforementioned
case of Lloyd’s, the firm maintains a large number of Engines, so that one is down each week for
maintenance, while the rest continue to process. Smaller firms, especially those with only a single
Engine, must carefully schedule their maintenance so it does not interfere with significant financial
transactions, such as end of year tax calculations. Crown Revenue is not known for their patience
with those who are laggard with their figures.
The possibilities of gaining access to an Engine during maintenance have been well
thought out by both Byrons and Lovelaces. Elaborate ruses and deep cover meet up with triple-
checked credentials and telephone conversations for validation. All of the angles have been
considered, tried, and refined down to a dance as precise as a minuet. Take my advice – don’t
try to get in with a maintenance window until you’ve been at the game for a few years and
know the steps.
– The Artful Cardpuncher
Magnetism presents a threat greater than all the Byrons in England. The constant rotation
of steel cams and cogs creates a tendency for the parts of an Engine to magnetise. Part of routine
maintenance consists of reversing this effect. Lovelaces perform quick checks for magnetism with
the simple expedient of a machine screw dangled on a bit of string near the suspected part. Taking
down an Engine for an hour to swap out a magnetised cam costs the firm less than erratic figures.
To help prevent this, modern Engines use nickel-iron alloys for casings rather than steel.
Attempting to use the same alloys for cams, cogs, and other moving parts has not been successful,
steel being required to resist wear and reduce downtime. Maxwell coils can also be used, setting
up a field around the Engine to counterbalance the magnetising effect of the motion of the
cams, but their power consumption is expensive, and the coils and Engine must be tuned to each
other. The risk of a Byron badly damaging the Engine by tampering with the coils must also be
considered. Maxwell coils are only found in the most advanced Engines, operating in a temperature
controlled oil bath and in secure government installations, like Sandhurst, or at the largest and most
prosperous firms, such as Rothschild’s Bank.
The havoc you can create with a child’s toy magnet tucked into the right spot …
– The Artful Cardpuncher
Cardware and Hardware Firms
With Analytical and Differential Engines in widespread use, companies focusing on specialised
cardware for accounting, personnel management, databasing of ships and cargo, actuarial forecasting,
and other large business applications have arisen. In the manufacturing field, the assembly line has
existed since 1853 and the Long Shop. Engineers and cardware boffins have automated it with
clockwork computing.
Clockwork Computing Ltd. Operating under the motto “We Run on Time”, CC
Ltd. makes the Iron Knight Security package, a combination of hardware revisions and additions
installed on the Engine, security cardware, and operating system modifications. The Iron Knight
package raises the Target Numbers for Byrons and can put in an extra resisted Test against cardware
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or operator induced malfunctions. It comes with an actual iron helm to mount in the Engine
room. (The helm should not be mounted directly on the Engine because of possible magnetic
interference, and well as its weight, which could throw off the Engine’s balance.) Prices are given for
installed versions, which includes the services of a CC Ltd. Technician for installation and routine
maintenance.
Cost: IK Basic £450, IK Extended £850, IK Premium £1250
HW Defense Bonus: +2 / +4 / +6
SW Defense Bonus: +2 / +4 / +6
Notes: Any Engine operation that would cause a hardware jam or a mass data deletion triggers
a resisted Test and an alarm.
Mechanics:
Base cost for H&T cardware is by firm size:
• Small – 1 facility
• Medium – multiple facilities within a single nation
• Large – multiple sites across multiple nations
• The firm then pays for the audit level they want. Increasing the audit level puts more
load on the Engine for logging, verification, double and triple checking, which takes time
to process and causes a slowdown in the workflow, but increases the chance of a fiddle
being detected.
• Normal – work proceeds at the usual pace, all detection Tests at +2 Steps
• Strict – verification algorithms slow processing, so that all actions take 5% more time,
all detection Tests at +5 Steps
• Severe – verification algorithms and manual validations take noticeable time in the
Engine, extending all actions by 10% of their normal processing time, all detection Tests
at +8 Steps
H&T’s cardware adds to the firm’s SW Defense for specific actions (on all Engines in the
firm). Plattner Triple-M raises SW Defense against inventory adjustments, spurious work orders,
and false invoicing in the manufacturing chain, generally protecting supply and production lines from
the vendor to the finished product. Wellenreuther raises SW Defense against forged credentials, false
work orders, payroll fraud, and employee records adjustments, making life difficult for Fiddlers as
well as Byrons.
The following table shows the cost per year for Plattner or Wellenreuther (they must be
purchased separately) according to the firm size and audit level, and the resultant SW Defense
adjustment. Upgrades to the new version must be purchased every year. For each year the upgrade is
not purchased, cut all Step and Defense bonuses by half, and reduce the profit margin bonus by 1%.
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Most factories that implement Modern Wonder feed the production data to their central
Analytical Engine, either directly to an on-premises Engine or telegraphically, so that they can
monitor their production in real-time. It makes the directors happy when they can see products
rolling out on the ticker in the board room. It also creates a security nightmare, as anyone
who can get into the company’s Engine network can start, stop, or interfere with the production
lines. With Human Touch in place as well, the possibilities of convincing the pie-making
machines to throw their products at the employees instead of sending them on to the oven…
– The Artful Cardpuncher
That was you then?
– Djehuty Jones
Mechanics:
The Human Touch system allows a machine to be remotely controlled and monitored.
HW Defense: 5
SW Defense: 5
Cost: £30 for factory installation and cardware plus £5 per machine for sensors, Differential
Engine, and installation
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The Modern Wonder system allows a factory’s production line to be started up, shut down,
modified in function (within the limits of the machinery), or put into diagnostic mode for
troubleshooting and data analysis. The factory can also be monitored remotely. Modern Wonder
has hooks in its cardware for connecting with supply-chain systems such as Plattner from H&T.
HW Defense: 6
SW Defense: 6
Cost: £38 for cardware and installation, plus £5 per machine (waived if Human Touch is
already in place)
Writing Cardware
The cardware build mechanic describes the process of creating a program to be run on an
Engine using the game terms listed below.
• Aspects: The functions assigned to a program that describe its use. There are 10 potential
Aspects, not all of which can be used in a single program. The specific use of an Aspect
is described during program creation.
• Concealment Rating (CR): The Target Number for an operator working against the
program to both detect and remove it from an Engine. The base value is the Software
Rating, modified based on the Aspects assigned. The Aspects may modify the program’s
Concealment Rating under predefined circumstances.
• Design Points: The points available to buy Aspects and alter the program’s characteristics.
A programmer starts out with 5 Design Points for writing their program. These points
may be used to modify the program’s characteristics using any of the Aspects listed.
• Software Rating (SR): The Target Number for an operator trying to implement and work
with a program. The Base SR is equal to the number of Aspects used in the program,
but may be set higher by spending Design Points in order to increase the resistance of
the program to operator interference.
• Tier: The minimum Profession Tier for a programmer to write and an operator to
implement and use a program. All programs start at Novice, and rise in Tier according to
their build. There is no minimum Tier for an operator trying to defend against a running
program, though a Novice operator may be badly outmatched by a Warden Tier program.
• Writing Time: The days required for the programmer to write the code. A day of
programming requires 8 hours of work. All programs start with a minimum write time of
one day, and may have additional days added for Aspect complexity, or voluntarily added
to gain additional Design Points.
Program Aspects
The programmer should first determine what function or functions they want the program to
perform. They must then break that functionality down in terms of the Aspects used. Depending on
the functions, certain Aspects may have to be taken multiple times. For example, if the programmer
wants a program that will change the payee on an account, change the amount that is paid for a
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specific transaction, and then delete the record of the changes, then it must use the Change Aspect
twice, once for the payee and once for the amount, and the Delete Aspect twice to remove the system
log entry for each modification.
The following functions may be included in cardware.
• Attack: The program attempts to cause damage, either to data in the Mill or Store in
order to corrupt it and make it unreadable, or to the data medium, or to the Engine
itself by causing a physical jam of the clockworks, either minor or major. A minor
jam can be cleared by an operator, whereas a major jam causes physical damage to the
Engine, requiring hardware repair before it can be used again. This Aspect can only be
implemented into a program up to two times, once to corrupt data and/or once to jam
the Engine. Use the code writer’s Engine Programming Step as the Effect Step against
the SW Defense of the Mill to corrupt data, or against its HW Defense to cause damage
to the Mill’s Barrier Rating. Additional successes on the Implementation Test may be
spent to grant a +2 Step bonus to the Effect. Malicious code of this nature makes the
program easier to spot by an Engine operator, with code attempting to cause a major
jam being more obvious. This is reflected in the Concealment Rating adjustment on the
Program Aspect Cost table.
• Change: Alters data, either in another running program in the Mill or information
contained in the Store. This is a catch-all function that covers any modification of data,
from changing amounts in an inventory database to modifying the code of another
program. Highly complex routines may require this Aspect to be taken multiple times,
once for each process step. For example, if a change requires the operations of another
program to be replaced with a new set of functions, the program to be resequenced so
that its subroutines still match up with the main code, and the operator log amended to
show the change as a legitimate vendor patch, this would require a minimum of three
Change Aspects.
• Create: The program enters new data in the Mill, either as a result of its own processing
or copied from data elsewhere in the Engine. This requires operations to retrieve or create
the result, and may include (but is not required to) writing the results to the Store to
be called upon again, either by the same program or another. The Create Aspect must
declare whether it is creating static information or variables in the Mill, and whether or
not it writes that data to the Store. If a program needs to create variables in the Mill that
are disposed of later, and also create static data that is written to the Store, the Create
Aspect must be taken twice, once for each operation.
• Data Transmission: The program sends data through one of the Engine’s peripherals
(printer, card punch, telegraph, etc.). Use the Base Software Rating result for any Tests
required to send the transmission. The type of transmission must be specified at the time
of writing the program. If the Engine does not have the specified peripheral, the program
causes a minor jam resulting in automatic detection.
• Defence: The program actively defends itself from removal by relocating portions of
its code or by attempting to lock an operator out of an Engine sector it is currently
occupying. Use the program’s Software Rating for any opposed Tests required. Additional
successes on the Implementation Test grant a +2 Step bonus each for the program to
defend itself. Including this Aspect grants a bonus equal to the Software Rating for a
Lovelace to identify the author of the code, based on the skill level and style of the
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program.
• Delete: The program removes existing data from the Mill or Store, which may deny the
data to any currently active programs utilizing it. If a program has loaded data from the
Store into variables in the Mill, two Delete Aspects will be required, one to delete the
Store data and one to delete the variables from the Mill. Note that data cannot be deleted
from anything stored on cards or a paper tape, as those are physical, write-only media.
Removing data from cards or tape requires physically destroying the media. This in turn
requires the Attack Aspect, targeting the data medium rather than the Engine itself.
• Self-Destruct: The program deletes itself upon completion of its task. To further remove
evidence of its presence requires a Change Aspect directed against the Engine logs.
Once the program has deleted itself, detecting that it was ever there requires an Engine
Programming Test against the Concealment Rating of the program at the time it self-
deleted, with a penalty of -1 Step for each day after.
• Self-Replicating: The program creates copies of itself, possibly embedded in other files. The
Implementation Target Number for each copy is the same as the initial Implementation
Test. Each time the program copies itself, it reduces the Concealment Rating for all
deployments within the same Engine or Firm by -2, to a minimum of 1. Deployments to
Engines in other firms or organisations do not increase the chance of detection, as firms
rarely share security information.
• Stealth: The program attempts to conceal itself, and gains a bonus against detection. The
three types of Stealth are mutually exclusive – only one Stealth Aspect and method may
be added to any program. All of these enhance the Concealment Rating, but have different
subsidiary effects.
º Encryption: The program encrypts its operational code using a static encryption key.
Attempting to interact with the program while it’s running, including attempting
to remove it, requires a Cryptography Test by the Engine operator against the
Concealment Rating of the program to find the key. Once the key is found, no
further Cryptography Tests are required, and actions may proceed as normal.
º Polymorphic: The program encrypts itself with a shifting encryption key. Attempting
to interact with the program requires a Cryptography Test as with Encryption, but
this Test must be repeated before each action to find the current encryption key.
The increased system load of generating new encryption keys triggers an automatic
detection Test when the program starts running, as well as an extra check each
time the firm runs their standard scheduled security checks (see the Firm Security
Scan Frequency table, p.230), if the program is running at the time. Due to this,
Polymorphic programs generally have a Trigger Aspect, so that the program only runs
when necessary, avoiding the additional security checks.
• Trigger: The program remains dormant until launched by a pre-specified condition. This
Aspect may be bought up to a number of times equal to the programmer’s Engine
Programming Rank to set multiple conditions. The Write Time, Base SR, and Tier
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Increase penalties only apply to the first Trigger added, reflecting the complexity of
creating the Trigger code. Adding conditions for additional Triggers costs Design Points,
but does not inflict additional Write Time, Base SR Increase, or Tier Increase. Triggers
may be for any definable condition, such as a set date and time, the elapse of a specific
duration since the program was loaded into the Mill, any time another program is run or
a file accessed, any time a certain character is used, and so on. The program gains a +2
bonus to its Concealment Rating until it is triggered, but does not gain this bonus more
than once for multiple trigger conditions. After the program launches, it takes a -1 penalty
to its Concealment Rating for each trigger condition. (Each Trigger requires a system call
function, which can be spotted by an operator if one knows to look for it). When setting
trigger conditions, bear in mind firms do occasionally perform maintenance and purge
their active code, which may take the conditional program out along with the rest of the
trash. How often this occurs depends upon the firm. Refer to the following table for a
guideline frequency of checks by the various types of firms. Firms may perform checks
more often if they have reason to suspect malicious activity.
Proper Business +2 Once per week Once per month for auditing
purposes
Visionary +4 At least once per day Once per week for auditing, with
additional checks any time a
threat is detected by the firm
The following table provides the game statistics for each Aspect.
Defence -2 +1 +1 +2
Stealth:
Self-Modify* -2 +1 +1 +2
Encrypt* -3 +2 +2 +1 +3
Polymorphic* -5 +3 +3 +2 +5
*Mutually exclusive
Once the base level functions have been determined, the programmer adjusts the program to
gain more Design Points if needed, or to change the attributes of the program to better suit their
purposes. From the example cited at the start of this section, the base program requires two Change
Aspects and two Delete Aspects, for a total of four Design Points and one remaining. This point
could be used to grant a +1 bonus to the CR. The programmer could decide to take additional
write time, increase the SR of the program, or increase the Tier of the program (or all three) to
buy additional Design Points, then raise the CR further, or add other Aspects, such as Encryption
to increase the program’s chances of making it past Engine security.
All programs start off at Tier 1, Novice. Some Aspects increase Tier due to complexity. Tier
may be increased voluntarily, once, to provide additional Design Points. Decreasing Tier requires
spending the Design Point cost again of the Aspect that increased it. For example, creating a Self-
Replicating program costs three Design Points and increases Tier by +1. By spending three more
Design Points, the Tier can be brought back down.
Writing a program requires a minimum of 1 day, plus any additional time required by the
Aspects of the program, and any days added to gain Design Points. The programmer must devote
at least 8 hours per day to the task, and spends the Design Points as shown in the Program Aspect
Cost Table and the Program Adjustment Cost Table.
The following table shows the Design Point cost or gain options during writing.
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Implementing Code
Implementing a program into an Engine requires access to the Engine, whether by gaining
physical access, breaking into a remote terminal, or other means, and two Tests. First, the person
implementing makes an Engine Programming Test against the HW Defense of the Engine to input
the code. The program then makes a Software Rating Test against the SW Defense of the Engine
to load into the Mill. Success on both Tests means the program has been implemented and will
carry out its instructions as written. Failure on either Test grants the system admin of the Engine a
free Test to detect the intrusion. If the person implementing the program has legitimate access, the
error will be logged and may result in jeering by their peers. On a Rule of One result, the Engine
jams and the intrusion is detected, with alarms and security response based on the type of firm.
Extra successes on these Tests may be used by the program as previously described. How the extra
successes are spent must be decided at the time of implementation. They cannot be changed after
the program has begun its operation.
Example Program
Blah di blah, here’s all the theory. Where’s the bloody practice? It’s no wonder Byrons
code circles round the Lovelaces, the official textbooks drone on about how things are supposed
to work and never show you how they actually do. Meanwhile, those of us teaching ourselves
or learning, shall we say, on the job, get straight into the guts of the Engine, and get most of
our theory from analysing actual code and figuring out how to jigger it round the way we want.
While I’m mucking about in this document, I might as well lay in a bit of text shamelessly
borrowed from Professor Alborough’s treatise, Thirteen Practical Lessons in Engine Intrusion and
Teaching One to Whistle “God Save The Queen”.
– The Artful Cardpuncher
For our example, we’ll do up a program that hides itself in the system, and at the end of the
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month skims a farthing off each account during routine fee assessment and routes the collection to
a wire transfer. It’s an old wheeze, and one that any Lovelace fresh out of university would recognize
in a heartbeat, but while it’s not practical in real life, it’ll do for our sample code.
First, we break down the Aspects. We’re going to go with Self-Modification for our Stealth
Aspect, seeing as it’s the easiest, and assuming that the Novice Byron trying this old wheeze is a
lazy bugger who can’t be arsed to come up with something new. We add a Trigger for the date, End
of Month, and another Trigger for the Routine Fee Assessment activity, so that our code goes off
at the right time and under the desired circumstances. We bung in a Create Aspect to open a wire
transfer, so that our collection has somewhere to go, then a Change Aspect to skim off the farthing
from the account currently being assessed for routine fees, and another Change Aspect to accumulate
that farthing to our wire transfer. We add a Trigger Aspect looking for the end of the Routine Fee
Assessment routine, so that we don’t stop skimming too early, then a Data Transmission Aspect
to send off the wire transfer when the Trigger goes off. To cover our tracks, we tack on a Delete
Aspect to get rid of the wire transfer record.
Well, that’s quite a lot, now, isn’t it? And this is a fairly simple little dodge. Let’s do the
sums and see what we’ve got in terms of cost.
Mechanics: This program requires an Engine Programming Skill of Rank 3 or higher, due to
the Trigger count. The character used for the example has a Rank of 4.
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way we’ve got out of that debt is dreary boring work. We tack on an extra 6 days of Writing Time
and our Byron spends Monday to Saturday slogging through the code, optimising and refining and
looking for ways to make it more efficient. At the end, they’ve got the beastly thing beaten down
to a manageable size, and are ready to have a go at debugging and compiling.
Mechanics: The Byron makes an Engine Programming Test against the total SR of the code,
which at this point is 13. Spending Karma (assuming a human character), and with a Perception
Step of 7 and an Engine Programming Rank of 4 (topping out Novice), that gives the player 1D10
and 2D8. The dice come up 7, 6, and 5, for a total of 18. That’s one extra success over the SR,
which can be used as either a +1 bonus to the program’s Concealment Rating, or a +1 Step bonus
on the first Implementation Test. The player chooses to apply it to the Concealment Rating, and
the final stats for the program are determined.
Once implemented, the Farthing Wheeze waits until the end of the month and the launch of
the Routine Fee Assessment module, then skims a farthing off of each fee assessed, and accumulates
it to a wire transfer to a predetermined destination bank and account. When the RFA module exits,
the Farthing Wheeze sends the wire transfer, and deletes the transfer from the system.
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New Magic
Therefore, if a ghost rise before me, I have not the right to say, “So, then, the
supernatural is possible,” but rather, “So, then, the apparition of a ghost is, contrary to
received opinion, within the laws of nature—i.e. not supernatural.”
– Edward Bulwer Lytton, Baron Lytton, The Haunters and the Haunted
T his chapter expands on the rules for magic in the 1879 Players Guide
and the 1879 Gamemaster’s Guide. It provides in-depth explanations of how Lodges
work, how KAVs are created, and contains rules for creating new Base Spells. It
introduces the idea of foci and fetishes, items used by magicians to gather energy,
enhance targeting or effectiveness of their magic, or to take the Strain for them
when they cast something especially powerful.
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• The Physical Armor of a fetish or focus is half the Rating, rounded down, but is never
less than 2. This can be bought up at the time of creation at a cost of £5 per point, to
a maximum of the Rating.
• The Mystic Armor of a fetish or focus is the Rating, plus any Willpower bonus the creator
has. This can be bought up at the time of creation at a cost of 2 points of Karma and
1000 APs per point, to a maximum of double the Rating.
• The Mystic Defense of a fetish or focus is the base Mystic Defense of the creator, plus
the Rating. This cannot be bought up.
• The Barrier Rating of a fetish or focus is twice the Rating. This can be bought up at the
time of creation at a cost of £10 per point, to a maximum of three times the Rating.
• Availability of fetishes and foci starts at Rare on both Earth and the Gruv.
º On Earth, not very many magicians have gained any Skill in the process. Scarcity
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drives up the price in a capitalist system such as the British Empire and much of
the rest of the world. The advantage is those on the low end who learned to make
fetishes and foci are now able to charge considerable sums to toffs what want them.
This has, like other magical abilities that one either has or does not have, resulted
in a considerable flow of coin to those few individuals so fortunate as to have been
blessed with arcane ability.
º On the Gruv, Saurid shamans take the creation of magic items very seriously, and
are reluctant to make them without strong reasons. Convincing a shaman to make a
fetish for someone else involves the conveyance of a considerable amount of value to
the shaman;. Whether this consists of material goods, favours owed, or other physical
or social capital depends on the shaman.
º The Samsut do not make fetishes or foci, with very rare exceptions. Those priests
allowed to perform healing magic may create whatever tools they require, as long as
the keepers of the Life-Giver approve. The mages and unTempled priests out in the
countryside keep their own counsel and are justifiably nervous about speaking with
anyone they are not completely sure of, much less parting with something that took
them a significant part of their life to create.
Fetishes
Above all else, a fetish must be based on the belief system of the magician, and the magician
must draw their power from that belief system. The symbol is only worth what you put into it, after
all, and only holds as much value as you believe it does. Belonging to an organised Faith helps
with this.
Making a fetish is a spiritual practice. Mages, with their magic grounded in their belief in
themselves, or in a rational system that requires no faith, only conviction, cannot imbue a fetish
with the symbolic value, the Power greater than the fetish or the magician who creates the effect.
Priests and Shamans, having a belief system that includes a higher Power (or Powers), and having
a common iconography within their Faith, can imbue a fetish not only for themselves but also for
other followers of the same Faith. Some are able to imbue the fetish with sufficient reality that it can
be handed off to someone not of the Faith. This should be very rare, but should also be determined
by the Gamemaster and players when the issue arises, as it will impact their campaign significantly.
Building a Fetish
How long it takes to make a fetish largely depends on how long it takes to make the physical
component, which varies according to the symbology of its maker’s belief system. The button off
someone’s coat, obtained by stealth, may be sufficient in and of itself for one practitioner. Another
might spend days or even weeks carving wood, weaving cloth, working metal, painting, bejewelling,
and polishing an elaborate representation of a deity, to create the physical form that represents the
abilities and domain of the Power they follow. The process of making the physical components is
therefore dependent on the maker’s Faith and its belief system. An Artisan Test, or series of Tests,
can be made against a Target Number set by the Gamemaster, if the player and Gamemaster feel it
appropriate. The fetish maker may be required to make a Test using their Knowledge (Faith) Skill
to get the details right. Other Knowledge Skills or Artist Skills may be used, again as the maker’s
Faith requires. A Rule of One result on this Test may be ignored, or may destroy the materials,
depending on the Gamemaster’s decision. As a simpler rule, a cost of £1 per Rating point can be
assessed, or the equivalent in trade goods, effort, or other currency, representing the materials used,
or £2 per Rating point if the fetish is purchased from someone else. A build time of 1 day per
Rating point can then be assumed, or an equal amount of time finding the right item and the person
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making it. Thus, the physical component for a Rating 3 fetish would cost £3 to make or £6 to buy.
Regardless of how the physical component is made, the final stage is always the same,
regardless of Faith. The fetish maker performs a ritual that draws the desired virtue into the physical
object, imbuing the fetish with its power. For this, a Spellcasting or other appropriate Skill or
Attribute Test is made against a Target Number determined by the desired effect. The following
sections discuss where that number comes from, dependent on the nature of the fetish. Additional
Skill Tests may be required to imbue the fetish with a particular effect. These Skill Tests require
more Strain than normal. Each type of fetish has different requirements, so see the below sections
for more details. Note the Create Fetish Skill knack (see p.158) must be known, whether or not the
Spellcasting Skill is used in the creation of the specific fetish. Pay an additional cost equal to the
Strain taken in the imbuement ritual in pounds sterling, double if paying someone else to make the
fetish. Thus, a fetish with a Rating of 3, that costs 6 Strain to create, costs an additional £6 or
£12 over the price of the physical component, with a total cost of £9 to make or £18 to purchase.
Fetishes are not permanent. They wear out with repeated use. Strain fetishes soak Strain equal
to their Rating, then crumble to dust. On average, healing or spirit fetishes are good for a number of
uses equal to 18 minus their Rating. Thus, a Rating 15 healing fetish can be used three times before
it burns out. This may vary according to the Faith and the individual fetish. If the fetish description
does not specify a number of uses, the fetish follows this rule. Once a healing or spirit fetish has
been used its maximum number of times, the virtue goes out of it, rendering it inert. Some Faiths
allow for a fetish to be recharged, re-using the physical component and just performing the imbuing
ritual again. Others do not. See the notes for individual Faiths.
Linking a Fetish
Once a fetish is made, it must be linked for the magician to be able to use it. The magician
spends 30 minutes in an attuning ritual. At the end, the character spends Karma equal to the
fetish’s Rating to link it to themselves. Once a fetish is linked in this fashion, it cannot be unlinked
while the magician lives and cannot be used by any other magician. If the magician dies, Strain
fetishes crumble away. Other fetishes take damage of a Step equal to 5 times their remaining uses.
If the fetish still has any Barrier Rating left after this, it can be repaired by making a successful
Spellcasting Test against its Rating, then taking Strain equal to its Rating. The fetish can then be
re-linked and used by another of the same Faith or symbology.
Types of Fetishes
Spirit Fetish
A Spirit fetish provides a bonus when summoning, binding, banishing, or negotiating with
spirits. The fetish Rating cannot exceed the creator’s Skill Rank. To imbue one, make a Skill
(5+intended Rating) Test using the appropriate Skill. The intended Rating is the highest spirit Force
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against which the fetish will be effective. To make a Rating 8 Spirit fetish, effective against a Force
8 spirit, the Target Number is 13 (8+5), and the fetish creator needs Skill Rank 8 or higher. If
successful, the fetish is imbued and can be used once. Each extra success in the Skill Test adds one
additional use to the fetish. The Strain is equal to double the Rating.
Possible Skills include Summon, Spirit Hold, and Spirit Talk. If Summon is chosen, the
magician must choose between summoning and banishing at the time the fetish is made. The
magician takes extra Strain from the Skill Test made in the imbuing ritual, equal to the intended
Rating of the fetish.
Spirit fetishes are cumulative. Keep in mind the Rule of Three: no Test can benefit from
more than three bonuses. Using three Rating 1 Summoning fetishes counts as three bonuses, thus
no other assistance to the Test would be allowed.
Strain Fetish
A Strain Fetish absorbs Strain from its user, up to the Rating of the fetish. This may be taken
all at once, or may be parcelled out as the magician sees fit. Thus, a Rating 8 fetish could soak
8 points all at once, one point eight times, or any combination that adds up to the Rating. The
player simply declares the magician is using the fetish to soak Strain from magical activity, and how
many points. No Test is required. When the last Rating point is spent, the fetish crumbles away.
To imbue the fetish, the magician makes a Toughness Test against the intended Rating of the
fetish plus 5. To make a Rating 8 Strain fetish, the Target Number is 13 (8+5). If successful, the
magician takes Strain equal to the Target Number, minus one for each extra success scored on the
Toughness Test. The fetish is then ready to be linked and used.
Healing Fetish
A Healing fetish provides the magician a bonus in performing healing magic on others. The
Rating of the fetish is the Step bonus it supplies. The benefits of a Healing fetish do not apply to
its owner. To imbue a Healing fetish, make a Spellcasting Test against the Target Number for the
specific type of fetish, with a base Target Number of the intended Rating. The Strain to create a
Healing fetish is equal to the intended Rating plus a modifier according to the type of fetish. Extra
successes in creating a Healing fetish can be used to increase the number of uses by one per extra
success, or to reduce the Strain of imbuement, at 3 points of Strain per extra success.
Healing fetishes come in three subtypes:
• Booster Fetish: The fetish grants a bonus to a Recovery Test equal to its Rating. This
bonus is granted by touch, so the user must be able to lay on hands, or the equivalent.
The Target Number for imbuement is 4 plus the intended Rating, with a maximum Rating
of 8. The Strain of imbuement is the intended Rating plus 5. Thus, imbuing a Rating 3
Booster fetish requires a Target Number of 7 and a Strain of 8.
• Healing Spell Bonus: The fetish adds its Rating as a Step bonus to healing spells, either
to the Spellcasting Test or the Effect Test, or both. The fetish’s creator must choose at
the time of the imbuement ritual. The base Strain is the intended Rating plus 9. If the
fetish grants bonuses to both Tests, the Strain required to create the fetish is doubled.
The creator may choose to pay some or all of the extra Strain in Karma instead. Using
the bonus for both the Spellcasting and Effect of a healing spell counts as two uses. The
Target Number for a Healing Spell Bonus fetish is the intended Rating plus 8, doubled
if the fetish can be used for both Spellcasting and Effect. Thus, to create a +3 Healing
Fetish requires a Spellcasting Test against a Target Number of 11 and Strain of 12, or 22
if the fetish is dual-use.
• Wound Healing Fetish: The fetish grants a bonus to a Recovery Test equal to its Rating,
and also heals a Wound. If the recipient of the fetish’s blessing has no Recovery Tests
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left for the day, they can make a Recovery Test at the Fetish’s Rating Step. This fetish
works by touch, requiring the laying on of hands or the equivalent. The Target Number
for imbuement is 12 plus the intended Rating. The Strain for imbuement is 15 plus
the intended Rating. Thus, a Rating 3 Wound Healing Fetish requires a successful
Spellcasting Test against a Target Number of 15, and costs 18 Strain.
Foci
Foci serve two purposes: to gather and store mana, and to augment the magician’s Spellcasting
ability. A Gathering focus creates a high-mana zone immediately surrounding the magician, boosting
the magician’s effective casting Rank and adding power to the effects. These can also function
as life support devices for Boojums, allowing them to survive in a low-mana environment. The
Containment focus stores mana that can be used to boost the effect of spells. While it costs less
to make, it also must recharge in between uses, where a Gathering focus provides a constant boost.
Casting foci fine-tune the magician’s Spellcasting, providing a bonus directly to the Casting Test.
Variants include the Lodge focus, which works only for members of a specific Lodge, and the
Specific Spell focus, which works only for one particular KAV, both of which are easier and cheaper
to build than a general Casting Focus.
While there is no universal formulary for foci, the methods of their creation being guarded
much more closely than the trade secrets of the high street chemist, every magician who wants to
make a focus starts with a formula, developed on their own through research, learned from a fellow
Lodge member, or obtained by other (usually dangerous) means. Expensive and rare materials may
also be required. By following the steps of the formula, the magician creates the physical component
and enchants it with the desired power.
While Priests and Shamans can build foci, they take a penalty of their Professional Rank
to all Tests to do so, as their Faith becomes an obstacle. This is due to the lack of significance
of a focus as an object of Faith, and the function of a focus as a channel for worldly, rather than
spiritual, power.
Building Foci
Building a focus follows the rules for Enchanting, with the following variations and adjustments.
• The focus can grant a bonus to Spellcasting or Effect Tests in general, or to specific spells
for less Strain and cost. See the various types of foci for more details.
• The Skill used for imbuing a focus depends on its intended effect, but will normally be
Spellcasting. The Create Focus Skill knack (see p.158) must be known whether or not the
Spellcasting Skill is used in creation of any specific focus.
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• The maximum Rating (Step bonus) a magician can grant to a Casting or Gathering
focus is equal to their Tier (Novice = 1, Journeyman = 2, Warden = 3, Master = 4).
Containment foci can be created at up to double the Tier number.
• Component cost and Target Number are determined by the type of focus.
• The magician takes Strain equal to the Target Number when a Casting or Mana
Containing focus is imbued. Up to half of this may be paid instead with Karma. If
someone is hired to create the focus, they charge double the Target Number in pounds
sterling for the Enchanting Test.
• Mana Containment foci can be created with a Rating greater than the Tier of the magician,
but this causes massive extra Strain, and a similar massive increase in cost.
• To complete the Enchanting Test, the magician must pay APs according to the Tier of
the Spell for a Casting focus, or the Rating for a Mana focus. If someone is hired to
create the focus, an additional Purchase Cost of 1% of the AP Cost in pounds sterling is
assessed on top of Component and Strain costs.
Linking Foci
Once a focus is made, it must be linked for the magician to be able to use it. The magician
spends 30 minutes in an attuning ritual. At the end, the character spends Karma equal to the focus’
Rating to link it to themselves. Once a focus is linked in this fashion, it cannot be used by any other
magician. It can be unlinked with an hour-long ritual and paying the Karma cost again, representing
the difficulty of untangling the focus from the magician. A deeper magic is involved here that is not
completely understood at this time. If the magician dies, the focus unlinks, but cannot be relinked
by another magician for one full day. Foci do not take physical damage from abrupt unlinking like
fetishes do, but require time for their entanglement to their former owner to clear.
Types of Foci
This section provides descriptions of the various types of foci that are known as of the game-
world time of this book’s publication. Additional foci types may be introduced in future products.
Mana Focus
A Mana focus works directly with magical energy, acting as a capacitor (to store it) or
focusing mirror (to gather it). Hiring someone else to make the focus doubles the component cost.
Gathering: A Mana Gathering focus pulls in ambient magical energy from the surrounding
area, creating a higher concentration around the magician. This makes the magician more effective,
and provides more energy for spell Effects.
• Increase the magician’s effective Spellcasting Rank by the Rating of the focus. This bonus
applies for as long as the magician has the focus on their person and is not using it to
boost the Effect Step of a spell. If the focus is taken from the magician, the bonus is lost
immediately, and regained as soon as the magician can touch the focus.
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• The focus can raise the Effect Step of the magician’s spell by its Rating. If the focus is
used to boost the Effect Step of a spell, the Spellcasting bonus is lost immediately (but
applies to the Spellcasting Test just made). The focus goes inert and is unavailable for
either Spellcasting or Effect Tests for an additional (Rating +1) combat rounds.
• A Rating 2 (or higher) Gathering focus allows a Boojum to exist in a low magic zone,
such as a Samsut city-state within reach of its Life-giver technology. If there is no mana,
the focus cannot gather it, so no Rating is sufficient to allow survival in a null magic zone,
such as the Takla Makan Desert.
• Component cost is £25 times the Rating.
• The Target Number for the Enchantment Test is 6 times the Rating. A magician can only
make a focus of a Rating equal to or less than their Tier (again, Novice = 1, Journeyman
= 2, Warden = 3, Master = 4).
• Creation Strain is equal to the Target Number times 1.5.
I recently spoke with an enchanter friend of mine, and asked him about making me a
Gathering focus. He patted my hand and called me a dear, and then explained that even with
our relationship, I would have to first obtain three Strain fetishes of extraordinary make for
him, and then would be facing a considerable sum for the fabrication and enchantment.
– M. Antoine Rouvière, Paris, La Rive Effondré, in a letter to his Order Master
• The focus can provide an Effect bonus up to the Rating of the focus, or up to double the
Rating of the focus for 3 points of Strain per additional Step, paid after the Effect Test
is made. Thus, a magician with a Rating 3 Containment focus could add up to +3 Steps
to an Effect Test with no Strain, or +6 Steps for 9 points of Strain. If the Rating is
exceeded, the magician must make a Spellcasting Test against a Target Number of (focus
Rating + 15). On a failure, the focus loses one Rating point permanently.
• The focus must recharge once it has provided bonus Steps equal to or greater than its
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Rating. Containment foci recharge one Rating point per hour normally, two hours per
Rating point if their Rating has been exceeded. The linked magician can recharge up to
their Spellcasting Rank in Rating points in one combat round, at a cost of 3 Strain per
Rating point. Up to half the Strain cost (rounded up from 0.5) can be paid in Karma
instead.
• A Rating 2 (or higher) Containment focus allows a Boojum to exist in a low magic zone
for a number of hours equal to double its Rating. The focus does not have to be kept
in skin contact, but it must be kept on the Boojum’s person, such as in a pocket. If the
Boojum and the focus move more than six feet away from each other, the effects of the
focus no longer apply and the Boojum immediately starts taking damage.
• The Rating of the focus can exceed the Tier of the magician creating it, to a maximum
of double the Tier (again, Novice = 1, Journeyman = 2, Warden = 3, Master = 4). Pay
5 points of Strain for each extra Rating point after the Enchanting Test is made. Thus, a
Master Tier magician could create a Rating 8 Containment focus, but pays an extra 20
points of Strain. Anyone making such a focus for hire charges a minimum of £10 per
point for the extra Strain involved.
• Component cost is £12 times the Rating.
• The Target Number for the Enchantment Test is 3 times the Rating.
• Creation Strain is equal to the Target Number, plus any overage from Rating increases.
Spell Focus
A Spell focus aids the magician in spellcasting, providing its Rating as a Step bonus to
one specific type of Test. Component cost for a Spell focus is £5 times the Rating of the focus
(maximum of 4), times the Tier of spells (or specific spell) being boosted (Novice = 1, Journeyman
= 2, Warden = 3, Master = 4). Hiring someone else to make the focus doubles the component cost.
Casting: A Casting focus provides a Step bonus to the magician’s Spellcasting Tests.
Specific Spell: During focus creation, the magician selects a particular spell for the focus, and
chooses whether the Step bonus applies to the Spellcasting or Effect Test of the spell.
• When making a Specific Spell focus, the Target Number is the spell’s normal Target
Number. If a Defense number is required, such as the Target’s Mystic Defense, use the
magician’s own base Defense.
• Strain is equal to the Strain of the spell being imbued plus the Rating.
The following table summarizes all the factors involved in creating a Fetish or Focus, for
ready reference.
NEW MAGIC
Fetish and Focus Summary Table
Attribute Determined By Strain Cost (£) Notes
Physical Armor 0.5 Rating 5/point Can be bought up for Cost
Mystic Armor Rating + WIL Bonus 2 Karma + 1000AP Max 2xRating
Physical Defense Wearer’s PD
Mystic Defense MD of creator + NA Cannot be bought up
Rating
Barrier Rating 2xRating £10/point Max 3xRating
Cost (Fetish) £1xRating to build £1xStrain to build £2xStrain
£2x Rating to buy to buy
Imbuing (basic) Rating
Imbuing
2 x Rating TN R+5
(Spirit fetish)
Imbuing Rating+5 minus 1 per extra success TN R+5
(Strain fetish) Uses: Rating points
Casting, Gathering by
Focus Rating Tier #
Containment double Tier #
(Buying) R1 – 500AP
Focus R1 £5 R2 – 2100 AP
R2 £21 R3 – 14400 AP
R3 £144 R4 – 98700 AP
R4 £987
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Asclepius’ Blessing
(Healing Spell Fetish)
Rating: 3 Mystic Defense: 13 Physical Armor: 2 Mystic Armor: 6
Barrier Rating: 6 Creation Target Number: 11 Creation Strain: 12 Effect: Adds +3 Steps to
Cost: £30 Number of Uses: 15 Availability: Very Rare the Effect Test of
any Healing spell
Foci
Gathering Focus
Rating: 4 Mystic Defense: 15 Physical Armor: 2 Mystic Armor: 7
Barrier Rating: 8 Creation Target Number: 24 Creation Strain: 36 Creation AP: 98,700
Effect: Adds +4 Steps to Spellcasting; can add +4 Steps to an Effect Test; will allow a Boojum
to survive in a low-magic area
Cost: £1207 Availability: Unobtainable
Containment Focus
Rating: 6 Mystic Defense: 18 Physical Armor: 3 Mystic Armor: 8
Barrier Rating: 12 Creation Target Number: 9 Creation Strain: 24 Creation AP: 100,800
Effect: Adds up to +6 Steps to Effect cumulative before depleting; will allow a Boojum to survive
in a low-magic area for up to 12 hours before depleting
Cost: £1008 Availability: Very Rare
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Notes: A Lodge focus specific to the Nightingale Sisters, the Eagle Talisman is generally made from
a lorgnette, embroiderer’s loupe, magnifying glass, or other optical instrument normally associated
with women.
Galvanic Enhancer
(Specific Spell Focus)
Rating: 1 Mystic Defense: 10 Physical Armor: 2 Mystic Armor: 3
Barrier Rating: 2 Creation Target Number: 9 Creation Strain: 10 Creation AP: 500
Effect: Adds +1 Step to the Effect Test for the Galvanic Arc KAV of Bolt
Cost: £24 Availability: Very Rare
Notes: A Specific Spell focus created by members of the Galvanic Order, the Galvanic Enhancer
boosts the Effect Test of the Galvanic Arc spell, including any lightning thrower device that it’s
properly attached to, but only for the magician that the focus is linked to.
Weird Science
The 1879 Players Guide talks about Enchanting, with an entire chapter dedicated to it, and
also mentions Alchemy in the Skills chapter. In this book, the Craftsman (Biology) Skill has been
introduced. While those lay the foundations for the Heron, the Newtonian, and the Promethean,
respectively, there’s both room and need for some expansion on each of these, and discussion of
how Schools of Weird Science are built.
In this section, we’ll discuss Target Numbers for creating devices, potions, and biologicals, the
Tier restrictions according to complexity and capability of the end product, and the minimum Skill
Ranks just to have sufficient understanding of the field to attempt the creation. We’ll also talk about
Schools, although the specific mechanics for how to design a new one will be found in the Building
a New Lodge section at the end of the chapter. Some comments on how to design the creations
themselves will be made, although the process must be tailored to the School.
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of the Shaman, who may also have religious beliefs that shape their work.
Weird Scientists have a field of study at the foundation of their School. The Herons are
fundamentally engineers. They design and build devices. These may be clockworks of extraordinary
complexity and capability, but mundane in nature, or they may incorporate elements of the arcane,
such as Professor Titwilliger’s Aetheric Perceptors, goggles that allow the wearer to see into the
astral plane, but each has been conceived of and built by an engineer with a vision of their field that
extends beyond traditionally accepted boundaries. Newtonians practice alchemy, which historically
is the parent of modern chemistry. While high street chemists and research scientists at Bayer AG
follow an academic tradition that long ago abandoned the arcane elements, and focus entirely on
the scientifically reproducible, the Newtonians continue to pursue the older version of the craft.
Their vision of chemistry includes symbolic values, laboratory practices that are indistinguishable
from magical rituals, and results that cannot be easily reproduced by others. The Prometheans study
biology, and work tirelessly to push the boundaries of what is known and what constitutes acceptable
practice. They do not ask, should we?, with all its tiresome belaboring of moral codes hidebound
in religious dogma, but ask only, can we? Is it possible? What might we achieve if we press on?
Thus, each School of Weird Science has started with a recognized discipline of Science,
and pushed it past its fringes. To create the Unificationists, introduced in this volume, we chose
physics as the foundation. We layered the salon culture of Paris and the blatant discrimination
against women in scientific fields atop the state of the academic discipline of physics in the era, and
produced a School with multiple reasons to exceed the boundaries of natural philosophy and not
only break new ground, but establish where that ground might be.
When creating a new School of Weird Science, then, the questions to ask are, what Discipline
of Science serves as the foundation? Who are the practitioners? Why are they driven to exceed the
boundaries of accepted thought in their field? What methods will they find acceptable, and what
goals are they seeking? At the sticking point, what repercussions will they accept? Are they willing
to be ostracized from society, arrested, chased out of town by a mob with torches and pitchforks?
What sacrifices are they personally willing to make in the pursuit of knowledge? The Herons
sacrifice their dignity and pride, being known as showmen who build fancy toys for the rich. The
Newtonians risk arrest and seizure of their labs for breach of the Pharmacy and Explosives Acts. The
Prometheans – well, the tabloids have had enough of a field day with them already, and they’re flatly
illegal in the British Empire, with certain exceptions kept under military guard. The Unificationists
have flung their culture’s ideals of respectability out the window, finding what approval among their
own kind they can win for their work to be enough. What will the Weird Science pursuers of
mathematical knowledge sacrifice?
Target Numbers
The easiest way to determine the Target Number for building a Weird Science gizmo or
brewing a potion is to look at the Base Spell or KAV serving as its foundation. Admittedly, the
Weird Science mechanics are slanted toward the Herons. Named devices that do wondrous things
are a key trope of steampunk. A baseline for the system had to be chosen. By extension, though, this
mechanic works well with anything dependent on a base formula, thus supporting the Newtonians.
The process for using a Base Spell or KAV to create a device or brew a potion may be found on
page 420 of the 1879 Players Guide.
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• The Weird Scientist makes a Spellcasting Test against the spell’s Casting Target.
If the target is not currently present, as tends to be the case, as long as the Weird Scientist
avoids a Rule of One result, the spell is cast into the device or potion. For a device that will be
able to repeat its effect, a Named Spell must then be invoked, requiring a second Spellcasting Test
and a nasty bit of Strain. Potions are single-use items, and don’t require the Named Spell fixative.
For them, the initial Spellcasting Test either brews a number of uses of the potion equal to the
number of successes on the Test, or a single use with the extra successes rolling to the Effect Test
(which is made at the time of brewing).
• For biological creations, the Craftsman (Biology) Test is made against the combined
Physical and Mystic Defenses of the intended creation.
Where the Heron and Newtonian look to the stat block of the spell for their Target Number,
the Promethean looks to the stat block of the organism. The Test presumes that the Promethean
already has the raw materials (although they tend to use too many monkeys), the laboratory or
other facilities required, and the time to invest. As a general rule of thumb, a creation should take
a number of days to build, breed, graft, or construct and revivify as its Death Rating divided by 5,
rounded up from 0.5. Thus, a creation with a Death Rating of 38 would take 8 days to produce.
Tier and Rank Restrictions
Tier and Rank Restrictions
Base Spells and KAVs all have a minimum Tier at which they can be learned or created. This
relates to the spell’s complexity, and the degree of arcane understanding required to follow or build
the formula. This limits the effects that Herons can build into their devices, and that Newtonians
can brew into their potions. Prometheans may be able to make the attempt at a powerful creation
while still a Novice; this does not mean it is a good idea to try.
The following table provides some guidelines as to Target Numbers that are within reach at
each Tier, that are above the median for the total Step of Attribute+Rank but still feasible with
karma. Some notes as to the Skill Rank required to achieve the Tier, the level of understanding
of the field, and the equivalent position within academia are also included. While Weird Scientists
who use methods other than Spellcasting to build their creations are not specifically prohibited
from attempting something well above their Tier, it’s never a good idea to box outside your weight.
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Point systems for building new creations, guidelines for how to design them, and limitations
on what can be achieved are all found in the relevant mechanics.
When designing a new device or potion, keep in mind the fundamental nature of the
underlying spell. Form follows function, and so a device that throws lightning bolts should look
something like a gun or ray projector or lightning rod, and be made of materials that can stand
up to the stress.
For biological creations, viability is a concern. Unless the creation is meant to die after
fulfilling a brief function, it needs to be able to eat and breathe. Even bacteria consume, digest,
excrete, and respire. Mutant grasshoppers designed to devour anything organic and used as an
area-effect munition should not be able to reproduce on their own, and should probably die from
overeating after a certain amount of continuous gluttony, as safety mechanisms. It’s also much easier
to modify than to create from whole cloth. Biologicals should start from an existing organism, such
as the Octobreather, which started out as an octopus and was engineered for additional function.
Gamemasters and players should work out details of new creations through in-character roleplay and
out-of-character discussion before introducing new creations into their campaign.
Advanced Spellcraft
This section covers how to expand the existing magical system in the game world, by creating
new KAVs, Base Spells, and Lodges. A new KAV provides a variation of a Base Spell that might
do things just slightly differently than how anyone else is already doing them. A new Base Spell
expands the foundations of spellcraft, planting the seed for dozens of potential KAVs, and describing
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an entirely new possibility for the use of magic. A new Lodge expands the magical world itself,
introducing a new viewpoint as to how magic works, and opening the door for a flood of new
KAVs. Whether an existing religion not yet been written up as a Faith or a new belief system,
a new Order of magicians who have gathered to investigate the insight into the arcane they hold
in common, or a Weird Science School based around an academic or scientific discipline whose
fringes and more obscure concepts are not yet properly explored, a new Lodge effectively creates a
new type of magician.
Note that Base Spells are never cast. They are effectively Magic Theory. To cast, a KAV must
be created. Think of Base Spells as the blueprints and engineering calculations, and KAVs as the
steam engine that is built from the plans and numbers.
Master-Tier Spells
Spells of the Master Tier are unique and special enchantments. These extremely powerful
rituals cannot be created using a formulaic system. Their effects are of great scope and importance,
and often form the basis of plotlines in the game world. These spells contain enough power to alter
the course of a campaign with only one use.
Because Master-Tier spells are so powerful, they should be difficult to create. Their complexity
gives only the most highly skilled and talented magicians a hope of designing and executing them.
Master-Tier spells represent magical secrets of the highest order, and only years of devoted work
enable magicians to successfully create them. These spells are as carefully guarded as the most
valuable of magical treasures, and they are not shared or used lightly.
While this system might serve as a guideline when designing a Master-Tier spell, feel free to
bend or ignore the rules presented here altogether. Players and Gamemasters need to consider two
important factors when designing spells for the Master Tier.
First, the design must reflect the spell’s unique purpose; the magician must define the spell’s
effect more specifically than they would define the effect of a lower-Tier spell. While the effects
are not as flexible as those of lower-Tier spells, they can and should produce far-reaching effects.
Master-Tier spells may produce more than one effect, reach long distances or cover large areas of
effect. For example, such spells might include a ritual that causes all the adult males in the city of
Dusseldorf to fall ill with a wasting disease, or transform Loch Morar into ice.
Second, Master-Tier spells must be designed as ritual spells. Generally, rituals require the
abilities of several magicians uniting their powers through the use of Ritual Casting (see the
Spellcasting chapter on p. 366 of the 1879 Players Guide for a description). A magician powerful
enough to design and cast a ritual spell all on their own would be a terrifying individual indeed.
flowing through the fabric of the universe are listed below. Not all magicians, and not all Lodges,
are familiar with all of the laws, as magic is in its renaissance and still very new to Earth. Players
and Gamemasters however should keep all of these laws in mind when creating new spells.
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• If the Lodge already knows a KAV of the Base Spell, the KAV AP cost is reduced by
half, rounded down. There is no further reduction if the Lodge knows multiple KAVs of
the Base Spell.
• The Known As name for a KAV can be anything appropriate to the Lodge. Generally, the
name is either a reference to the KAV’s creator (Roamer’s Magnetism), or a descriptive
term (Lightning Bolt), or a reference to the belief system of a Faith (Verathragna’s
Blessing).
• KAVs cannot add more than +1 Step of bonus to the Casting Test of the Base Spell, and
cannot reduce the Target Number for the Casting Test by more than 1.
• KAVs cannot provide more than +1 Step of bonus to the Effect of the Base Spell.
• KAVs may extend a Base Spell with a single target to a group, but must use the highest
Mystic Defense in the group as the base for the Target Number, adding a minimum of
+1 for each additional target. The KAV causes additional Strain equal to the Tier of the
spell per additional target. Thus, a Journeyman Tier spell would cause 2 points additional
Strain per target after the first. A maximum of Rank additional targets may be added.
• A Step bonus to the Casting Test and/or Effect of the KAV must be paid for, either by
restricting the target of the spell (e.g., elves only), requiring an additional component (e.g.,
holy symbol), or increasing the Strain cost by +2 per bonus Step.
• Additional effects, such as ongoing damage, must be paid for by an increase in the Strain cost.
• The adjustments to Strain and Tier for Base Spells also apply to KAVs. See the Strain
/ Tier Cost Table in the next section, Making New Base Spells.
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* Tier refers to the Tier of the spell; Rank refers to the Spellcasting Rank of the magician
• The time to create a new KAV depends on whether it’s coming from a Base Spell the
Lodge already knows (has a KAV of), or a Base Spell from outside the Lodge. Creating
a new KAV building off previous effort does not require extensive research. If the Lodge
does not have a KAV from the Base Spell being used, then the work must start from an
unknown Base Spell and is a nontrivial effort, requiring considerable time and resources.
º Creating a new KAV of a known Base Spell requires the Tier of the spell in days of
research, and £15 times the Tier in materials. Thus, a new Journeyman KAV would
require 2 days of research and £30 in materials. If the magician does not have the
funds or access to materials, the research takes 1 day longer for every £10 (or part
thereof) that the magician lacks. Thus, if the Journeyman magician could only raise
£5, the spell would take an extra 3 days to research (short £25). The time required
cannot be reduced by spending more funds.
º Creating a KAV of a Base Spell previously unknown to the Lodge requires the Tier
in weeks to complete the research, and £50 per Tier of materials. Extend the research
by 1 week for every £10 or part thereof that the magician lacks. Spending more does
not reduce the research time.
• At the end of the research period, the magician makes a Spellcasting Test against the
Creation Target Number for the spell’s Tier. See the KAV Creation Table, further in this
section.
º If successful, the magician pays the AP cost and creates the KAV.
º If the Test fails, the magician can spend a number of weeks equal to the spell’s Tier
doing further research, and then try the Test again. No additional materials cost is
required.
º On a second Test failure, the magician has gone down the wrong path in their studies
and must start over, paying the materials cost and beginning a new cycle of research.
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º On a Rule of One result, the research and materials were wasted. The magician
cannot try creating the specific KAV again for a year and a day. Creating a different
KAV from the same Base Spell remains possible. Thus, if the magician tried to
create a Fire Bolt KAV from the Bolt Base Spell, and failed with a Rule of One,
they could move on to trying to create Water Bolt the very next day, but could not
try Fire Bolt again for a year and a day.
Spell Stacking
Base Spells may be stacked to create more complex and powerful KAVs. For example,
Increase Attack Test, Increase Damage, and Bolt could be stacked to produce a KAV that wraps
a sword in lightning, causing it to strike more accurately and effectively, and allowing a second
Damage Test for electrical damage if the Attack Test scores more than one success.
• The magician creating the KAV may stack a number of additional Base Spells onto the
first equal to their Tier. Thus, a Novice could stack a total of 2 Base Spells, a Journeyman
3, a Warden 4, and a Master 5.
• The Tier of a KAV created by stacking Base Spells must be equal to or greater than the
number of Base Spells included. A KAV that stacks 3 Base Spells must be of Journeyman
Tier or higher, as only a Journeyman or higher Tier magician could stack 3 Base Spells.
• The magician can only stack Base Spells already known to their Lodge. Base Spells not
known to the Lodge may not be stacked.
• The KAV starts with the highest Casting Difficulty, Effect, and Strain among the Base
Spells being stacked.
º Increase the Casting Difficulty by +1 per additional Base Spell.
º Increase the Effect Step of the KAV by +1 per additional Base Spell.
º Increase the Strain by half the Strain of each of the additional Base Spells, rounded
down, with a minimum Strain increase of 1.
º Add one week of research time and £15 of materials per additional Base Spell.
º Increase the Creation Target Number by +2 for each additional Base Spell.
º The KAV costs AP equal to the AP cost for a KAV of each Base Spell, plus the
Stacking cost shown on the following table.
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Examples
Adding a required physical component to Pass Through Shadows brings the Strain down on
a Mumper KAV. See the Strain / Tier Cost Table in the next section, Making New Base Spells.
Dark Ferryman
Base Spell: Pass Through Shadows Lodge: Mumpers Tier: Journeyman
Casting Difficulty: TMD + 6 Casting Time: 2 rounds Range: Rank x 10 yards
Duration: Rank x 2 rounds Effect: Special
Strain: 4 + Rank (reduced by 1 for each person who pays the toll)
The Mumper collects 2 coppers from each person to pass through the gateway. (They
cannot collect from themselves. Persons other than the magician may not pass through without
paying. Animals may have the toll paid by a person, but may pass without paying.) The coins
are laid out in an arc around the base of the shadow, and the Name of Charon is invoked. As the
gateway opens, the coppers are pulled in as the toll to be paid, and never seen again. A chill, slightly
stale-smelling breeze blows out of the shadow at the far end as each person emerges. The GM
may require a Willpower Test against the Mumper’s Spellcasting Rank for particularly superstitious
characters, such as members of the Bollanbane, to bring themselves to enter the gateway.
The Order of Britannia Victorious stacks two Improve Base Spells in a single KAV to greatly
enhance battlefield prowess of their troops.
Lethal Volley
Base Spells: Improve Attack Test, Improve Damage Lodge: OBV Tier: Journeyman
Casting Difficulty: TMD + Weapon DR + 1 Casting Time: 1 round
Range: Rank Targets within Rank x 2 yards Duration: Rank rounds
Effect: +1 Step to Attack and Damage Tests per success
Strain: 4 + 2 per success
The OBV officer designates a number of targets for the spell up to their Spellcasting Rank.
All targets must be armed with the same type of weapon. Different makes of repeating rifle, such as
Spencers and Martini-Henrys, count as the same type of weapon. Repeating rifles and bolt-action
rifles are not the same type of weapon. The OBV officer gives the order to attack, and makes a
Spellcasting Test against the highest Mystic Defense in the target group, +1 for each target after the
first. If successful, the target group gains +1 Step to their Attack Tests and +1 Step to their Damage
Tests per success for the duration.
Game Terms
The spell design system describes the process of creating a spell using the game terms
listed below. See the Spellcasting chapter of the 1879 Players Guide for more information.
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Tier: The character advancement Tier at which the spell can be learned.
Effect: The result of the spell; what the spell does to its target. May also include an area
of effect.
Spell Design Points: A number of building points used to alter a spell’s characteristics.
Target: The subject of the spell’s effect.
Spell Targets
Spells can be directed at almost any target, with living beings the most common. Spells can
affect living targets in three primary ways: the target’s physical body, its astral form, or its emotions
or thoughts. Most spells that affect living targets affect any and all types of living beings equally,
provided the spell’s target type applies to them. For example, a spell that affects physical bodies
would only affect spirits if they were manifested in physical form. All spells that target a living being
use a Casting Difficulty equal to the target’s Mystic Defense.
Inanimate objects are non-living things such as buildings, weapons, and vehicles. Spells may
affect an object physically or astrally. Most spells that target inanimate objects use a Casting
Difficulty equal to the object’s Mystic Defense, though some use predetermined Casting Difficulties.
game mechanics. A spell comes with a basic set of characteristics, which determine the initial game
statistics - the Base Strain Number and the Base Effect Step.
Base Effect
A spell’s Effect quantifies what the spell does to its target. Effects may be divided into three
types.
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• The first type provides an Effect Step, which is used for the spell’s Effect Test. The initial
value for this type of Effect is Willpower + 0, or just Willpower.
• The second type provides a bonus or penalty to the target. The initial value for this type
of Effect is +2 or –2.
• The third type of effect is called a Special Effect, which involves no Action Test. For
example, the Light spell creates a single light source. There’s no Effect Test to determine
how bright it is, or if multiple sources are created, or any other modifiers. In this case,
state the Effect as Special, and include a description of the effect (and any relevant game
mechanics and statistics) in the spell’s description. The effect should be appropriate to
the spell’s Tier, and should not overshadow similar spells of equivalent Tier. It’s always a
good idea to use the spells in the 1879 Players Guide as a guideline.
• Tasked spirits and other creatures summoned by a spell should be designed with the spell’s
Tier in mind. As a rule of thumb, the summoned spirit or creature shouldn’t be worth
more than a single Adventure Point Award appropriate to the Tier (see p. 147 of the 1879
Gamemaster’s Companion for more information on designing and customizing creatures).
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Area of Effect Cost Tier Increase
3 yards or Rank radius 2 --
10 yards or Rank x 2 radius 3 --
100 yards or Rank x 5 radius 5 1
1 mile radius 7 2
100 square yards (shapeable) 6 1
Per additional unit (see text) 1 1
Duration Cost Tier Increase
1 round or Instant 0 --
1 minute 1 --
1 hour 2 --
1 day 3 --
1 week 5 1
1 month 7 2
1 year or “a year and a day” 9 3
Based on Rank +1 to time unit cost --
Per additional time unit 1 --
Effect Step Modifier Cost Tier Increase
Reduce Effect Step Modifier by 1 –1 --
Increase Effect Step Modifier by 1 1 --
Increase Effect Step Modifier by Rank (Rank + WIL) 2 --
Special Effect 0 (see text) --
Tasked Spirit 0 (see text) --
Casting Difficulty Cost Tier Increase
12+ –2 --
8—11 –1 --
6 or Target’s Mystic Defense* 0 –
Tier Increase Cost Tier Increase
Tier +1 (may only be bought once) 3 1
Tier -1 (may only be bought once) Total Spell Cost** -1
*Spells affecting living targets always use Target’s Mystic Defense (TMD)
** Total Spell Design Point cost not including this adjustment, with no other adjustments made
after
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Requires Spell
Multiple Effects Stacking
Variable Duration -2 2 1
Increase of Duration time unit (each) 1 +1 per 3
*Minimum Spell Tier of Warden.
Effect
A spell’s Effect Step or Effect Bonus/Penalty may be modified using Spell Design
Points, as shown on the Spell Design Point Cost Table. The cost for Special Effects and Tasked
Spirits is determined by the Gamemaster, but should be 0 if the Special Effects or spirit are
appropriate to the Spell’s Tier. For example, a spell Effect granting a bonus +3 to the target’s
Social Defense costs 1 Spell Design Point (the initial value is +2).
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Rectangular area effects can be shaped, and usually can be restricted to less than their
maximum area. For example, an illusion spell with 100 square yards to work with could easily cover
a pit that is twenty feet long and wide as a trap, discarding the extra approximately 55 square yards
of potential effect.
Note a spell affecting multiple targets is not necessarily considered an area effect spell. For
example, the Sleep spell affects a group of people within range, but has no area of effect.
Duration
A spell’s Duration is the length of time the spell’s effect lasts. All Durations are expressed
in units of time: rounds, minutes, hours, days, weeks, months, or years. If the spell has a variable
Duration, use the longest Duration possible for determining the Spell Design Point cost. A Duration
of a year and a day is the same cost as a single year. Instant and/or permanent effects (such as a
damaging spell effect) use a Duration of 1 round. Combat spells must use rounds as their unit for
Duration. Spells that give the target additional abilities in combat may use minutes as Duration, at
the Gamemaster’s discretion. Remember that a Combat Round lasts for approximately six seconds
(thus ten rounds per minute). Spells that transform the target or have other effects which aren’t
intended to be used in combat may use bigger units. Some spells may increase the effect’s Duration
to a year and a day by using blood magic (usually at a cost of 1 or more permanent Damage Points).
A spell’s Duration can be increased. For example, choosing a Duration of 1 round and
spending 5 Spell Design Points would make the spell’s Effect last for 6 rounds. If the spell should
last Rank + 6 rounds, it would cost 7 Spell Design Points instead (1 for basing it on Rank plus
6 units).
Casting Difficulty
A spell’s Casting Difficulty is the Target Number for the Test made to cast the spell. For
most spells, the Casting Difficulty equals the Mystic Defense of the target. Spells affecting multiple
targets use the highest Mystic Defense of the targets within range or the area of effect, +1 for every
additional target beyond the first. Other spells have predetermined Casting Difficulties, usually those
that affect objects. The minimum predetermined Casting Difficulty is 6.
Spell Restrictions
The spell designer may gain additional Spell Design Points by adding restrictions to the spell.
These may narrow the focus of the spell’s Effect, or add conditions under which the spell may be
cast. Each restriction reduces the spell’s Strain by 1, down to a minimum of 1, and generates 1 Spell
Design Point. Buying off a restriction, for example removing the physical component requirement
from a Base Spell that normally requires one, costs 2 Spell Design Points. At the Gamemaster’s
discretion, a severe restriction may justify a larger adjustment.
• Minor
º Only affects one particular Attribute
º Requires a source of open flame
• Major
º Can only be cast at night
º Only affects a specific Boojum type
• Severe
º Requires a drafted and written contract signed willingly by both parties with a drop
of their blood
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Variable-Duration Spells
Variable-Duration spells produce effects whose Duration may be controlled by varying the
number of Strain Points taken to cast the spell. The Initiate Tier spell Darkness has a Duration of
“Rank times 5 minutes”. When the magician casts it, their Spellcasting Rank at that moment is
multiplied by five minutes to determine the spell Duration. Allowing an increase of time unit, for
example raising the Duration to Rank x 5 hours, requires spending additional Spell Design Points,
and taking additional Strain when the spell is cast.
When designing a Variable-Duration spell, the magician must designate the spell’s minimum
and maximum duration units: rounds, minutes, hours, days, weeks, or years. The Durations of all
Variable-Duration spells must be based on the magician’s Spellcasting Rank.
Example
Spell Name
Tier: The spell’s Tier Casting Difficulty: The Target Number to cast
Casting Time: How long it takes to cast Range: The reach of the spell; may include area of effect
Duration: How long it lasts Effect: What it does
Strain: How much it costs to cast
The spell description should be clear and concise, providing answers to the following questions:
• What is the spell about?
• Does the magician require spell components?
• Is the magician required to make gestures or speak incantations?
• What does the spell do to its target when it is successfully cast?
• How is the Effect Step applied?
• What is the area of effect?
• Are further Tests required, either by the magician or by the target?
Developing a spell takes a number of weeks equal to the spell’s Tier. During this time, the
magician must at least devote 8 hours per day to this task. The Spellcasting Test is made once the
development is complete. If the Test fails, the magician must continue to develop the pattern for
an additional week before they can try again. On a successful Test, the magician has inscribed the
spell into their grimoire, and must spend Adventure Points to empower the pattern, again as shown
on the Spell Pattern Table. Once this has been done, the magician may create a KAV from the
new base spell, cast the KAV, and teach the KAV or Base Spell to other members of their Lodge.
1 (Initiate) 13 100
2 (Novice) 18 500
3 (Journeyman) 22 3400
4 (Warden) 28 23,300
5 (Master) 33 98,700
When adapting a real-world Faith into game terms, be respectful. Do your research. Consult sources
other than websites. Books written by members of the Faith are a good option. Take your drafts to a
member of the Faith, get their opinion on it, and accept their recommendations. Remember that you
are playing with something that other people sincerely believe. Playing a character who follows a Faith
different from your own can be good for exploring a foreign viewpoint, and examining your own values in
light of those of others. Playing a stereotype, or a derisive parody, whether or not it’s intentional, harms
everyone involved.
Description
Who are these people anyway?
All Lodges start with their basic preconceptions, the things the Lodge members believe to
be true about the world and about the practice of the arcane. This is true whether the Lodge is an
Order of Mages, a Faith of Priests or mystics or Shamans, or a School of Weird Scientists. The
field should be a brief paragraph, laying out the basics of the society in a nutshell.
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Origins
Why was the Lodge founded? What event led to its formation? Who put it together? Were
there any extraordinary events surrounding its formation?
A paragraph about the history of the Lodge gives it context in the game world, and plot hooks
to hang stories on. See the Lodges in the 1879 Players Guide and in this book for examples of how
the Origins field can be completed, in ways that provide players with material for their characters
and Gamemasters with guidance for their plotlines and world descriptions.
Organisation
How is the Lodge structured?
Is it a monolithic entity with a single authoritarian leader, or is it broken into cells that
operate by consensus? This affects how easily the Lodge could be impaired or stamped out, the
coherence of its operations and direction, and the ease of proving its existence. Provide details of
how the Lodge manages itself. A few brief lines about how each person in the local chapter knows
someone in another chapter may be sufficient, or a table showing the hierarchy and descriptions of
the advancement and selection process may be needed.
Regalia gets discussed here. Does the Lodge have a specific mode of dress that identifies
them? Do they carry a recognition token of some sort, openly or hidden? Again, this should be
described in sufficient detail for a player to know what their character would have and how they
would appear to fellow Lodge members and to outsiders. Is there specific dress required for Lodge
meetings or rituals? This determines whether the character will have to purchase and maintain such
items, and carry or wear them to Lodge functions.
Resources
How much money do they have? What special facilities? Political connections, blackmail,
favours owed, support?
This field should talk primarily about the organisation as a whole, but also about the
individual members and what they are likely to have. If the Lodge has official recognition of
some sort, such as the OBV or the Ordnung Galvanisches, the nature of that support should be
described. If there are resource constraints on the Lodge, or its members, those should also be
discussed. Mumpers, for example, don’t tend to have much to begin with, and their Lodge only has
what its members can beg, borrow, buy, earn, or steal. If the Lodge has physical facilities, such as
a meeting hall or cathedrals in every major European city, that goes here as well. Connections are
also described here, as specified in the last question above, as resources aren’t just ready coin and
buildings. What can the Lodge pull in if it needs to?
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Membership
Who are the members? What special qualifications restrict who can join? Is there a ritual, a
challenge, a task that must be performed? What is the nature of the commitment?
This field should talk about how someone joins the Lodge, how they advance through its
ranks, and how they remain a member in good standing. How granular this gets is a matter of
judgement on the part of the writer, but remember that this is, like the Goals and Methods section,
roleplaying material. Session goals, story arcs, or entire campaigns may hinge on the membership
requirements for a Lodge. For example, the Lodge member may be required to retrieve a rare
ingredient from a part of the world that doesn’t normally export it before they can advance to a
position of leadership. The actual rituals of advancement may also be described here. If they require
special items, or achievements, that in turn drives character activity and creates plotline for the
campaign.
Enemies / Allies
Other secret societies, groups, government agencies, or individuals that support or oppose this
society, whether or not they know of its existence. Similarly, groups or people whom the society
supports or opposes, with or without informing them of the society’s existence.
This field may mention the alliance or opposition in general terms, or may describe relationships
with specific organisations that support or oppose the Lodge. The reasons behind the opposition
should be explored. 1879 is not a world of white hats and black hats, but of people with complex
motivations, often working at cross purposes with each other, and all firmly convinced that they are
in the right. As an example, the High Street Chemists’ Association opposes the Newtonians based
largely on legal grounds. The HSCA has gone through the examination process, obtained proper
licensing, and followed the appropriate government regulations in pursuing their trade. They’re quite
annoyed with a Lodge of Weird Scientists who blatantly ignore laws created to protect public safety,
ensure the quality of products on offer, and keep charlatans out of the business. The Chemists aren’t
bad people, they’re responsible tradesmen. It’s not their fault that the legal structure tends to stifle
research and make it difficult to break new ground in the field.
Hopefully, in the process of completing all of this, there has been some consultation between
the author and the other people in the gaming group. Before a new Lodge is introduced into
play, all those at the table should be in agreement that it is in fact playable, and that it will work
within the boundaries and style of their campaign. There’s no point values or dice rolls here. What
determines if a Lodge is built properly is if it works in gameplay. When in doubt, go see the Law
of Pragmatism.
YZ
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9
New Spells
The exercise of magical power is the exercise of powers natural, but superior to the
ordinary functions of Nature. A miracle is not a violation of the laws of Nature, except
for ignorant people. Magic is but a science, a profound knowledge of the Occult forces in
Nature, and of the laws governing the visible or the invisible world.
– The Theosophical Movement (tract), author unknown
T his chapter presents new spells for the lower Tiers (Initiate, Novice,
Journeyman), and spells for the upper Tiers (Warden and Master).
Spell Statistics
Before we get into the spell listings, an explanation of the game statistics for spells is in
order. Spells being processes, they require time to cast, and only last for so long. Their effects have
to be targeted, and the target has to be in range. The following text describes the statistics used in
1879 for spells.
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Lodge
KAVs have a Lodge, while Base Spells do not. The Lodge of the KAV determines who
can learn it. While similar Lodges can adapt the KAV to their own structure, normally there isn’t
enough similarity in belief system, methodology, and the like to allow sharing of KAVs directly
between Lodges.
Base Spell
KAVs always have a Base Spell that they are a Known As Variant of, which is specified in
this field. The stats for a KAV show how it varies from the Base Spell.
Tier
The Tier of a spell determines when it can be learned. Magicians cannot learn spells above
their Tier, because they have not yet learned the prerequisites for understanding the spell. Think of it
as trying to follow a recipe for Eggs Benedict that tells you to poach three eggs. If you don’t already
know how to poach an egg, you’re not going to be able to follow the recipe and make the dish.
There’s not many spells of the Warden and Master Tiers, largely because magic is still new
to Earth, and magicians of Earth are still learning how to work with it. Also, the mana level simply
isn’t high enough to support much in the way of high-Tier magic. The Gruv sourcebooks will
include some higher Tier spells that may eventually make their way over to Earth, and as the mana
level rises on Earth, higher order magics will become possible. This will all be explored further in
future sourcebooks.
Casting Difficulty
Casting Difficulty specifies the Target Number for the magician’s Spellcasting Test. For most
spells, particularly those that cause or heal damage, this will be the target’s Mystic Defense (TMD).
For other spells, there is a predetermined number given in the spell description. The minimum
Casting Difficulty for spells, regardless of modifiers, is 6. ”Target” can refer to the recipient of a
beneficial spell as well as to an opponent.
Casting Time
The Casting Time of the spell is the length of time, usually stated in combat rounds, needed
to gather the energy and complete the process. Spellcasting is normally a Standard Action. Spells
with Casting Times greater than one round become effectively a Sustained Action. The magician
may take no other actions during the Casting Time beyond working the spell. If the magician
is interrupted during the Casting Time, such as taking a Wound from a physical attack, their
concentration is broken and the spell fails. See Concentration (pg.361) in the Spellcasting chapter.
Range
The Range of a spell is the limit of its effective distance, usually given in yards. A Range of
“Self” means the spell only works upon the caster. A Range of “Touch” means the caster must be
able to touch the recipient of the spell, which could also be the caster. A Touch Range spell cast
on an unwilling target does not require an additional Action Test, like a Dexterity or Attack Test,
to touch the target. A successful Spellcasting Test means the caster has also successfully touched
the target.
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Duration
Duration is the length of time the spell remains in effect. A spell’s Duration is usually
given in combat rounds, but can also be measured in minutes, hours, weeks, or longer. Unless the
description says otherwise, “Rank” refers to the magician’s Spellcasting Rank. Thus, a Duration
listed as “Rank + 10 minutes” is a number of minutes equal to the character’s Spellcasting Rank
plus ten. Once cast, most spells continue for their full duration even if the caster is killed or falls
unconscious. Some spells require concentration (pg.361), and end if that is broken, or expire under
other conditions noted in the spell’s description. Unless specifically noted, a magician cannot end
their own spell before the Duration expires. The magician (or another magician) could use the
Dispel Magic Skill or an equivalent spell to do so, however.
The Duration of spells that last longer than one combat round can be extended by paying the
Strain again. This assumes that the magician is able to maintain concentration and is unopposed
in maintaining the effect. If concentration is broken for any reason, Duration cannot be extended.
A magician may only renew the effect and extend the Duration a number of times equal to their
Spellcasting Rank. Not all spells can be extended. Those that cannot will say so in their description.
Effect
The spell Effect varies with the spell. The most common use of the Effect Step is to generate
a number, such as the amount of damage the target takes, a creature’s Attribute Values, the Target
Number for other Action Tests made by the spell’s target, and so on. When a character needs to
generate such a number, the spell description instructs the player to make an Effect Test. When a
spell requires an Effect Test, the Step Number is indicated, for example “WIL + 4.” In this example,
if the magician successfully casts the spell, the Effect Step is equal to the magician’s Willpower Step
plus four more points. Players with magician characters may want to calculate and record the Effect
Steps for all of their character’s spells to save time during play.
Some spells allow or require a character other than the magician to make an Effect Test.
Unless noted, the character uses their own Willpower Step to determine the Effect Step. Some spells
use the Effect Test to determine success or failure. Use the spell Effect Step to make an Effect Test
against the Target Number given, which is often the target’s Mystic Defense (TMD), but may be
another value noted in the spell description. Magicians with the Willforce Skill (pg.227) may use
it to improve their spell’s Effect Step.
If the Effect causes damage, the type will be followed by /Physical, /Mystic, or /NA. This
means that Physical Armor, Mystic Armor, or No Armor provides protection against this damage.
The natural Mystic Armor that characters gain from their Willpower Attribute is always in play, and
will protect a character even from a No Armor spell.
Strain
Strain specifies how much damage the energies required for the spell do to whatever they’re
routed through. Normally, magicians use the Raw Casting method (pg.363), which requires them to
pass the energies through themselves. Grimoire Casting (pg.365) passes a small part of the energy
through the grimoire, which then takes part of the Strain. Magicians take Strain after making their
Spellcasting Test. If the magician is interrupted and does not complete the spell, they do not take
the Strain for the spell.
Description
The text underneath the game statistics block, explains the spell’s effect or any special
information for the spell. It also describes any requirements for the spell to be cast, such as gestures,
supporting objects, or access to a particular environment, Target Numbers for Effect Tests, and
other conditions and restrictions.
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Gestures
Some spells include gestures in their descriptions, which need to be completed for the spell
to be cast. Gestures include both physical movement and verbal speech. If the magician is unable
to make the gesture or speak the appropriate words, for instance being bound and gagged, they
cannot cast the spell.
Prerequisites
Some spells have prerequisites that must be met before they can be cast. Often, these are
physical components, such as a handful of dirt or a carpet. Some spells require environmental
conditions, such as being on the deck of a ship. If the magician does not have the physical item or
other prerequisite available, then the spell cannot be cast.
Success Levels
A number of spells designate special uses for the Success Levels achieved on either the
Spellcasting or the Effect Test. If the spell has a special use for Success Levels, the description
will specify it.
Alter Memory
Tier: Journeyman Casting Difficulty: Target’s Mystic + Social Defenses
Casting Time: 5 minutes per memory aspect Range: Touch
Duration: Permanent Effect: Special
Strain: Target’s WIL Step per aspect changed
The magician makes a Spellcasting Test against the target’s combined Mystic and Social
Defenses. If successful, the magician may change one aspect per success of an event that the target
remembers, up to a maximum of the magician’s Rank. For example, a memory of meeting someone
at a train station could be altered so that the target remembers meeting them at a tailor shop.
Instead of meeting Agent 86, the target remembers meeting their uncle. Only one memory may
be adjusted per casting. The target continues to remember the altered version of the event even if
presented with evidence that their memory is incorrect. Whether the target admits their memory is
faulty or not should be roleplayed.
Astral Double
Tier: Master Casting Difficulty: 30 Casting Time: 1 hour
Range: Self Duration: Rank hours Effect: Special
Strain: Magician’s base Death Rating
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The magician undergoes a harsh ritual, at the end of which a Spellcasting Test is made.
If successful, the magician creates an avatar of themselves, effectively an Ally Spirit with a Force
Rating equal to the magician’s Rank, and with all appropriate stats equal to the magician’s own, not
augmented by Force Rating. The avatar has the base powers for ally spirits (Aid Summoner, Astral
Sight, Empathic Sense, Lifesight, Manifest, and Spellcasting), with the Step of these powers being
equal to the Step of the magician’s Skills of the same name where appropriate. Extra successes on the
Spellcasting Test may be used either to extend the Duration, at one hour per success, or to add ally
spirit powers, at one power per success. The avatar has access to all Skills known by the magician,
becoming effectively a second copy of the magician, and should be controlled by the magician’s
player. Anything known or learned by one is immediately available to the other.
Astral Projection
Tier: Journeyman Casting Difficulty: Special Casting Time: 2 rounds
Range: Self Duration: Rank minutes Effect: Special
Strain: Special
The magician takes the first round to compose themselves. In the second casting round,
their spirit leaves their body, remaining attached by a strand of mana referred to in Western mystic
traditions as the silver cord. At the end of the spell’s Duration, the silver cord contracts and pulls
the spirit back into the body. The magician is left dazed and at -3 Steps to all actions for one full
minute if this happens. The magician can avoid this by voluntarily returning to their body before the
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end of the spell’s Duration. See the table below for the Casting Difficulty and Strain, which are
both determined by the state of astral space in the area where the magician is attempting to project.
Casting
Astral State Difficulty Strain
Safe 8 10
Open 12 12
Tainted 16 15
Corrupt 20 22
For more information about astral projection, and actions on the astral plane, see Chapter 13,
A Treatise on the Astral Plane, in the 1879 Gamemaster’s Guide.
Augment Other
Tier: Warden Casting Difficulty: Target’s Mystic Defense Casting Time: 1 minute
Range: Touch Duration: Rank minutes Effect: Rank + WIL
Strain: 8 + 2 per Effect Test success
The magician may imbue another person with a spell as a Skill, or with a power of a creature
or spirit. They must know the spell, or have it available in a grimoire (in which case the grimoire
must be attuned as for grimoire casting), or have directly observed the power in use. If they have a
sample (blood, bone, etc.) of the creature, this reduces base Strain by 4 points. The new Skill or
power has the appropriate statistics, but instead of a Rank that adds to an Attribute, operates using
the result of the Effect Test as its Step.
Augment Self
Tier: Warden Casting Difficulty: Target’s base Mystic Defense Casting Time: 1 minute
Range: Self Duration: Rank minutes Effect: Rank + WIL
Strain: 8 + 2 per Effect Test success
The magician may imbue themselves with a power of a creature or spirit. They must have
directly observed the power in use. If they have a sample (blood, bone, etc.) of the creature, this
reduces base Strain by 4 points. The magician must cast against their normal base Mystic Defense,
and may not voluntarily lower it. The new power has the appropriate statistics, but instead of a Rank
that adds to an Attribute, operates using the result of the Effect Test as its Step.
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Coincidental Disruption
Tier: Journeyman Casting Difficulty: TMD Casting Time: 1 round
Range: Rank x 3 yards, line of sight Duration: Instant
Effect: Rank + WIL
Strain: Rank
The mage creates a random effect, determined by discussion between the player and the GM,
that helps or hinders a current activity or situation. For example, the mage could hinder an attacker by
causing a flower pot to be knocked off a windowsill and strike the attacker below. The mage makes
a Spellcasting Test against the target of the effect, whether this is a person (the attacker), a vehicle
(the steam lorry the party is riding in), or whatever the thing to be helped or hindered might be. If
successful, the mage makes an Effect Test to determine the degree or help or hindrance, with each
success adding or subtracting a Step from the target’s actions as appropriate.
Convince
Tier: Novice Casting Difficulty: TMD Casting Time: 1 round
Range: Self Duration: Rank minutes
Effect: Adds Rank to CHA and CHA-based verbal persuasion Skills
Strain: 3
The magician bolsters their argument magically. They focus on the subject at hand, and make
a Spellcasting Test against their own base Mystic Defense. If successful, the magician adds their
Spellcasting Rank as a Step bonus to their Charisma and to Charisma-based verbal persuasion
Skills, such as Haggle or Slough Blame, for the duration of the spell. Each extra success in the
Spellcasting adds 2 minutes to the duration. Two extra successes can be used instead to add +1 to
the Effect, but only one such bonus may be gained.
Cool Area
Tier: Journeyman Casting Difficulty: Highest TMD in area Casting Time: 1 round
Range: Rank x 10 yards, line of sight Duration: Rank rounds
Effect: Special
Strain: 3 plus up to Rank
The magician may lower the temperature of an area Rank feet in radius by a maximum
of Rank times ten (10) degrees Fahrenheit. Make a Spellcasting Test against the highest Mystic
Defense within the target area. If successful, the ambient temperature of the target area may be
lowered by 10 degrees per round. The magician must maintain concentration for the duration to
continue lowering the temperature. Once the spell Duration expires, the magician may no longer
drop the temperature of the target area without casting the spell again, and the area will begin to
warm back up to match the surrounding area normally.
Cool Object
Tier: Novice Casting Difficulty: TMD Casting Time: 1 round
Range: 10 yards Duration: Rank Effect: Special
Strain: 1 point per Step of heat per 20 pounds of mass
The magician converts heat into mana, channelling heat out of the target object and venting
the excess mana into astral space. This spell cannot be used on anything that is currently alive.
Up to twenty (20) pounds of mass times the magician’s Spellcasting Rank may be affected. For
reference, a one square foot plate of steel a half inch thick weighs 20 pounds. Make a Spellcasting
Test against the object’s Mystic Defense. If successful, the magician may channel up to their Rank
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in Steps of heat (see the Fire Table on p. 225 of the 1879 Gamemaster’s Guide) out of the object,
dropping its temperature accordingly. It is possible to lower the temperature of the object past its
freezing point, but causing damage is not the object of this spell. As an example, freezing a steel
plate one half inch thick and two square feet in area down to -40 degrees Fahrenheit, cold enough
to turn the steel brittle, from a room temperature of 60 degrees Fahrenheit, would cost 20 Strain:
10 points of heat being pulled out of 40 pounds of mass.
Counterattacking Armour
Tier: Journeyman Casting Difficulty: Special Casting Time: 1 round
Range: Self / Rank + 2 yards (see below) Duration: Rank rounds
Effect: Rank + WIL
Strain: See below
A source of the desired element must be available, but does not have to be of sufficient
volume to constitute the armour. A clod of dirt the size of the magician’s fist, for example, is
sufficient to conjure an earth barrier. The magician makes a Spellcasting Test against a Target
Number determined by the element of the armour. See the following table. Extra successes roll to
the Effect Test at +1 Step per success.
If successful, the magician conjures mystical protection (according to the form dictated by
the KAV) made of the appropriate element. This protection applies only to the magician, and will
move with them. If the magician deliberately runs the armour into a foe, treat this as a Shield
Charge. The armour does not take Barrier Rating damage from such an attack, and so does not
trigger the counterattack.
Make an Effect Test for the Barrier Rating of the armour. Use the magician’s current Physical
and Mystic Defense for the armour’s Defense Ratings. Any attacks directed against the magician go
against the armour instead. If the incoming attack hits, and takes points off the armour’s Barrier
Rating, the armour fires back, using the magician’s Spellcasting Step against the attacker’s Mystic
Defense. This counterattack is made even if the incoming attack reduces the Barrier Rating to zero,
the armour getting a parting shot. If the armour’s counterattack hits, make an Effect Test for the
damage. Roll extra successes from the Attack Test to the Effect Test at +1 Step per extra success.
If the armour’s Barrier Rating is reduced to zero, and there’s still damage left from the attack, that
damage goes to the magician, reduced by any additional armour the magician may be wearing or
carrying.
Air counterattacks put the target at -1 Step to their Knockdown Test if the target takes a
Wound. Fire counterattacks set the target ablaze. The target continues to take the Effect Test in
damage, decreasing by 3 Steps each round, until the damage Step is reduced to zero or the flames
are extinguished. Electrical counterattacks, like a lightning Bolt KAV, put the target at -3 Steps to
all Actions for 3 rounds.
Create Clothing
Tier: Novice Casting Difficulty: 8 Casting Time: 3 rounds Range: Touch
Duration: Rank hours
Effect: CHA + Rank
Strain: 3
The magician must have materials to start with – fabric, leather, etc. Make a Spellcasting
(8) Test. Extra successes roll to the Effect Test as Step bonuses, +1 Step per success. If successful,
the magician turns the raw materials into clothing suitable for the target, who does not have to be
the magician. Make an Effect Test to determine how well fitting the clothing is, and its stylishness.
The table below provides suggested Effect Test Target Numbers for particular styles of clothing.
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Create Poison
Tier: Novice Casting Difficulty: Special Casting Time: 1 round per 3 Steps
Range: Special Duration: Instant
Effect: Creates 1 dose
Strain: Special
The magician determines the intended Step for the poison to be created, and spends the
Casting Time in uninterrupted work conjuring the poison. If the intended Step does not divide
evenly by 3, round up for the Casting Time. When the conjuring is complete, the magician makes
a Spellcasting Test against the intended Step of the poison, plus the type modifier as shown on the
following table. If successful, one dose of the poison is created. Extra successes add to the Poison Step,
at +1 Step per success. The magician takes Strain equal to the Target Number for the Spellcasting
Test. See the 1879 Gamemaster’s Guide, p. 239, for more on poisons.
Create Shelter
Tier: Novice Casting Difficulty: 8 Casting Time: 3 rounds
Range: Touch Duration: 12 hours
Effect: WIL + Rank
Strain: 3 + 2 per additional person, up to Rank people
The magician must have some sort of materials to start from – wood, stone, fabric –
although not necessarily in any finished form or sufficient quantity. Make a Spellcasting (8) Test. If
successful, the materials are combined, multiplied, and assembled into a shelter capable of providing
living space for one person. Additional people can be sheltered by increasing the Strain of the spell,
which in turn increases the size of the shelter. At the end of the Duration, the materials collapse
harmlessly into a pile, conveniently missing anyone who happens to still be in the shelter at the
time. The materials can be reused. Make an Effect Test for the Barrier Rating of the shelter. If the
shelter takes its Barrier Rating in damage, the spell ends as if the Duration had expired, but the
materials cannot be reused. The magician may renew the Duration of the spell at any time by paying
the Strain cost while touching the shelter.
Decode
Tier: Novice Casting Difficulty: Special Casting Time: 1 minute per page
Range: Touch Duration: Instant
Effect: Special
Strain: 5 + 1 per page
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This spell will decrypt a number of pages of text encrypted with the Cryptography Skill
(1879 Players Guide, p. 192) or the Encode spell up to the magician’s Rank. The number of pages
being decoded must be specified before casting. The magician makes a Spellcasting Test against the
target’s Mystic Defense for mundane encoding, or base Target Number as determined by an Encode
spell Effect Test for arcane encoding. If successful, the decryption is removed, and the text rearranges
itself into its original form. On a Rule of One result, the target pages are blurred beyond recovery.
For the definitions of “page” and “text” being used, see the Encode spell.
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Deny Poison
Tier: Journeyman Casting Difficulty: Poison Step Casting Time: 1 round
Range: Touch Duration: Instant
Effect: Special
Strain: Poison Step + Rank
The magician makes a Spellcasting Test against the Step of the poison affecting the target
person or animal. If successful, the poison’s Step is reduced by the magician’s Spellcasting Rank.
Extra successes reduce the poison by -1 Step per success.
Deny Recovery
Tier: Journeyman Casting Difficulty: TMD Casting Time: 1 round
Range: 10 yards Duration: Rank hours
Effect: Special
Strain: Rank
The magician makes a Spellcasting Test against the target’s Mystic Defense. If successful,
the target’s Recovery Step is reduced by the magician’s Spellcasting Rank for the Duration of the
spell. Extra successes reduce the Recovery Step by -1 Step each. The magician takes their own
Spellcasting Rank in Strain.
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Distract
Tier: Novice Casting Difficulty: TMD (see below) Casting Time: 1 round
Range: Rank yards Duration: Rank rounds
Effect: Rank + WIL
Strain: Target’s Social Defense
The magician makes a Spellcasting Test against the target’s Mystic Defense. If multiple
targets are chosen, use the highest Mystic Defense among them. Additional targets may be affected,
up to the magician’s Rank, with an increase to the Target Number of +1 per target and an increase
to the Strain of +1 per target. If successful, the magician makes an Effect Test, which becomes the
Target Number for a Willpower Test for the targets to overcome the spell’s effect. Extra successes
on the Spellcasting Test roll to the Effect Test at +1 Step per success. Affected targets have their
attention directed where the magician specifies, and will not notice background activity not directly
in their line of sight for the spell’s duration. Each round, each target may make a Willpower Test
against the Effect Test result to break the distraction. Excessively loud noise, such as explosions, or
environmental hazards, such as fire, will break the spell’s effect automatically.
Electromagnetic Pulse
Tier: Novice Casting Difficulty: 8 Casting Time: 2 rounds
Range: Rank x 10 yards, area of effect Rank yards radius Duration: Instant
Effect: Rank + WIL
Strain: 4
The magician may place the centre of the effect anywhere within Rank times 10 yards, with
line of sight restrictions applying, with the effect extending to a radius of Rank yards about that
point. All electrical and magnetically sensitive equipment in the area of effect takes damage to
its Barrier Rating equal to the Effect Test, reduced by any electromagnetic hardening (such as
aluminium shielding). For each Critical Hit incurred, the device loses one function. For example,
a Differential Calculator, which contains a considerable number of precision-engineered steel cogs,
that takes a Critical Hit may lose its ability to do division, or to print out its results. An Analytical
Engine hit with an electromagnetic pulse must, in addition to any repair time and materials required
to address loss of Barrier Rating points, have a recalibration performed, requiring three days per
Critical Hit incurred. Until this is done, the Engine’s results will be unreliable.
Encode
Tier: Novice Casting Difficulty: TMD + 6 Casting Time: 1 round per page, max Rank pages
Range: Touch Duration: Rank days
Effect: Rank + WIL
Strain: 5 + 1 per page
The magician makes a Spellcasting Test against the Mystic Defense of the target text, plus
6. If successful, the magician may magically encrypt one or more pages, up to a maximum of
their Rank. (“Text” here is defined as written or printed material, which may include diagrams or
illustrations. “Page” is defined as a standard foolscap or folio page, 8 inches by 13 inches. Slight
variance in actual page size, such as a book printed on quarto (8 x 10) or American letter (8.5 x 11)
paper, will not affect this spell.) Extra successes roll to the Effect Test, at +1 Step per success. The
magician makes an Effect Test to determine the base Target Number for the encoding. Attempts to
decrypt the pages using the Decode spell use the Effect Test result as the Target Number. Attempts
to decrypt by non-magical means use the Effect Test result plus the Rank of the encoding magician
as the Target Number. The Duration may be renewed by the casting magician at any time before
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expiration by touching the encoded pages and paying the Strain cost. The Duration may be extended
from Rank days to Rank weeks by paying additional Strain of 3 + the page count at the time of
initial casting. Duration may not be extended after casting, only renewed. On a Rule of One result,
the text becomes blurred and unreadable, but is not encoded and cannot be restored with a Decode
spell.
Find
Tier: Novice Casting Difficulty: 6 Casting Time: 1 round
Range: Rank x 100 yards Duration: Rank minutes
Effect: Rank + WIL
Strain: 3
The magician enters a trance state and psychically locates the target, if it is within range. Each
minute, the magician may make an Effect Test against the target’s Mystic Defense. If successful, the
target is found, and the magician knows the distance and direction. On two successes, the magician
knows the basic details of the location, such as “an upstairs room”. On three or more successes,
the magician knows the precise location, such as “hidden in the back of the second drawer down
behind a packet of French postcards”. Wards and other shielding will of course interfere with the
spell, and must be defeated by the Effect Test for the target to be found. If the magician has not
found the target by the end of the Duration, they emerge from the trance state frustrated and with
a slight headache.
At higher Tiers, the Range and Duration can be extended by adding Strain. See the table
below.
Find Extension Table
Tier Range Duration Strain
Journeyman Rank miles Rank x 10 minutes +1 per extension
Warden Rank x 10 miles Rank hours +3 per extension
Master Rank x 100 miles Rank x 3 hours +5 per extension
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Grant Recovery
Tier: Journeyman Casting Difficulty: TMD Casting Time: 1 round
Range: Touch Duration: Instant
Effect: Special
Strain: Target’s Wound Threshold
This spell gives the target an extra Recovery Test, which must be used immediately. The
magician makes a Spellcasting Test against the target’s Mystic Defense. Extra successes grant a
bonus to the target’s Recovery Test, at +1 Step per success.
Heat Area
Tier: Journeyman Casting Difficulty: Highest TMD in area Casting Time: 1 round
Range: Rank x 10 yards, line of sight Duration: Rank rounds
Effect: Special
Strain: 3+ up to Rank
The magician may raise the temperature of an area Rank feet in radius by a maximum of Rank
times ten (10) degrees Fahrenheit. Make a Spellcasting Test against the highest Mystic Defense
within the target area. If successful, the ambient temperature of the target area may be raised by 10
degrees per round. The magician must maintain concentration for the duration to continue raising
the temperature. Once the spell Duration expires, the magician may no longer raise the temperature
of the target area without casting the spell again, and the heat will begin to disperse normally.
Heat Object
Tier: Novice Casting Difficulty: TMD Casting Time: 1 round
Range: 10 yards Duration: Rank
Effect: Special
Strain: 1 point per Step of heat per 20 pounds of mass
The magician converts mana into heat and channels it into the target object, which must be
inanimate. This spell cannot be used on anything that is currently alive. Up to twenty (20) pounds
of mass times the magician’s Spellcasting Rank may be affected. For reference, a one square foot
plate of steel a half inch thick weighs 20 pounds. Make a Spellcasting Test against the object’s
Mystic Defense. If successful, the magician may channel up to their Rank in Steps of heat (see
the Fire Table on p. 225 of the 1879 Gamemaster’s Guide) into the object, raising its temperature
accordingly. If this raises the object’s temperature past its combustion point, it will catch fire, but
that is incidental and not the intended effect of the spell. As an example, heating a steel plate one
half inch thick and two square feet in area up to the temperature of a campfire, hot enough to make
the steel easily workable, would cost 12 Strain: 6 points of heat going into 40 pounds of mass.
A choice of Physical or Mystic Armor as the target must be made before casting. KAVs
may be restricted to one or the other. The magician makes a Spellcasting Test against the Mystic
Defense of the vehicle. If successful, the vehicle’s Armor Rating is increased by +1 for each success
(including the first).
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The magician makes a Spellcasting Test against the Mystic Defense of the target. If successful,
the target’s Barrier Rating increases by 5 points per success (including the first). Any damage taken
during the spell’s Duration is absorbed by the additional points, and does not transfer to the target’s
base Barrier Rating when the spell expires.
The magician makes a Spellcasting Test against the target’s current Armor Rating. If successful,
the magician makes an Effect Test against the same target number, and boosts the Physical or
Mystic Armor rating of a person by one point per success scored on the Effect Test. This spell
may be renewed by touching the target and taking the Strain again before the Duration expires. This
refreshes the spell’s Duration, but does not allow a new Effect Test for better Armor improvement.
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Improve Poison
Tier: Novice Casting Difficulty: Poison Step Casting Time: 1 round
Range: Touch Duration: Instant
Effect: Special
Strain: Poison Step +2 per success
The magician makes a Spellcasting Test against the Step of the poison affecting the target
person or animal. If successful, the poison’s Step is increased by +1 Step per success.
Improve Recovery
Tier: Initiate Casting Difficulty: TMD Casting Time: 1 round
Range: Touch Duration: Instant
Effect: Special
Strain: 4
The magician increases the Recovery Step of the target by +8 Steps. The target must make
a Recovery Test within 2 rounds of receiving this benefit, or it is lost. This spell cannot be cast on
a target with no remaining Recovery Tests.
Improve Strike
Tier: Novice Casting Difficulty: TMD + Damage Step Casting Time: 1 round
Range: Touch Duration: Rank rounds Effect: Special
Strain: 3 + 1 per success on the Spellcasting Test
The target’s Unarmed Combat Damage Step receives a temporary boost. If the target has a
Skill or other ability that improves their Damage Step for Unarmed Combat, this spell stacks with
the effect. The magician makes a Spellcasting Test against the target’s Mystic Defense plus their
current Damage Step. If successful, the target’s Damage Step gains a bonus equal to the magician’s
Rank for the Duration of the spell. Extra successes add +1 Step each to the damage increase. On
a Rule of One result, the target takes a -1 Step penalty to their Unarmed Combat Damage Step
for the Duration of the spell.
Kinetic Transfer
Tier: Journeyman Casting Difficulty: TMD + Speed Step
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Mass Demolition
Tier: Warden Casting Difficulty: TMD Casting Time: 3 rounds
Range: Rank x 10 yards Duration: Instant
Effect: Rank + WIL + 10
Strain: Effect Test result
This spell does Barrier Rating damage to everything within range. Living entities are not
affected. The magician makes a Spellcasting Test, followed by an Effect Test. Every object (including
natural ones such as boulders) within range with a Mystic Defense equal to or lower than the result
of the Spellcasting Test takes the Effect Test in damage, reduced by Physical Armor. KAVs of this
spell can reduce the Strain to Rank + WIL by focusing the effect into a 30 degree cone, or a circle
of Rank yards radius with a centre point within Rank x 10 yards.
Mass Destruction
Tier: Master Casting Difficulty: TMD Casting Time: 1 minute
Range: Rank x 100 yards Duration: Instant
Effect: Rank + WIL + 15
Strain: Effect Test result
This spell does Barrier Rating damage to everything within range. Living entities are not
affected. The magician makes a Spellcasting Test, followed by an Effect Test. Every object (including
natural ones such as boulders) within range with a Mystic Defense equal to or lower than the result
of the Spellcasting Test takes the Effect Test in damage, reduced by Physical Armor. KAVs of this
spell can reduce the Strain to Rank + WIL by focusing the effect into a 30 degree cone, or a circle
of Rank yards radius with a centre point within Rank x 100 yards.
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Overclock
Tier: Novice Casting Difficulty: TMD Casting Time: 2 rounds
Range: Touch Duration: Rank rounds
Effect: Special
Strain: 7
The magician may accelerate the function of a mechanical or clockwork device, at the risk of
damaging it. Make a Spellcasting Test against the target’s Mystic Defense. Record the result of the
Spellcasting Test and the number of successes achieved. For each success, the target’s Speed Step,
number of Actions possible, or other appropriate measurement of functioning speed increases by +1.
Each round, the target device makes a Test using its Physical Defense as the Step Number
against the Spellcasting Test result. If the Test succeeds, the target takes damage to its Barrier
Rating equal to the number of successes achieved in the Spellcasting Test. If the Test fails, the
target takes the magician’s Spellcasting Rank in damage to its Barrier Rating. On a Rule of One
result, the device immediately ceases to function, and flies apart with appropriate results (such as
shrapnel damage or steam release).
Ranged Strike
Tier: Novice Casting Difficulty: TMD Casting Time: 1 round
Range: Rank yards Duration: Instant
Effect: Rank + WIL
Strain: 4
The magician makes a Spellcasting Test against the target’s Mystic Defense. If successful, the
target takes damage resisted by Physical Armor. Make an Effect Test for the damage. Extra successes
in the Spellcasting Test roll to the damage at +1 Step per success.
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Reduce Poison
Tier: Novice Casting Difficulty: Poison Step Casting Time: 1 round
Range: Touch Duration: Instant
Effect: Special
Strain: Poison Step
The magician makes a Spellcasting Test against the Step of the poison affecting the target
person or animal. If successful, the poison’s Step is reduced by -1 Step per success.
Reduce Recovery
Tier: Novice Casting Difficulty: TMD Casting Time: 1 round
Range: 10 yards Duration: Rank rounds
Effect: Special
Strain: 3
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The magician makes a Spellcasting Test against the target’s Mystic Defense. If successful, the
target’s Recovery Step is reduced by -3 Steps for the Duration of the spell. Extra successes reduce
the Recovery Step by -1 Step each.
Repel Element
Tier: Novice Casting Difficulty: Special Casting Time: 2 rounds
Range: TouchDuration: Rank hours
Effect: WIL + Rank
Strain: Special
This spell wards materials against specific elements, such as creating waterproof boots or a
fireproof cloak. Make a Spellcasting Test against the Casting Difficulty for the specified element.
Roll extra successes to the Effect Test, at +1 Step per success. Make an Effect Test for the Barrier
Rating of the item, effective only against the specified element. The spell-provided Barrier Rating
takes all damage from the specified element until it’s used up. Non-damaging occurrences of the
specified element are simply turned aside. Note that enchanting an object with Repel Earth will not
substitute for a Dig spell, although it will keep dirt from sticking to a shovel blade. This spell is
limited to one object, of an area no larger than Rank square yards.
Casting
Element Difficulty Strain
Air 8 2
Water 11 3
Earth 14 5
Fire 17 8
Special (e.g., Acid) 20 13
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Strike
Tier: Initiate Casting Difficulty: TMD Casting Time: 1 round
Range: Touch Duration: Instant
Effect: Rank + WIL
Strain: 2
The magician makes a Spellcasting Test against the target’s Mystic Defense. If successful,
the target takes damage resisted by Physical Armor. (A successful Spellcasting Test implies that the
magician has been able to touch the target.) Make an Effect Test for the damage. Extra successes
in the Spellcasting Test roll to the damage at +1 Step per success.
Strike Area
Tier: Journeyman Casting Difficulty: Special Casting Time: 2 rounds
Range: Rank yards Duration: Instant
Effect: Rank + WIL + 6
Strain: 3 + number of targets
The magician makes a Spellcasting Test against the highest Mystic Defense in the area, +1 per
additional target after the first with a maximum of Rank targets total. If successful, make an Effect
Test for damage, which is resisted by Physical Armor. Extra successes in the Spellcasting Test roll
to the damage at +1 Step per success.
Summon Creature
Tier: Journeyman Casting Difficulty: TMD Casting Time: 1 round
Range: Rank x 100 yards
Duration: Rank minutes
Effect: Special (calls a creature of the specified type to the caster)
Strain: 4
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Note that this spell does not grant the magician control of the creature. It only compels the
creature’s presence.
The magician specifies the target creature prior to casting. The creature must be native to the
local ecosystem, or otherwise available (such as known to be held in a nearby zoo). Mordslangers
cannot be summoned on Earth, for example, as no one has been fool enough to bring a live
specimen through the Rabbit Hole. This spell cannot summon sentient beings or magical / dual-
nature creatures. A successful Spellcasting Test indicates the creature was there to be summoned.
The magician makes a Spellcasting Test against the creature’s Mystic Defense, increasing
the Target Number by +2 per additional creature up to Rank extras, and taking +3 Strain per
additional creature summoned. Swarm creatures, such as bees, count as 1 creature for a small swarm,
2 creatures for a medium swarm, and 3 creatures for a large swarm. The summoned creature is
initially Hostile toward the magician. Nobody likes being forcibly summoned. Extra successes shift
the creature’s Attitude toward the magician upward by one stage for every two successes. Thus, it
takes four extra successes for the creature to be Neutral toward the magician.
The summoned creature will travel at its best speed toward the caster. If the starting location
of the creature is not initially known (as in the zoo example), roll 1d10, multiply by ten, and the
creature is that percentage of the effective Range from the magician. Thus, if the magician has an
effective Range of 400 yards for the spell, and rolls a 5, the creature is initially 200 yards away, or
50% of the Range. If the creature does not reach the caster by the end of the Duration, the creature’s
Attitude will determine if the creature continues on to find the person who commanded it, either
to obey of its own volition (Friendly or better) or to attack (Unfriendly or worse), or wanders off
somewhere else (Neutral). Once the creature arrives at the magician’s location, it will remain within
line of sight of the magician until the Duration expires.
Thermal Transfer
Tier: Novice Casting Difficulty: 11 Casting Time: 1 round
Range: Rank x 10 yards Duration: 1 round
Effect: Moves Rank Steps of heat
Strain: 2 per Step moved
This spell allows the magician to move heat from one object or clearly defined location to
another. The magician makes a Spellcasting (11) Test. If successful, the magician moves up to
their Spellcasting Rank in Steps of heat, as determined by the Fire Table on p. 225 of the 1879
Gamemaster’s Guide, from the source to the target. Both source and target must be within line of
sight. Whether this does damage to the target, extinguishes the source, or has other effects, must be
determined on a case by case basis. For example, moving all the heat from a house fire to a nearby
pond would require a Spellcasting Rank of 10, according to the Fire Table, and would extinguish
the fire at the cost of boiling the pond. It would also result in the magician taking 20 points of
Strain, which might be worth it to save the house and its occupants and/or contents.
Write Memory
Tier: Warden Casting Difficulty: Special Casting Time: 30 minutes
Range: Touch Duration: Permanent
Effect: Special
Strain: Spellcasting Target Number + 10
The magician makes a Spellcasting Test against the sum of the target’s Mystic and Social
Defenses and their Willpower Step. If successful, the magician may create a memory of a single
event in the target’s mind out of whole cloth. Details will be vague in the recollection, such as which
train station the target departed from, or what class they were traveling. Extra successes may be
used to specify aspects of the false memory, for example changing a generic airship into a specific
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model. This false memory covers that of the encounter with the magician. On a Rule of One result,
however, the target remembers quite clearly that the magician attempted to alter their mind.
The Spellcasting Test result should be recorded. If the target is hard-pressed about the
memory, for example interrogated about event details which obviously they will find hard to
remember, the target may make a Willpower Test against the Spellcasting Test result. If successful,
they realize that the memory is false, and gain distance from it, like remembering a scene from a
book rather than something actually experienced. On a Rule of One result, the target will react
poorly to the interrogation, such as becoming violent or catatonic.
KAV Listings
Herein are found additional KAVs from Lodges already described in 1879 books such as the
Players Guide and the London sourcebook.
Antivenom
Base Spell: Reduce Poison Lodge: Nightingale Sisterhood Tier: Novice
Casting Difficulty: Poison Step Casting Time: 1 round Range: Touch
Duration: Instant
Effect: Special
Strain: Poison Step -2
The Sister prays briefly over a syringe of sterile saline, turning it into a specific antidote to
the poison the patient is suffering from, then injects it into the patient.
Awakening of Potential
Base Spell: Augment Other Lodge: Sufis Tier: Warden
Casting Difficulty: Target’s Mystic Defense Casting Time: 1 minute
Range: Touch Duration: Rank minutes
Effect: Rank + WIL
Strain: 8 + 2 per Effect Test success
The Sufi speaks briefly with the target, leading them to knowledge they already had, but were
unaware of having learned.
Burden of Guilt
Base Spell: Bind Lodge: Anglican Church Tier: Initiate
Casting Difficulty: TMD Casting Time: 1 round
Range: Rank + 5 feet Duration: Rank + 8 rounds
Effect: WIL + 4
Strain: 2 + target count
This KAV requires the priest to speak to the target or targets during the casting, and will not
work if the target or targets do not understand the priest’s words. The priest brings to the minds
of the target or targets all of the sins or offences they have committed, and shackles them with
the weight of their own conscience. If the target or targets are Christian, extra successes on the
Spellcasting Test increase the Action penalty to the magician’s Rank plus 2 Steps per extra success,
and if Anglican, to Rank plus 3 Steps per extra success.
If the Spellcasting Test scores three or more extra successes against an Anglican target, the
target must succeed in their first WIL Test against the Effect Test result, or will repent of their sins
and confess their guilt to the priest. If they are forgiven, and abandon the actions they were taking
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to stand with the priest, the target is immediately freed of the binding.
This spell is less effective against targets who do not follow the Christian path. Reduce the
Effect Step by 2 against Jews and Muslims, by 3 against faiths not of the Book but with a similar
moral code (Hinduism and Buddhism serve as examples), and by 5 against atheists and other
traditions that do not include a divinely inspired mechanism of guilt.
Convincing Rhetoric
Base Spell: Convince Lodge: Theosophical Society Tier: Novice
Casting Difficulty: TMD Casting Time: 1 round Range: Self
Duration: Rank minutes
Effect: Adds Rank to CHA and CHA-based verbal persuasion Skills
Strain: 2
The Theosophist draws on their knowledge of the arcane and the subject matter at hand, and
through applied dialectics, constructs an argument that dispels the target’s objections. Only one
target may be chosen for the effect of the spell. This KAV is not useful for swaying a crowd or
persuading an audience.
Ease Suffering
Base Spell: Reduce Wound Penalty Lodge: Nightingale Sisterhood Tier: Novice
Casting Difficulty: TMD Casting Time: 2 rounds
Range: Rank x 5 yards Duration: Rank rounds
Effect: Special
Strain: 2 x Wound count
The Sister prays for a round, then channels healing energies to the targets.
Faraday’s Bulwark
Base Spell: Counterattacking Armor Lodge: Galvanic Order Tier: Journeyman
Casting Difficulty: 16 Casting Time: 1 round
Range: Self / Rank + 2 yards (see below) Duration: Rank rounds
Effect: Rank + WIL
Strain: 12
The magician creates a crackling shield of electricity. The shield itself is created at the
magician’s location. The retaliatory fire has a Range of the magician’s Spellcasting Rank + 2 yards.
If hit, the Bulwark fires back with a lightning bolt. Besides damage from the Effect Test of the bolt,
the target takes a -3 Step penalty to all actions for 3 rounds.
Frigidarium
Base Spell: Cool Area Lodge: Nightingale Sisterhood Tier: Journeyman
Casting Difficulty: Highest TMD in area Casting Time: 1 round
Range: Rank x 10 yards, line of sight Duration: Rank rounds
Effect: Special
Strain: 3+ up to Rank
Cold can be therapeutic, especially when the patient has a fever. While this spell provides no
further direct magical benefit to healing, it can be utilized as part of treatment where a reduction in
temperature is utilized. Refer to the specific disease for use in treatment
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The Theosophist contacts the Linga-Sarira aspect of the Higher Self, and uses it to reinforce
the nature of the Sthula-Sarira, which emanates the physical body. This in turn suppresses those
physical emanations which would corrupt or damage the physical body, such as poisons.
Nothin’ Up My Sleeve
Base Spell: Distract Lodge: Mumpers Tier: Novice
Casting Difficulty: TMD (see below) Casting Time: 1 round Range: Rank yards
Duration: Rank rounds
Effect: Rank + WIL
Strain: Target’s Social Defense
The Mumper grabs the target’s attention with a quick show of legerdemain. This has the
disadvantage of focusing the target on the Mumper, but sometimes Engaging Banter just isn’t
enough.
Persuasive Logic
Base Spell: Convince Lodge: Galvanic Order Tier: Novice
Casting Difficulty: TMD (see below) Casting Time: 1 round Range: Self
Duration: Rank minutes
Effect: Adds Rank to CHA and CHA-based verbal persuasion Skills
Strain: 2 + 1 per target
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The Galvanic scholar may address multiple targets by casting the spell against the highest
Mystic Defense in the group, and adding +1 to the Target Number for each additional target after
the first, up to a maximum of their Spellcasting Rank in additional targets. The magician overcomes
the audience’s objections through clear and compelling rational argument, showing the facts of the
matter in a way that brings the audience to an agreeable understanding.
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Specific Cure
Base Spell: Deny Poison Lodge: London Pharmaceuticals Tier: Journeyman
Casting Difficulty: Poison Step Casting Time: 2 rounds Range: Touch
Duration: Instant
Effect: Special
Strain: Poison Step + (Rank -2)
The magician references a formulary, and administers a pinch of the appropriate herb to the
patient.
Spine Spray
Base Spell: Strike Area Lodge: Saurid Shaman Tier: Journeyman
Casting Difficulty: Special Casting Time: 2 rounds Range: Rank yards
Duration: Instant
Effect: Rank + WIL + 6
Strain: 3 + # of targets
The shaman must have an exploder pod spine to cast this spell. Make a Spellcasting Test
against the highest Mystic Defense in the targeted area, +1 per additional target after the first with a
maximum of Rank targets total. If successful, a spray of pod spines hits the targets. Make an Effect
Test for damage, which is resisted by Physical Armor. Extra successes in the Spellcasting Test roll
to the damage at +1 Step per success.
Stagging the Thingumbob
Base Spell: Find Lodge: Mumpers Tier: Novice
Casting Difficulty: 6 Casting Time: 1 round Range: Rank x 100 yards
Duration: Rank minutes
Effect: Rank + WIL
Strain: 3
Given a rough description of the item to be found, the Mumper makes a quick show of
searching the immediate area, and is then struck with an aha! moment and knows where the item
is. “By jingo! You’ve left that in your left-hand dresser drawer back t’the flat!”
The OBV officer exhorts the target to remember the Empire for which they fight, and to bring the
weight of the Empire down upon their foe.
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The Sufi starts a chain of events that in the end prevents harm. This should be at least three steps,
but something that can be completed within a combat round. For example, the Sufi flicks a grape
in the general direction of a monkey. The monkey leaps for the grape, knocking the support out
from under a merchant’s awning. The awning fabric collapses over a would-be attacker. This spell
cannot be used to prevent harm to the Sufi, only to protect other people.
The magician puts together a quick seltzer and herbs mixture and administers it to the patient.
Tracking
Base Spell: Find Lodge: Saurid Shamans Tier: Novice
Casting Difficulty: TMD Casting Time: 1 round Range: Rank x 100 yards
Duration: Rank minutes
Effect: Rank + WIL
Strain: 3
The Shaman must start in an area where the item, animal, or person to be found was present no
more than Rank hours ago. The magician makes a Spellcasting Test against the target’s Mystic
Defense. If successful, they pick up the trail, and can follow it to the target. If the target is moving,
the GM should consider the Movement Rates of both shaman and target. Putting the target aboard
a vehicle, or crossing water, will not break the trail, as the tracking is mystical in nature. If an
attempt is made to break the trail magically, the shaman makes an Effect Test to oppose it and
hold onto the trail.
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Vision of Location
Base Spell: Find Lodge: Anglican Church Tier: Novice
Casting Difficulty: TMD (see below) Casting Time: 1 round Range: Self
Duration: Rank minutes
Effect: Text
Strain: 3
After a moment spent in prayer, the Priest has a vision of the object in its current location.
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The magician focuses their mind on the higher functions of the Vril, and reassembles the
script into something readable by the unenlightened.
Walls of Harlech
Base Spell: Counterattacking Armor Lodge: OBV Tier: Journeyman
Casting Difficulty: 8 Casting Time: 1 round
Range: Self / Rank + 2 yards (see below) Duration: Rank rounds
Effect: Rank + WIL
Strain: 8
Requires the magician to have a piece of stone no smaller than their fist, or be standing on
bare rock. The magician conjures a castle wall with arrow slits and crenellations, a little taller than
YZ
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10
Devices, Potions, Creations
The introduction of new inventions seemeth to be the very chief of all human actions.
The benefits of new inventions may extend to all mankind universally, but the good of
political achievements can respect but some particular cantons of men ; these latter do not
endure above a few ages, the former for ever.
– Sir Francis Bacon
T his chapter presents new devices for the Herons, new Potions for the
Newtonians, and new creations for the Prometheans, in addition to magic items
from other Lodges, including some native folk magic from various parts of the
world.
Devices
This section describes new inventions of the Heron School, the Unificationists, and other
technologically-minded Weird Scientists. When a device stat refers to Rank, such as Range (effective
radius) of a bomb being Rank yards, use the Craft Device Rank of the Weird Scientist who created
the device.
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Weaponry
Earth Weird Scientists have reverse engineered a crude mana battery, most often used as a
substitute for a weapon cartridge or ammunition clip. It has to be dedicated to a specific purpose,
must contain a consumable carrying medium, and can only be produced individually, requiring a
Weird Scientist to create and recharge it. Some Weird Scientists are happy to spend their time
recharging batteries at a pound each, while others fob off the work onto an apprentice, and a few
just flatly refuse to produce anything more than they themselves require.
While a few people have gone old-school and created wands that throw fire or lightning, Weird
Scientists, who do most of the enchanting work, have been building pistols and carbines, because
that’s the form of weaponry they’re accustomed to. This has given rise to a number of weapons that
look like pistols and rifles, but work like wands, firing with the Spellcasting Step of the enchanter
rather than the Firearms Step of the user. This section contains a number of these devices, with the
Spellcasting Step listed in the item description.
The target takes a penalty to DEX and all DEX-based actions equal to the number of
successes scored on the Spellcasting Test, for Step 8 rounds.
Blitzhammer
The Blitzhammer is a massive two-handed warhammer, not suitable for anyone smaller than
a snark, with galvanic coils embedded in the haft and a kinetic charging mechanism in the head.
Given a proper swing, the hammer generates electricity that can be discharged into whatever it hits.
If the Attack Test scores one or more extra successes, the player may spend one extra
success to invoke a Lightning Bolt attack on the target. (This extra success is deducted from
rollover for the Base Damage Test.) Make the Damage Test for the hammer as usual for a
Melee Weapon, then roll the hammer’s Spellcasting Test against the target’s Mystic Defense. If
successful, make the Effect Test for lightning damage using the hammer’s Effect Step. If the target
takes any damage from lightning, they also take a -2 Step penalty to all DEX and DEX-based
Tests for the next 2 combat rounds. If the Lightning Bolt Damage Test causes a Wound, use its
result as the Step of a Battle Shout Test against everyone within line of sight except the target.
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Casts the Firebolt KAV of Bolt at Step 14, with an Effect Step of 15. Make a second Effect
Test against the target’s Mystic Defense. If successful, the target is set ablaze, and takes a minimum
of Step 4 damage for three rounds. This fire may be extinguished or may spread as appropriate to
the target and the environment.
Electromagnetic Whip
Much more than an electrified chain, the electromagnetic whip can lock into place as an
entangling weapon, and deliver a charge if the target tries to break free. The handle, made of steel
and coated with rubber, holds a capacitor, and provides insulation for the wielder. Like a standard
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whip, the electromagnetic whip has an Entangling Difficulty of 9 (see Entangling Weapons, 1879
Players Guide, p.250) and an entangling range of 3 yards. With an extra success on the Attack
Test, the wielder may choose to release the weapon’s Step 14 electrical shock. This may also be
done as a Simple Action whenever the weapon has a target already entangled, with no Test required.
The electric shock inflicts a -2 Step Dexterity penalty for 2 rounds in addition to its Damage Test.
If the electrical shock has not been used, the wielder may choose to lock the whip’s links into
place magnetically, raising the Target Number to break free from entanglement from 9 to 15. The
electromagnetic lock lasts 6 rounds, but can be shut off before then. Once the shock or lock are
used, the whip must be recharged on house current for one hour before they can be used again.
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Vibrational Blades
A catch-all term for bladed weapons that rely on vibration at the macro or micro level to
increase their cutting power, or that shift their blades into another state of matter or level of reality
to bypass physical limits, vibrational blades have a wild variety of technologies and enchantments
that drive them. Effectively, though, they divide into two basic types, physical and mystic. Use
the same basic statistics as the bladed weapons in the 1879 Players Guide, with the following
modifications:
Physical
Duration: Rank rounds per charge. Recharging requires access to house current and Rank
hours. Partial charge is possible.
Effect: ignore Rank points of Physical Armor; inflict Rank points of damage automatically on any
hit, plus the Damage Test result
Cost: Build Rank x £2, purchase Rank x £4.
Availability: Very Rare
Mystic
Duration: Rank rounds per charge. Recharging requires a Craft Device Test against Rank +
Damage Step and Rank hours.
Effect: ignores Physical Armor entirely; can damage astral entities
Cost: Build Rank x 2.5 pounds, purchase Rank x 5 pounds.
Availability: Very Rare
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Other Equipment
This section covers devices that are not intended to be weaponry. While devices in this section
may cause damage to persons or property if misused, such is not their primary function.
Ambient Charge Accumulator
The principles of static and atmospheric electricity have been known for quite some time.
With the proper equipment, one can tap these forces for a bit of free energy. You won’t be running
your carbon-arc light on it, not for more than five minutes a day anyway, but having that little bit of
charge ready to hand just might come in useful. While a device weighing thirty pounds and riding
in a case the size of a Gladstone just barely edges into the definition of “portable” for humans,
elves, and dwarves, it’s eminently so for snarks and trolls, and easily mounted in the luggage boot
of your steam coach. Someone with the capital for a private railway car could readily afford an
array of half a dozen Accumulators, although with that kind of capital, a portable alcohol or coke
powered dynamo would be much more productive. The only advantage the Accumulator has is its
lack of need for a fuel source.
The Accumulator slowly gathers electrical energy from its environment, providing enough each
hour to run a standard light bulb for three minutes, or a carbon-arc light for fifteen seconds. At the
end of a full day, the Accumulator has enough energy to provide one charge for a reloadable Weird
Science device, such as a weapon cartridge, although a Craft Device Test must be made against the
Mystic Defense of the device to successfully recharge it from the Accumulator.
Brownie Catcher
Inspired by tales of “spirit jars” popular among folklorists, the Brownie Catcher is a small
metal jar about the size of a lantern. A complex locking mechanism holds the hinged lid in place
until the user rotates a set of small gears to release the safety clasp. Once opened, the Brownie
Catcher activates and attempts to pull any spirits within range into the jar. Powerful spirits can
sometimes resist being sucked inside, but weaker spirits are usually unable to escape. After the spirit
is inside the jar, the user must manually close the lid and reset the lock. Once trapped, spirits
cannot escape from the Brownie Catcher. A second locking mechanism on the bottom of the jar
deactivates the trapping enchantment, allowing spirits to get out should the lid open. Of course,
releasing a trapped spirit is often a hazardous proposition. They are not used to being confined and
are likely to take their frustrations out on their captors at the earliest opportunity.
When the Brownie Catcher activates, it engages in a Contest of Wills with the spirit. The
device uses its Trap Rating in place of Willpower. Once trapped, the spirit cannot escape until
someone disengages the enchantment and opens the lid. The trap’s Rank determines how many
spirits it can safely hold. Brownie Catchers have a Range of 20 yards.
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lasts for a year and a day, and cannot be renewed by Mr. FitzPiper, as he doesn’t quite understand
what he’s doing.
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Convinced, hogwash. Margarete cried for three days after they took her birthday presents
away.
– Belowstairs in Prussia
Each animal of the menagerie has abilities native to its species – the dog can take down a rat,
the finch can fly, the mole can dig. As well, anyone wearing the matching ring for the animal can
see and hear through the device, as well as control its actions, within five hundred yards. Beyond
that range, the animal can follow a brief set of simple instructions autonomously, such as “find
the paper with the green wax seal and bring it to me. Unfortunately, the rings were made for an
eleven year old girl, and barely fit as pinky rings on adult women, much less on the larger hand of
a man. An attempt to resize the kitten’s ring failed, breaking the connection between the ring and
the kitten in the process. The ring has since been lost. The animals require winding once per day
under normal activity, using a specially-made key. Attempts to duplicate the keys have thus far failed,
but fortunately not damaged the originals. This does not in fact wind a spring, but transfers mana
to the device, resulting in five points of Strain for a full winding. Partial windings will result in the
device running out of power unpredictably, and going inert most likely at the worst possible moment.
Dog (Yorkshire Terrier)
DEX: 5 STR: 4 TOU: NA PER: 5
WIL: 3 CHA: 5 Initiative: 6 Physical Defense: 7
Actions: 1 Mystic Defense: 7 Attack (2): 7 Social Defense: 7
Damage: Physical Armor: 3 Bite (6): 10 Mystic Armor: 3
Barrier: 30 Knockdown: 4 Critical Threshold: 7 Movement: 7
Weight: 6 pounds Availability: Unique
Powers: Battle ShoutS (Bark) (2): 6, Enhanced Senses (Listen, Sight, Smell) (3): 8
Finch
DEX: 9 STR: 2 TOU: NA PER: 5
WIL: 3 CHA: 5 Initiative: 10 Physical Defense: 13 Actions: 1
Mystic Defense: 7 Attack (2): 5 Social Defense: 7
Damage: Physical Armor: 3 Beak (4): 6 Mystic Armor: 3
Barrier: 20 Knockdown: 4 Critical Threshold: 6
Movement: 2 ground / 9 flying Weight: 1 pound Availability: Unique
Powers: Enhanced Senses (Sight) (3): 8
Kitten
DEX: 6 STR: 3 TOU: NA PER: 5
WIL: 3 CHA: 5 Initiative: 7 Physical Defense: 8
Actions: 1 Mystic Defense: 7 Attack (2): 9 Social Defense: 7
Damage: Physical Armor: 3 Bite (6): 10 2x Claws (5): 8
Mystic Armor: 3 Barrier: 20 Knockdown: 4 Critical Threshold: 6
Movement: 7 Weight: 3 pounds Availability: Unique
Powers: Enhanced Senses (Listen, Sight, Smell) (3): 8
Mole
DEX: 5 STR: 4 TOU: NA PER: 5
WIL: 3 CHA: 5 Initiative: 6 Physical Defense: 7
Actions: 1 Mystic Defense: 7 Attack (2): 7 Social Defense: 7
Damage: Physical Armor: 3 2x Claws (6): 10 Mystic Armor: 3
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violently disturbed, it explodes. Newtonians brave (or foolish) enough to produce Blackwater must
store it in specially treated vials resistant to its corrosive properties (cost 15/- each). No amount of
precaution can prevent it from exploding, however. When a container is either thrown or dropped,
the liquid inside catalyses into superheated gas and rapidly expands. The resulting explosion shatters
the container, adding shrapnel to the forceful burst of kinetic energy. Given its volatile properties,
Blackwater is illegal for civilian use in all parts of the British Empire and the Gruv. Although
the British Army has a keen interest in the substance’s military applications, only specially trained
personnel are authorised to use Blackwater in the field.
Mechanics: Requires Alchemy. If poured onto an object, treat as the Entropy spell (1879
Players Guide, p.380). If thrown or dropped, treat as the Explosion spell (1879 Players Guide,
p.380), with a follow-on Entropy spell like flames following a fireball. If brewed by a player
character, use WIL for the Entropy Effect Test and Spellcasting + WIL for the Explosion Effect
Test. If purchased, the potion creator’s Profession Tier determines the Effect Step.
• Rank 1: cannot create this potion
• Rank 2: Entropy Effect: 6;
Explosion Effect: 11
• Rank 3: Entropy Effect: 8;
Explosion Effect: 13
• Rank 4: Entropy Effect: 10;
Explosion Effect: 15
• Rank 5: Entropy Effect: 11;
Explosion Effect: 16
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Potion of Puppetry
Enchanted with the Control Person spell (1879 Players Guide, p.375), the Potion of Puppetry
allows the user to seize control of the target’s actions.
Mechanics: Requires Alchemy. As with all potions, use the Rank and WIL Steps of the
alchemist that created it. The potion must be poured onto the target’s skin, or consumed by the
target, with one drop reserved. The user then consumes the final drop to make the connection to
the target and activate the enchantment.
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beeswax, or those stubs of sealing-wax left over from last Christmas’ letter writing. Any ordinary
volatile will also do, such as kerosene, wood alcohol, or cheap brandy. The resulting semi-liquid
paste is kept in an airtight container until needed. Contact with air causes the volatile to evaporate
and activates the enchantment. The wax then seals shut whatever it has been poured on or flung
against.
Mechanics: Requires Alchemy. One vial covers an area the size of a human’s outspread hand,
and applies the Seal base spell at the Rank and WIL Steps of the alchemist that created it.
Creations
This section describes the work products of the Prometheans.
Weapons
Bug Bomb, Antipersonnel
Sometimes referred to as a hornet grenade, the antipersonnel bug bomb consists of a
perforated glass sphere the size of a tennis ball, filled with a swarm of engineered insects. When
released, they attack the nearest person or persons, and continue attacking until killed.
Sphere:
Physical Defense: 4 Mystic Defense: 0 Physical Armor: 0 Mystic Armor: 0
Barrier Rating: 5 Weight: 1 Cost: £6
Availability: Very Rare
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Insects:
DEX: 12 STR: 3 TOU: 5 PER: 3
WIL: 3 CHA: 3 Initiative: 14 Physical Defense: 8
Actions: 1 Mystic Defense: 8 Attack (1): 12 Social Defense: NA
Damage: Physical Armor: 0 Sting (5): 8 Mystic Armor: 3
Death: 38 Recovery Tests: 3 Unconsciousness: NA Knockdown: NA
Wound Threshold: 10 Movement: 14 (flying)
Adventure Award: Novice Tier
Powers: Poison (Debilitating, 10); Swarm Attack
Loot: None
Rules: Sting attack is armor-defeating against anything short of a diving suit or other fully sealed
protection.
Living Armor
The Promethean team that developed living armor keeps insisting that it should be called
“symbiotic environment suits”, and trying to make puns based on the SES initials. Everyone else
involved does their best to ignore them when they go off on this tangent, although they are correct.
The suits are essentially symbiotic creatures that allow humans and Boojums to survive in hostile
environments, such as the deep ocean and at extreme altitudes. They take the concept first seen in
the Octobreather to its ultimate end – a living creature that wraps completely around a person, and
provides what the person needs for a specific environment.
Because living armor is symbiotic, it costs Strain just to wear it, as well as to use any
augmentations or powers. As a person needs sleep, the suit needs to be returned to its life support
tank for maintenance on a regular basis. The frequency and duration of time in the tank vary
according to the environment the suit is designed for. The suits require direct skin contact for
symbiosis to engage, which brings up issues of propriety, both in the necessity of wearing nothing
but the suit and in wrapping oneself in a living creature in such an intimate fashion.
Diving Suit
The living armor diving suit has gills for supplying air to the person inside, reinforcement to
withstand pressure at depth, heating to keep its wearer from freezing, strength enhancement, webbing
between the fingers and extended webbed toes like swim fins, and low-light vision enhancement.
Given a supply of food and fresh water, a diver wearing a living diving suit could remain in the water
for a full day and night before needing to return to the tender or shore for rest and suit recharge.
In practice, professional divers maintain a strict four hour schedule, with decompression time added
as necessary, to prevent errors due to fatigue and avoid lengthier decompression cycles. That having
been said, one of the prototypes was lost when the diver refused to surface and swam away. He’s
been seen since, apparently surviving in a semi-feral state in the open sea. The Prometheans say
they have no idea how long his suit will last without maintenance and rest in its tank, especially
since it was a prototype.
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Other Work
Bug Bomb, Termite or Ironmite
Similar to the antipersonnel bug bomb, this again consists of a perforated glass sphere filled
with engineered insects. The termite bomb contains a particularly voracious strain of wood-eating
insect, while the ironmite bomb contains metal phages. When released, they attack the nearest
appropriate food source, doing considerable damage in a short time, and being somewhat difficult
to get rid of.
Sphere:
Physical Defense: 4 Mystic Defense: 0 Physical Armor: 0 Mystic Armor: 0
Barrier Rating: 5 Weight: 1 Cost: £6
Availability: Very Rare
Insects:
DEX: 12 STR: 3 TOU: 5 PER: 3
WIL: 3 CHA: 3 Initiative: 14 Physical Defense: 8
Actions: 1 Mystic Defense: 8 Attack (1): 12 Social Defense: NA
Damage: Physical Armor: 0 Bite (10): 13 Mystic Armor: 3
Death: 38 Recovery Tests: 3 Unconsciousness: NA Knockdown: NA
Wound Threshold: 10 Movement: 14 (flying)
Adventure Award: Novice Tier
Powers: Swarm Attack
Loot: None
Rules: Insects attack for 6 rounds or until killed, and will only attack wood or metal as appropriate
to their type. Damage done creates holes in the target as the insects consume the material.
Ferrophages
Safer (by some measures) than carrying acid for hinges or locks or Engine casings, ferrophages
are metal eating bacteria, originally developed by Antonio Manuzio in Venice, and now marketed by
Prometheans all across Europe. Normally carried in a glass or glass-lined metal vial in quantities
of one fluid ounce or less, if the culture escapes containment in one’s pocket, there’s no risk to
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flesh and bone, only to one’s favourite turnscrew. The culture will swiftly eat through up to three
times its own volume, turning solid metal into vaguely alkaline slime. However, caution must still
be exercised. The user must carry a sprayer loaded with bleach or carbolic acid to kill the bacteria
once they’ve done their job. Be careful and thorough, having ferrophages getting loose on their own
would be bad for tolerably obvious reasons. As a side note, while ferrophage culture is a bit costly
and difficult to find, bleach and carbolic acid can be purchased for a few pence at any reputable
chemist’s, and a handheld sprayer at an ironmongery or general goods store for a few pence more.
The bacteria will die in a day if they have no food source, so if they’re spilt on wood and
nobody tracks through the puddle, there’s no problem, but a spill on the catwalk of a steamship
engine room and the user will be spraying like a Union farmer trying to keep the ship from being
eaten out from under them. The only good news is that the bacteria die from overeating faster than
they reproduce. While each bacterium can consume up to three times its own weight before expiring,
it takes twice as long to reproduce. Thus, the culture drops in volume by half every third combat
round, despite the ready availability of metal, or because of it, and dies out when the total volume
of the culture drops to less than a quarter of a fluid ounce. The bacteria are also highly vulnerable
to dehydration and heat, although drying out the contaminated area fast enough may require magic,
and sweeping the area with fire may have effects worse than the bacteria. And yes, there have been
naval experiments with shells loaded with a gallon or more of ferrophage culture. The last one was
thankfully done aboard a wooden-hulled ship, as the shell ruptured when the cannon was fired, and
the bacteria ate through the breech of the gun and its mountings before enough carbolic acid could
be applied to bring it to a halt.
Once a Promethean or anyone with biology Skills has a sample of the stuff, they can breed
their own, but it takes a daily Craftsman (Biology) Test (or related Skill at appropriate penalty) to
feed the culture and decant the waste products. The same Test is required to separate a culture into
two viable populations. Each vial takes a week of careful feeding and handling to grow to a point
where it can be split. The bacterial culture dissolves its own volume in metal per combat round once
deployed, with no Test required. See above for its limits and containment requirements.
Ferrophage Culture (one fluid ounce vial, tin with glass lining)
Physical Armor: 2 Mystic Armor: 0 Barrier Rating: 4 Weight: 2 ounces
Cost: 8/-
Availability: Rare
Spider Churn
Despite its ominous name, the Spider Churn actually contains no spiders. Instead, it consists
of a bucket of yeast that produces spider-silk proteins instead of alcohol, with a paddle churn
attachment for winding the proteins into strands. Every third day, the waste liquid must be skimmed
off the top, the paddles turned to extract the proteins, water added that has been boiled and left to
cool overnight, and nutrients stirred in. On the average, it takes a dozen churnings to produce enough
spider-silk to weave a bullet-proof vest, more for larger garments. A rack of fifteen churns is needed
plus at least two months to produce enough silk for a parachute. A spider-silk bullet-proof vest or
jacket grants 2 points more Physical Armor than a standard silk vest or jacket, with no increase
in Initiative Penalty, and can be made to look like ordinary clothing if a professional silk-weaver is
engaged (add £2 per garment to the base cost for weaving and tailoring fees). Production and use
of spider churns has resulted in sabotage and open attacks, exacerbating the conflict between the silk
weavers and importers and the rest of the textile industry begun over the importation of Indian chintz.
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11
Faeries
“For whatsoever from one place doth fall,
Is with the tide unto an other brought:
For there is nothing lost, that may be found, if sought.”
– Edmund Spenser, The Faerie Queene
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FAERIES
fragrance –hibiscus, or possibly honey-suckle? – lingering in the air after I handed the card back.
The sensation of holding the card did not immediately end, and as I looked down at my hand, I
could see the name “Ser Tristan” wriggling around my palm, the letters squirming and rearranging
themselves into various shapes, before quickly shrinking and fading into nothing. In truth, this was
an offer that I could not decline, so, after having returned Ser Tristan’s invitation to the messenger
in the affirmative and sent him on his way, I made the necessary arrangements to travel to London
the next day.
That evening, Wesley and I discussed the possible outcomes of such a meeting over port and
cigars. We both quickly agreed that the nature of the offer was of concern. How did the faery, Ser
Tristan, know of me? And why now? Wesley would of course accompany me to the meeting. And,
just in case, I made a point of taking some precautions. The most important weapon, of course, was
our wits. However, I added a concealable pistol and loaded it with cold iron rounds. My silvered
sword cane would serve me in a melee. Wesley, I knew, had his rapier; it rarely left his side. Just
to be sure, I added several special items from my collection. To that end, we finished our ports,
extinguished our cigars, and took an early night to ensure a good rest.
The next morning, we left the estate, following the overgrown country roads for a short time,
before embarking on the longer journey to London. As the carriage bumped its way across packed
earth and cobblestones, I used the time to reflect on my experiences with the faery. Though my
library is extensive, there is more unknown than known about these folks. I wondered to myself if
this meeting would serve to fill some of the gaps in my knowledge?
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people, the more often they would keep their forms small so that they could hide more easily.
Despite their abilities to camouflage themselves, fae often have a difficult time maintaining humanoid
forms just right, and would often gain extraneous features, and only the oldest and most skilful fae
can convincingly pull off the form of a person. As people caught glimpses of creatures with these
features and observed their behaviour, tales would be told, and stories of creatures matching these
descriptions would take on in the beliefs of people, which the fae latched on to.
While many fae have fallen back into those same patterns they exhibited previously when they
visited Earth, the time has created some major differences, and thus new things for them to explore.
Industrialization is a new product of humanity, and a new curiosity for the fae. Some of their older
forms can find similar patterns in urban environments similar to the more natural ones they were
used to previously; a dark, twisting alleyway with overhangs and nooks and crannies can make a
suitable facsimile for a cave. There are also those with this visit to Earth, as with previous ones, that
will dare to take on the form of humans (or any of the Boojum races; to the fae they’re referred
to the same) to study them directly. However, the extensive use of iron in this age forces them to
exercise even greater caution than usual, due to its harmful effects on them.
“While some may believe that gremlins fall into one of the potential forms of the more hostile
fae, this seems unlikely. Gremlins are quite opposite from fae, in that they have an affinity for metal and
are repelled by wood or other natural materials. Perhaps there is some process that corrupts fae passing
through the Rabbit Hole and subverts their nature when they manifest, which gives rise to gremlins? Far
too little is known about both to make anything more than wild speculation.”
– Lady Jennings:
When a fae takes on a physical form, they take on the characteristics of that form, though they
will retain their own personality and intelligence. Maintaining a form requires at least some amount of
concentration, and it is possible for a fae to make minor mistakes, especially if they do not possess much
knowledge about the form they are taking on. Animal forms are simple to maintain, and can generally
be handled without worry for minor details
Most people aren’t going to notice if a chipmunk has a few too many spots in their fur pattern
or eyes that are an odd colour. Likewise, creatures of a more mythical nature require little effort to
concentrate on, as they generally aren’t well enough understood to even appear odd if one were looking for
it. If a fae takes on the form of a person, however, extraneous features become much more noticeable, and
thus extra concentration and caution must be exercised. A lapse in concentration in a fae manifested as
a person can cause strange features such as having too many teeth, exotic eye or hair colour, skin texture
that appears off, too many or too few fingers, and so on. Such a lapse is generally very brief, and is often
written off by unaware observers as just a trick of the light or their imagination playing tricks on them.
“I still must wonder to what extent the attributes truly hold up for a fae that has taken physical
form. Would they be capable of having children? If so, what would a child split between such vastly
different realms even be like?”
– Lady Jennings:
“Madam, while I understand it is in your profession to follow certain lines of inquiry, it is still
quite a faux pas to gossip about someone’s family. Or potential for one, for that matter.”
– Mr Fairchild:
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Not all fae chose to manifest physically. When travelling through Astral Space, fae have forms
that are essentially Spirits. They may maintain this form even when travelling through Astral Space
outside the trod and exploring the world they are on. Occasionally, while in their Astral form, they
may manifest some small, indistinct form of light similar to a wil ‘o wisp or ghost lights, when
they desire to make their presence known. If a fae’s physical form is destroyed, their astral form
will still exist, and will typically depart quickly to safety. Some powerful fae can also shift back
and forth between their physically manifested and astral forms seemingly almost without effort, and
will frequently do so to make an escape when necessary, or simply to confound people for their
amusement.
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Some followers of folklore believe that ages ago, the fae made a pact with the spirits of metal. The
details of this pact are uncertain, but the result was that the fae were not able to uphold their end
of the bargain, and as a result by their own rules of bargaining now gives those spirits of metal
power over them. Some more modern ideas are that it has something to do with magnetism and
the relationship between the fae and the aetheric currents of Astral Space, or that much of the iron
found on Earth originated from meteorites and thus has some properties from whatever world it
originates from. Whatever the true cause is, the fae aren’t telling, if they even know..
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“Oy now, yeh kin keeps yer hoy-tee toy-tees ter yerselfs! Iffins yeh kin unnerstans
wots it means, them werds ‘as dun they’s job now, innit?”
– Otto Renteze:
1. Have great care with how you speak. As detailed further below, fae are very
particular in what is said in their dealings, frequently playing word games and utilizing
implied meanings to turn contracts in their favour. For example, a fae could promise to
“deal you no harm”, then turn around and bite you, saying that their intended meaning was
about insult or rudeness rather than physical harm. Always be explicit and direct in your
words and avoid ambiguity at all costs.
2. Promises with fae are binding. A fae will hold a person to honestly uphold their
word, even if doing so would cause them personal injury or potentially even death. On
the same token, fae must also abide this rule in their agreements. When being troubled
by a fae, tricking them into an agreement that they cannot uphold is one of the few ways
of being able to get rid of them. Once the fae realizes they cannot uphold the bargain,
they can then be made to agree to releasing you from torment if they are in kind released
from their obligations.
3. Debts must be paid. Fae do not believe in gifts. Offerings of service or goods
are considered favours, and all favours must be repaid in kind. The favour required to repay
the debt is almost always determined by the one who gave the original favour, and the fae
work hard to make sure that’s them. The only real exception is when the price for a favour
is worked out beforehand, though one should still be wary of any word games the fae may
use to twist that agreement to their whims. On these lines, saying “thank you” to a fae is
generally a bad idea. In their rules, a thank you can either be taken as an acknowledgement
that a debt is owed, even if nothing of significance was given, or could be taken as the
return offering for a favour, which is considered poor recompense. How strictly this might
be interpreted depends on the fae and the individual circumstances.
4. Names have power – in particular one’s True Name. A True Name refers to the
name of one’s soul, the name that truly defines who they are. This may or may not be a
person’s legal name, and indeed, some people go their whole lives without ever learning
what their True Name is. For example, a person who identifies as another gender would
generally not consider the name they were given at birth to be their True Name, for that
name does not truly define who they are. A famous criminal could take up a street name as
a signature for their work and might consider that to be their True Name. If a fae possesses
a person’s True Name, they will always be able to find that person no matter where they
are or by what means they may flee or hide. Likewise, if a person possessed the True Name
of a fae, that person could always find them, and summon them like a spirit if they’re in
their Astral form. A fae will never willingly give their True Name, and will go to almost
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any lengths to keep it hidden in order to avoid such a fate. Typically, fae will give pseudonyms so
that people have a means of addressing them – often given by specifically saying “You may call
me...” or some equivalent. A fae called by such a name through a summoning will hear it but may
choose to ignore the call as the name does not truly have power over them.
5. Be polite. The fae do not take well to rudeness, regardless of how cruel or troublesome
their own tricks and meddling may be. A misunderstanding or mistake can be forgiven if one is
appropriately apologetic after the fact, but intentional rudeness is equivalent to a personal act of war
and will invite a fae’s full wrath.
Game Information
Using Fae In Adventures
Game masters should consider carefully before deciding to introduce fae into their game. The
fae are not intended to be used as just another set of NPCs to interact with, or just another foe
to fight. They are ancient, curious, mischievous, and elusive. While not physically as impressive or
magically powerful as dragons, they do possess several innate magical abilities, as well as a nature
based in Astral Space, that makes them extremely difficult to pin down.
While some of the more creature-like forms of fae listed below could be encountered more
commonly, it’s best to keep them in reserve and make them more significant elements of a story
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arc, or to form a distraction from the main story as needed. Rather than simply dealing with a fae
creature through combat, which will often not get rid of them anyway, it is far more interesting to
have the players try to discern their motivations and come to some sort of bargain.
The least common way of encountering fae will be in their Astral form. When the fae are
in this form, it is generally because they want to remain hidden from physical observation. The
most likely circumstances for finding a fae in spirit form will be if they are encountered in transit
somewhere, if one were tricked into a trap, or if a person somehow found a fae’s True Name and
summoned them.
The most narratively interesting way of encountering a fae is to find one that has taken the
form of a human or boojum. These fae will be among the oldest and most powerful to be able to
sustain these forms. As such, these encounters should be very rare, and will be part of significant
plot developments. These fae will likely have multiple, complicated plots, and may have other less
powerful fae working for them.
Fae Attributes
The following attributes apply to fae in any physical form:
Astral Nature
The true nature of the fae is that of their astral form. Any fae that exists in a physical form
still maintains their original form in astral space, simultaneous with the physical body they occupy
at that moment. If a fae’s physical form is killed or destroyed, their astral form will still live on, and
in such circumstances will generally attempt to flee as quickly as possible in order to regroup. A fae
that has reverted to their astral form after their physical body is destroyed will no longer be carrying
the physical damage that was inflicted, but they will continue to carry any Strain and Wounds taken
while in their physical form. If they have taken Strain that exceeds the Unconsciousness Rating or
Death Rating of their astral form, they will fall unconscious or die as appropriate per normal rules.
Hidden Form
This applies to fae manifested as humans or boojums only. Keeping their human form is
difficult for fae if they are under stress, and at times they will let slip some sort of exotic feature if
they lose concentration. Any time a fae rolls a Rule of One on any test, receives a Wound, or at any
other time deemed narratively appropriate by the Game Master, the fae must make a Willpower test
against their own Mystic Defense to maintain concentration on their form. Success means they are
able to handle the stress of the situation and keep the form maintained. A failure means they have
lost concentration for a moment and have let slip some sort of noticeable exotic change. Examples
include but are by no means limited to: a strange eye or hair color, gaining or losing a finger or
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two, a sudden change in ear length, or a shift in the shape of their nose. A Rule of One result on
the Willpower test only increases the oddness of the change.
Any character observing this momentary lapse is allowed a Perception Test against the fae’s
Mystic Defense to mentally register what they saw. Failure means the lapse is immediately dismissed
by their mind, assuming it is a trick of the light or something similar. Success on the test means
they did observe the feature and will react accordingly. Note that these lapses are always very short,
only for a second or two, and so afterward convincing them that what they saw didn’t actually
happen is viable with appropriate social tests.
Forms of Fae
There are three methods that fae can be encountered in the game world: as humans and other
boojums who are hiding their true form, as spirits in their astral form, and as creatures of myth.
Fae as Humans
As stated above, fae who take the form of humans (or any of the boojum races) are among
the oldest and most powerful of their kind. They’re also most often the cleverest, having long,
drawn out schemes that require them to get close to people in order to carry them out. For game
rules, generate statistics for these characters as you would for any other NPC. Most often, fae that
are manifesting as people will have some sort of spellcasting Profession, to tie in with their innately
magical nature. Fae have sufficient knowledge of magic to replicate any magical Profession that fits
appropriately with the persona needed for their plans, though the most common are Mages, and
will adopt KAVs for their spells that mesh with this persona. Commonly, a fae will not reveal any
magical abilities in their persona, and instead present themselves as just an average person to allow
them to blend in better.
Fae as Spirits
When encountered in their astral form, fae should be treated as Named spirits, as outlined in
Chapter 13 of the 1879 Game Master’s Guide. Use a Force Rating equivalent in challenge rating to
the fae’s physical form. Fae can be treated as either Ally spirits or Nature spirits, depending on the
specifics of their personalities and overall disposition. In general, most fae that take on the physical
form of people will be more closely related to Ally spirits in their astral form, and those that take
the form of creatures will be more closely related to Nature spirits.
Fae as Creatures
The following are examples of some of the more exotic forms that fae may take when they
choose to manifest physically. Note that these forms will most commonly be present on Earth,
where there is sufficient history and belief for these forms to have taken shape. With the growing
presence of the British in the Gruv, fae may possibly take on some of these forms there, albeit much
more rarely. Additional forms taken from the history of the Samsut and Saurids will be detailed
in future 1879 products.
Brownie
Brownies have their origins in folklore as nocturnal house spirits that will assist owners of a
home with various household and farming chores. They are generally considered to be benevolent,
though they take offence easily if they are not given proper offerings – such as a bowl of milk or
cream or small baked goods, typically left by the hearth at night.
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From the legends that speak of them, and the few reports
that claim to have seen them re-emerged, Brownies are
humanoid and stand typically between one and two feet
tall, have wrinkled brown skin that gives them their
name, and are generally described to be quite ugly
and hairy. The vast majority of them are male,
though there are a few stories of female
brownies. Actually seeing a brownie,
however, tends to cause them to
take offence and leave the home
they have been servicing. Brownies
are generally described as solitary
creatures, and it is said that no
two brownies shall ever occupy
the same home. Brownies tend
to go nude or dressed in rags,
and any attempts to offer them
clothing will cause offence.
Despite their helpful
nature, brownies do tend to cause
mischief for no apparent cause other
than their own amusement. They will
occasionally break small items, create
noises at night to disturb the home’s
owners, and if the household happens to be
affluent enough to have servants, will often
pinch or otherwise play tricks on them
in their sleep if they are lazy or
slovenly. If offended, a
brownie will often leave
in a destructive manner,
breaking all that they had
previously worked on and
generally leaving the household a mess.
Brownies never occupy homes within cities. They tend to prefer farmsteads, though any
rural home with nearby access to a cave or woods and a clean stream or pond has a chance for a
brownie to take up caring for it. They will typically only perform simple tasks such as tidying up,
gathering food or water for any animals present, and in some cases very basic maintenance to keep
any structures of the household in order (anything more complicated than mending a fence will be
beyond their capabilities).
Brownies feel an affinity toward those who live closely to nature, and thus more in line with
their own sensibilities, and wish to see them succeed and prosper to spread this way of life. As long
as the people of the home they are looking after behave politely according to the Brownie’s rules
and continue to do work on their own without expecting the brownie to simply take care of them,
they are content to likewise live in harmony with them and see to their wellbeing.
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Rules: Brownies may use any farm implement as an improvised melee weapon without penalty.
Apply a damage rating and statistics for a weapon of the appropriate size, usually a spear for any
long handled tools and a hand axe for any single handed ones. Any spell directed at a brownie is
at -2 Steps to its Effect.
Brownies never have to make a Toughness Test for fatigue, as they do not tire.
Changeling
A fear among parents that spans back hundreds of years, changelings are fae that have been
swapped with a child shortly after birth, with the changeling taking the child’s place, and the child
being taken by other fae back to their own realm.
On first appearance, the changeling will copy the exact features of the stolen child. Skin,
eyes, hair, facial features, great care will be taken so that everything will be a perfect match. As
the changeling “grows”, however, they will often develop some sort of deformity or some form of
disease that would alter their appearance, to aid in hiding any exotic features that may show up if
they were ever to let their illusion slip. This could range from an infection of the eyes that causes
them to become milky white and apparently blind, to a skeletal or muscular growth problem, to an
early development of excessive hair growth, among many other possibilities. A changeling will still
retain their intelligence and personality, and so the child they portray may appear to be particularly
gifted, and perhaps rambunctious or mischievous as they grow.
Motivations for this can vary among changeling fae and their cohorts who take the child.
Some do so purely out of curiosity, hoping to learn more about people by living among them, and
by studying the child as they raise it as one of their own. Some are out of malice, with intentions
to implant the changeling into the human ranks in order to have an inside agent to eventually help
bring down their operations with the portal, or to otherwise destabilize their society. Some may
even do so out of pity, taking a child born into poor circumstances out of their bad situation,
having faith that the changeling will be much better able to handle whatever the hardships issues are.
Regardless of the motivations, children taken in this way are always treated well; the trade for
the child is considered a bargain among the fae, even if the parents are not aware of it, and their
rules require them to uphold it in good faith. Depending on their original motivations, the child
may be returned to the human world once they have grown with a mission of their own, or they
may simply be kept within the fae’s realm to live out their days peacefully.
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Imp
More problematic for their love of mischief and tricks than for any physical threat, imps are
small humanoids, about a foot and a half tall, with bat-like wings, clawed hands and feet, and often
rat-like tails. They tend to have vaguely dog-like facial features, may or may not have small horns,
and occasionally will have facial hair but rarely body hair. They are most commonly red in colour
but can also be found in shades of dark grey, purple, or green.
Whether by natural occurrence or by religious beliefs that typically associate them with hell,
they tend to have an affinity with fire-based magic. They typically restrict this to small displays of
pyrotechnics to distract or startle, or small attacks that will cause pain but not threaten any major
damage. They prefer to use their ability to fly to gain a height advantage and use these minor
attacks to annoy, then flee before they can be
reached for counterattack.
Imps tend to live in clusters of five to
twenty, and prefer dark places with tall areas
to hide in. They typically do not inhabit
forests, as fire can quickly get out of hand
there. Caves and city alleyways at night where
the lower sections of the buildings are made
of stone are perfect places forthem to dwell.
They are most often nocturnal, and during
the day will take to the same areas that
bats tend to find in order to sleep. Even
if found in such a place, their wings and
small bodies tend to make them blend
right in with the bats around them.
Aside from existing in their
groups, solitary imps will often
make deals with spellcasters, particularly those
of malicious intent. Having the aid of an imp is
often a great boon to a spellcaster, as they are highly
intelligent and can offer excellent counsel, in addition
to making terrific scouts and spies. In a
pinch, the imp’s magical abilities
can also offer a great distraction
against meddlesome adventurers
while the spellcaster either prepares
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a powerful counterattack or flees as is necessary. In very rare circumstances, an imp may also
be convinced to undergo the ritual to become a magician’s familiar. A magician that associates
themselves with an imp will typically keep the relationship hidden, even from like-minded peers. The
connotations of being known to consort with an imp will at best reveal the magician’s maleficent
nature, and at worst will insight a religious inquisition against them for associating with hellspawn.
Even if the relationship is kept secret, great care should be taken when dealing with imps.
Without exception, they all have plans of their own, and will try at every opportunity to twist the
designs of a magician they are serving into their own. Imps are among those fae who take great
offence to the presence of the iron tunnel, hoping to divert humanity onto a path of self-destruction
so that they will either withdraw from the portal on their own, or be weakened to the point that
they can be forced out. Imps will most often serve other fae lords above them with similar designs,
who prefer to work from the shadows and use the imps as their eyes and ears to spy and enact
larger schemes.
Powers: Astral Nature, Cold Iron Weakness, Heat Sight, Hidden Form, Spellcasting (5): 13
Available Spells: Bolt (Fire): 10, Darkness, Ignite
Rules: Imps do not check for warping in anything less than a Corrupt area. They will cast
using the base statistics for the spell, as they do not utilize any KAVs. They are able to reduce
Strain cost for any spells they cast by half, to a minimum of 1.
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Goblin
Goblin is something of a catch-all term for similar creatures that span across multiple
cultures, including several in the East. They are about the size of a small dwarf, with sharp,
pointed features including pointed ears that are far longer than that of an elf and sharp, razor edge
teeth. They are frequently hairy and generally hideous. They abhor sunlight, seeking out dark and
often dank places to live, giving their skin a pale cast that often has yellow
or greenish hues. Likewise, they also have an aversion to religious
symbols and hallowed
ground, avoiding these areas
at all costs. Goblins have a
natural resistance to sickness
and disease, and as a result
they tend be able to survive
comfortably in places of filth
and squalor. They are rarely
seen on their own, preferring
to operate in groups of
five to ten, though more
could be gathered if a
higher authority were
directing them.
When encountered,
goblins will often come
across as dim-witted , but
this is entirely a ruse; they are
actually quite conniving and
delight in trickery, being more
than happy to play along with the
role of a silly, stupid creature if
it brings down someone’s guard.
For all their cleverness though, they
don’t seem to have a particular goal
in mind other than complete chaos.
They will quite happily engage in
tricks on anyone they have a chance of
affecting, including other fae.
In truth, goblins make up the
majority of distraction troops used by the
fae. Many of them serve higher level fae, most
frequently as mercenaries though sometimes as
true loyal subjects, offering their trickster abilities
to make a diversion when one is needed.
Their willingness to pull pranks on
other fae is all part of the ruse to
make them less suspicious to outsiders,
a role that other fae find annoying, but
begrudgingly admit is often effective. As such, most will tolerate their antics if for no other reason
than that they may need to hire them someday.
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Powers: Astral Nature, Awareness (3): 9, Avoid Blow (3): 10, Cold Iron Weakness,
Conceal Object (4): 11, Fast Hand (4): 11, Heat Sight, Picking Pockets (5): 12,
Stealthy Stride (3): 10, Stout Constitution (5): 14
Rules: Goblins are able to use weapons and armor sized for Dwarves, if they have the means
of accessing it. Adjust damage and armor values accordingly. If the goblin comes from an area of
squalor, their weapons carry risk of disease. Upon receiving a wound from a goblin weapon, the
target must make a Toughness Test against an 8. Failure means they have been exposed to a disease.
See Chapter 9 of the 1879 Gamemaster’s Guide, Page 231, for rules on exposure to disease.
Gnome
Whereas brownies that get close to people typically find their use inside a home and tending
to farm work, gnomes that get close enough to study them will usually put themselves to more
agricultural work. Gnomes generally range between four and eight inches tall, and typically
resemble scaled down dwarves. Most commonly, the smaller gnomes tend
to get closer to humans while the larger ones are more likely to live out
in the wilderness. They are most always seen dressed in simple clothes of
handwoven cotton or wool, and generally wear tall pointed hats.
They will often tend to the gardens around a
home and smaller crops in fields,
as appropriate for their size. This
will mostly be limited to root
vegetables, though they are adept
climbers and can take care of vine
plants like tomatoes if there is
a latticework for them to use.
Gnomes that prefer to stay out
in the wilds will often tend to
animals in addition to plants.
Gnomes out in the forest may
band together to take care of
trees, where they will often
hollow out sections to make
their homes as a sort of vertical
neighbourhood.
Gnomes that do get close to humans will often occupy spaces like mouseholes and may
even live together with mice, keeping them almost as pets. Some people have opened walls to find
mouseholes and have found empty thread spools or other small, discarded items that appear to have
been used as tools – likely evidence that they have stumbled upon a gnome home.
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FAERIES
Powers: Animal Talk (4): 10, Astral Nature, Climbing (5): 13, Cold Iron Weakness,
Stealthy Stride (5): 13
Rules: Gnomes will typically try to flee rather than fight as first action. If forced into combat, they will
attack as a swarm, working together to bring down larger opponents. Gnomes will frequently ally with animals
from the local area, and will use their Animal Talk ability to call them for assistance if they are overwhelmed.
Nymph
Nymphs are fae that take up positions as watchers and
protectors of various areas of nature, and tend to have specific
names depending on the type of area they oversee. On the
whole, nymphs are universally female, typically taking shape as
particularly beautiful humans or elves, but with additional exotic
features matching the area they oversee. Dryads, for example,
are nymphs of the forest, and tend to have colouring to
match the trees of the area they oversee, often with skin
markings that gives the appearance of bark. Naiads and
Nereids are water nymphs, the former of freshwater
areas such as ponds and streams, and the latter
of saltwater areas like the sea. They tend to have
bluish and green tints to their skin and hair that
would work as camouflage when underwater, and they
may have areas of their skin with scales like a fish, and
possibly gills. Oreads are nymphs of the mountains, and
tend to have colouring similar to the most prevalent rock
type present in the mountain they preside over, which can
range from white quartz to peach coloured granite, to the
inky black of obsidian found in volcanic rock.
Nymphs do not seek out human contact, preferring to
remain secluded in their natural environs, tending to the flora
and fauna of the area and ensuring protection of the natural
order there. If a person travels through their territory, they will
be watched closely. A person who respects the wilds and conducts
themselves well will be allowed to travel unhindered. Those who
are particularly dutiful may also be given aid; most often this is
covert, such as making fresh water or safely edible
food easily available, or a subtle encouragement of
the plants in the area to shift out of the way so
that they can pass more easily. There are legends
of lone travellers who have conducted themselves
well that have actually been able to meet with
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these fae, and enraptured with their beauty have been taken in to their secret homes to share in their passions,
from their perspective having spent one long night, only to finally emerge at their destination to find they’ve
actually been gone for years without ageing in that time.
“Hmph. These stories and legends are just that; fanciful dreaming of overly romantic ninnies that would
make a stuffed bird laugh. There has not been a single report at all to corroborate anything of the sort.”
- Name Redacted, Professor of the Laplace Society
Anyone passing through a nymph’s territory that does not show basic respect to the natural order of
things will find their way particularly difficult, and possibly treacherous. Sudden swells in a river, heavy growth
of vines and an annoyance of biting insects that simply won’t leave, loose ground and possibly rockslides, all
become likely occurrences for one that has irked a nymph. For those who are actively harmful to their area,
the nymph will act in full defence, seeking to expel and, if necessary, kill the intruders. Attacks by the native
wildlife are the most common form of defence, though the nymph may utilize any natural events appropriate
for the area that will fall short of leaving the area destroyed – after all, there’s no point in defending their
home if there’s no home left afterwards
Powers:
Animal Talk (3): 10, Astral Nature, Bardic Voice (3): 12,
Cold Iron Weakness Camouflage (5): 11‡ Enrage Element (5): 11‡
Locate Target (4): 11‡ Manipulate Element (5): 11‡ Share Knowledge (4): 11‡
Seduction (4): 13 Shockwave (3): 9¥ Swimming (4): 10†
Wood Skin (3):10††
† Swimming for Naiads and Nereids only. Second movement rate is their Swimming speed
‡ Elemental powers will be related to the type of Nymph. Likewise, camouflage will be usable only
in their home element; Water for Naiads and Nereids, wood for Dryads, earth for Oreads.
¥ Shockwave for Oreads only, can only be used to create tremors in earth. Use Base Spell
information
†† Wood Skin for Dryads only
Rules: Nymphs will typically avoid direct confrontation when possible, using their abilities to manipulate
their home element to create a natural response first. They will also use their Animal Talk ability to call for
attacks from local animals to assist them. If forced into direct combat, or if facing an opponent that will not
be deterred by natural events, they will use spears made from their home element as their primary weapon,
though they will still prefer toattack at range rather than engage directly.
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initial meetings based on the expectations of social rank. Making a Perception (Target’s Social
Defense) Test to guess SL based on cues of appearance, behaviour, and so on, would be appropriate,
especially for GMCs. Wrongly guessing someone’s SL can lead to all kinds of awkwardness, which
in turn leads to amusing roleplay.
For example, a high street shopkeeper assesses potential customers when they walk in the
door. This determines what goods they will offer, if any, and what additional services they might
suggest, such as delivery or payment on account. If they believe the person to be of SL1, they’re not
going to want that person in the shop at all. They may just keep a close watch, and quietly let them
know that their sort isn’t welcome, kindly leave, or they may call the floorwalker or store detective to
bounce the offender out on their ear. On the other hand, if the new customer appears convincingly
to be of SL5, the shopkeeper will turn loose their most obsequious charm. If they recognise the
person by Renown or Reputation, the shopkeeper may even want to advertise the person’s custom
(“Purveyors to the Duchess of Cumberland!”).
Social Level also sets up expectations of behaviour and ability. The section on Scandal deals
with what happens when people misbehave. More subtle and insidious are the preconceptions of
what a person can and cannot do as part of their social class. A working-class woman who cannot
put together a decent meal out of a few penn’orth of food scraps has let down her family, and
will be shamed by her peers. An upper class woman who cannot wield an embroidery needle will
likewise be seen as having failed at a skill expected of her rank. Illiteracy is a minor hindrance at
SL1, but a scandal looking for a place to happen at SL5. The full impact of class expectations,
and the result of violating them, can and has filled quite a lot of books. These constraints and the
fallout of breaking them can provide considerable material for roleplay, and could be pivotal in an
adventure. The punk in Steampunk, after all, indicates social conflict, class warfare, and challenging
of cultural expectations.
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an older woman whose tiara has a few pearls on it, and who is wearing a sash with a badge pinned
to it over her ball gown. Miss Eudora has never been presented to this person before, and has no
clue who they are. She makes a Knowledge (Secrets of the Aristocracy) Test at a total penalty of
-2 Steps, her SL of 4 minus the older woman’s SL of 5 and the Honours SL of 5, and rolls a
12, neatly surpassing the woman’s Social Defense of 9. The badge is a knighthood, but the tiara
outranks it, and so she properly addresses the woman as Duchess, and apologizes for not having
been properly introduced.
Keeping Up Appearances
At SL3 and higher, a monetary maintenance cost by SL gets assessed weekly, not just for
food and shelter, but also for the proper standard of living. Clothing must be in fashion, salons
must be attended, horses maintained, and so on. Appearances must be kept up or SL falls. Moral
turpitude attaches to poverty in the pretentious world of the upper classes. Scandal attaches to a
down at heel appearance, as the poor are expected to be doing terrible things.
No one of SL5 goes out on the town without spending at least an hour attending to their
hygiene, appearance, and clothing. The aristocratic woman spends her prep time at home, with at
least one maid and likely a few to assist in her grooming. The aristocratic man goes to his barber.
A morning trip prepares him for the day. An evening trip freshens his grooming for a night at the
opera. This careful attention to personal appearance actually put the higher classes in better health
than the lower, partly due to cleanliness, and partly due to the Victorian disdain of cosmetics. Only
those of low morals painted their faces, at least according to the British (the French disagreed
vehemently). This kept women, and some men, of the higher classes safe, as cosmetics had no
regulation at all. Arsenic, bleach, and other chemicals were used to remove blemishes. Rouge
made from vermilion contains mercury. Those who used cosmetics slowly poisoned themselves,
sometimes even deliberately, as ladies of breeding would sneak an occasional tablet of arsenic to
keep themselves fashionably pale.
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eyebrow and lowers the corners of her mouth, but the Baron soldiers on. He breaks out a
Winning Smile, earning a +2 Step bonus to counteract the faux pas, and makes a joke at his
own expense. It’s still a tough situation with no bonuses, but the player picks up their dice
and …
Social Obligations
Social obligations come with higher station and the need to maintain appearances – funerals,
christenings, weddings, balls, charitable organization board meetings, or holding forth at the
Countess’s salon. The player and Gamemaster work together to determine what these will be.
The GM may roll 1d12 to determine in which month certain events occur, or write them into the
narrative. As a rule of thumb, each character should have one significant event per Social Level per
year. Preparing for each event costs (on average) a week’s worth of income to provide for suitable
clothing, gifts, donations, and the like. Any or all of these social events may be incorporated into
the party’s adventures, in which case the narrative will determine the timing and cost.
The social season for the upper classes nominally depends on when Parliament is seated, but
also on certain sporting events and significant parties. It runs from early May to late July. Attending
a social event lets the player tag every Contact present. Missing one event results in a Minor
Scandal, unless the character has a very good reason. Having been sent to Paris on a diplomatic
mission for the Foreign Office will suffice. Being too engrossed in one’s latest inamorata and just
forgetting about Lady Tisdale’s charity auction will not do. Missing two in a row causes a Moderate
Scandal. Three or more and the Scandal rises to Serious, and possibly Dire. One does not stand
up Her Majesty.
Only an enlisted man or woman with twenty years of service and a Good Conduct medal
can put in an application to become a Beefeater, more properly the Guard of the Tower of
London. As any Tower Guard will tell you, a Good Conduct medal means twenty years of
undetected crime.
– Sgt. Pikey Ravenfeeder, Ret.
While the Crown can of course grant Honours at the Sovereign’s leisure, most are done
through the Honours List. Twice a year, at New Year’s and on May 24, Her Majesty’s birthday,
the Crown announces those subjects found worthy of accolade and social elevation. In a culture as
class-conscious as the British Empire, this is a Very Big Deal Indeed. (Other nations have their own
Honours systems, such as France and Prussia, but those will be discussed in separate volumes. For
the sake of illustration and simplicity, this work will restrict itself to the British system.)
The process of making the Honours List involves rather a lot of committees, a few senior
officials who serve as the final level of filtering, and finally the consideration of the ruling monarch.
Nobody is ever totally satisfied with the decisions made, and there’s rows about the Honours List
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for at least a week after each one publishes in the London Gazette.
Honours are awarded in full ceremony, with the attendance of all available members of the
Orders to be presented. Decorations and Medals are presented in lesser ceremonies, Decorations
usually during a personal visit to the Sovereign by the recipient, and Medals during full-dress
military reviews. Given the logistics of an Honours ceremony or a review in formation, it’s no
wonder that the Honours List only comes out twice a year.
Some Honours are worth more, socially speaking, than others. A Knight Commander of
the Order of the Bath outranks a Companion of the Bath, for example, and both must yield to
a Knight of the Most Noble Order of the Garter. A military officer with a Victoria Cross, the
Empire’s highest decoration, follows all of them, as a VC doesn’t carry a title of aristocracy. This
is called precedence, and largely has to do with who goes first in the parade, who stands closest to
the Crown at the ceremonies, and who sits where at dinner.
You want to watch a quintessentially British bit of stuffiness, stand in a corner when a bunch
of nobles are trying to sort out who goes into the dining room from the hall first, and which
lord walks with which lady. They’ll argue precedence until the soup’s cold, just trying to make
sure Lord Tightpants doesn’t get one over on Lady Fullaerself. God help them if someone
else’s husband outranks Lady Divabottom, but not the Lady herself, and she has to walk in
to dinner on the arm of Lord Fishface.
– Timmy Belowstairs
Peerages
Peerages are titles granted by the Crown that give the recipient a seat in the House of Lords,
may carry lands, and may be hereditary. These outrank everything else in the Order of Precedence.
They divide into Hereditary Peerages, which pass down through the family line, and Life Peerages,
which attach to the person honoured and do not inherit. Hereditary Peerages go back hundreds of
years, into the feudal era, although they’re not worth nearly so much these days. Life Peerages were
created under the Appellate Jurisdiction Act of 1876, initially intended for Law Lords so that better
legal expertise could be brought into the House of Lords. Of course, that got expanded upon within
less than a year, once the first ones got their foot in the door and all that.
Hereditary Peerages
Hereditary peerages have lands associated, and are not legally defined as “Honours under
the Crown”. The combination of real estate and legal status means they can’t be revoked without
an Act of Parliament. Even then, that only confers the title and holdings on the heir. There’s a
multi-volume directory of all the peers of the British Empire published regularly, Burke’s Peerage,
or simply Burke’s, which traces the bloodlines and lists out who’s who. The order of precedence is
tracked by the College of Arms, not a weaponry study group but a college of heralds, who keep
track of the insignia, or arms, registered to each of the peers and their holdings. For those who
simply haven’t the time to read a few encyclopedias, the hereditary peerages defined in the British
Empire are summarized here.
Burke’s also serves as the stud books of European royalty, although don’t say that where
anyone of higher rank can hear, they get a bit touchy about how they track their breeding.
– Djehuty Jones
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Duke
In the British Empire, a duke (addressed as Your Grace and referred to as His/Her Grace)
holds a dukedom, a collection of lands, dignities, privileges, and rights, under the authority of the
Crown, with no independence of legislation, taxation, or justice. A duchy, found in other nations,
is a separate legislative and judicial entity.
The general order of precedence among dukes is:
• Dukes in the Peerage of England, in order of creation
• Dukes in the Peerage of Scotland, in order of creation
• Dukes in the Peerage of Great Britain, in order of creation
• Dukes in the Peerage of Ireland created before 1801, in order of creation
• Dukes in the Peerage of the United Kingdom and Dukes in the Peerage of Ireland created
after 1801, in order of creation
The following table shows the dukedoms and current dukes of the British Empire, arranged
in order of precedence. Given how important these sorts are to the governance of the Empire, we’re
listing out the entire lot.
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Marquess
The marquess, feminine marchioness, holds a marquessate, a smaller bit of land with slightly
fewer privileges than a dukedom. In days of yore, a marquess held a march, on the border of the
nation, while a count held a county, inland a bit and with less defensive expenses. This put the
marquess above the count in the order of precedence due to the responsibility to hold the border.
Along the way, the title of “count” was replaced by “earl”, and more about that in a moment. While
there haven’t been marquesses with direct involvement in national defence since the formation of the
standing army, this may change with the situation in the Gruv. Thus far, no landholding peerages
have been granted there, but it’s only a matter of time before the marcher lords are assigned at the
perimeter of Earthly civilization and the title of marquess once again confers direct responsibility to
raise troops, see to the walls, and fend off would-be invaders.
A proper marquess, with a landholding, is referred to as The Most Honourable The Marquess
of Landholding, and addressed directly as Lord or Lady Landholding. A marquess by courtesy, who’s
simply carrying the title of marquess devolved from their forebear who’s a bit overloaded with titles
and needs to offload one onto the heir, doesn’t get the extra honorifics, being simply Marquess of
Landholding. They do get addressed the same as a proper marquess, though, so there’s no chance
of mixing that up.
As far as who the marquesses of the British Empire are, there’s so many of them they require
their own volume in Burke’s. We’ll list just a few here for convenience.
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Earl
For various reasons, the title of count never quite caught on in the British Isles, and so the
peer in charge of a county gets the title of earl, if male, or countess, if female. This leads to some
confusion for those outside of Britain, trying to figure out how the Earl of Wessex and the Countess
of Wessex are related (hint: there was a church involved.). Earls originally had quite a bit of power,
ruling over their counties with right of justice and taxation, although they only kept a third of the
collection and sent the rest up to the duke and the Sovereign. Henry II put an end to all that and
brought the earls to heel, although Edward II found out the hard way how long that held. In our
enlightened modern times, the earls cannot band together and depose the reigning monarch, which
is probably for the best in terms of stability of the Empire.
An earl is styled as The Earl of Landholding, and addressed as Lord Landholding, with his
wife being Lady Landholding. A countess who holds peerage in her own right is the Countess of
Landholding and addressed as Lady Landholding, but her poor husband gets no courtesy title, and
has to make his own way in the order of precedence.
There’s more earls than there are badgers in the forest, so we shan’t list them all out, restricting
ourselves as we did with the marquesses to a few that stand out for one reason or the other.
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Viscount
The viscount exists in a sort of nebulous space in between a marquess and a baron, originally
as a sort of title of recognition that wasn’t hereditary. Along the way, as these things happen, the
titles attached themselves to lands or family lines, got properly recognised, and now Burke’s lists
270 viscountcies, although most of them are secondary titles of marquesses and dukes. The naming
practice is likewise a little vague, with some being the Viscount Landholding, some being the
Viscount Surname, and a few being the Viscount Surname of Landholding just to cause confusion.
Note that the “of” is generally dropped. Viscounts are addressed as Lord or Lady Landholding,
and their children as The Honourable Firstname Surname. The heir of an earl or marquess may
be given the courtesy title of viscount, if there’s a viscountcy in the assemblage of titles held by
the forebear. Sometimes this digs down through the titles a bit. For example, the Marquess of
Salisbury also carries the title Earl of Salisbury, but the heir can’t also be called Salisbury as that
would cause confusion, so the heir gets the title of Viscount Cranborne.
There’s not much point listing example peers at this rank. Most of them as previously
pointed out hold higher titles, with the viscountcy tacked on as an afterthought, something to fob
off on the eldest child. Have a butcher’s at your copy of Burke’s if you really want to know who
these people are.
Baron
At the bottom end of the landed peerage lie the barons and baronesses, those aristocrats who
hold land deeded from the Crown at some point in their lineage, to which they have the right to
collect rents. Think of the barons as titled landlords and you’ve about got it. Baron can also be a
courtesy title for the heir of an earl or duke, in which case there’s still lands attaching.
Barons are referred to as Baron or Baroness Landholding, and addressed as Lord or Lady
Landholding. The wife of a baron gets the title of Baroness and Lady, but the husband of a
landholding baroness in her own right gets nothing, like the husband of a landholding countess.
Such is the way of things. If the baron or baroness has been admitted to the Privy Council, they
get to add The Right Honourable before their title.
As with the viscounts, there’s just too many peers at this level to list them, and many are
secondary titles, sometimes so far down the list they get forgotten about. The only time HRH
Prince Albert Edward’s baronages get mentioned is when there’s an Honours ceremony or other
terribly formal occasion that requires all the titles to be read out.
Baronets
The non-landed title of baronet was introduced to elevate recipients above the knighthoods
but not into the peerage proper. Some baronetcies are hereditary, while others are so-called Life
Peerages, a title that attaches to the individual but does not pass to their heirs. These are handed
out when the Sovereign wants to put someone in the House of Lords, but doesn’t want to create
a new lineage. Baronets are addressed as Sir or Dame as if they were knights.
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line as well as the male, generally takes the most pre-eminent of their parent’s lesser titles, so that
Charles Henry Gordon-Lennox II is accorded the title and referred to as the Earl of March, or
simply as March by his equals and betters. Addressing him as Lord March is acceptable, but not
as Lord Gordon-Lennox, as the title attaches to his earldom, and again not to his family surname.
Barons and baronesses are addressed directly as Lord or Lady Landholding, as their title again
attaches to the lands they hold for the Crown. They may also be addressed as My Lord or Your
Lordship, or Your Ladyship (but never under any circumstances My Lady). Keeping track of forms
of address is itself a bit of a task, as one mustn’t forget and address a duke as My Lord instead
of Your Grace, unless speaking to him directly in the House of Lords where everyone is accorded
the same honorific.
And if you’ve got all that straight in your head, you’re ready to learn three-handed whist.
– Percival Squallow, Esq.
Honours
The following table shows the Orders of knighthood currently in standing in the British
Empire, with the ranks and postnominal letters (the additions to the alphabet soup that follows an
aristocrat’s name) that go along with them. A knight, dame, or lady is addressed as Sir, Dame, or
Lady and their given name, not their family name. This differs from a Lord or Lady who get their
title from land or other inheritance, as there, the title attaches to the lands or the family lineage.
It’s worth noting that inherited titles outrank bestowed titles, and so Lady Wicnell, who has her
title from the Wicnell estate, walks ahead of Lady Cynthia, who got her knighthood for serving
ten years as Scotland’s Exchequer of Pleas. The postnominals also follow the order of precedence,
so someone who is both a Knight of the Thistle and a recipient of the Victoria Cross styles
themselves as Sir/Lady Firstname Surname, KT, VC.
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Decorations
Decorations, as previously noted, are given to individuals who have performed some considerable
service, usually military or diplomatic, worthy of personal congratulations by the Sovereign and
a fancy bit of jewelry to hang on a ribbon. Some include their own named medal, such as the
Victoria Cross, while others come with an associated medal, such as the Distinguished Flying
Cross, that gets the recipient a Distinguished Flying Medal to pin on their jacket.
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Medals
The list of medals that can be given for military service and associated efforts runs for quite
a few pages for each service. Some are awarded for service in a particular battle, as previously
noted, and are never given out again after that battle is recognised. Others are given for acts
meeting specific conditions, such as bravery under enemy fire. Quite a few tend to be given out
posthumously, to recognise the self-sacrifice of the recipient for the greater good.
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These do have an effect more than a bit of tin to send to the next of kin. A posthumous
medal bumps up the pension, according to a table created by a dry bean-counter who’s
never seen a bullet, much less faced an enemy under live fire. Nevertheless, recognition by a
grateful nation, blah di blah, and another shilling or two in the widow’s packet each month,
theoretically makes up for losing a husband, wife, mother, father, with not enough of the
remains left to bury. Me, I was a lucky one, they tell me. They gave me a medal and a fancy
bit of clockwork as reward for my leg getting blowed off, and put me out to pasture. At least
I get to hug my children goodnight. More than many got.
– Color Sgt. Ephraim MacGuire, Ret.
Of course, medals have an order of precedence. Some get worn higher or to the left of others,
and recipients of the higher medals sit closer to the head of the table at formal events. Here’s
the ranked list.
• Victoria Cross
• United Kingdom Decorations
• Order of St. John
• United Kingdom Medals for Gallantry and for Distinguished Service
• United Kingdom Operational Service Medals worn in order of date of award
• United Kingdom Polar Medals
• United Kingdom Police Medals for Valuable Service
• United Kingdom Jubilee, Coronation and Durbar Medals
• Long Service and Efficiency Awards
• Imperial Orders, Decorations, and Medals instituted by the Sovereign, worn in order of
date of award
• Foreign Orders (if approved for wear), worn in order of date of award
• Foreign Decorations (if approved for wear), worn in order of date of award
• Foreign Medals (if approved for wear), worn in order of date of award
The following table shows a representative list of medals from the armed services of the
British Empire, listed in order of precedence. Campaign, Coronation, Jubilee, and Efficiency/Long
Service medals are generally excluded for brevity’s sake, although the Good Conduct medals are
included as they’re referenced above. Likewise, foreign orders, decorations, and medals that are
approved for wear on British military uniforms have a manual all of their own, which should be
referenced by those who have received such awards.
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Connections
Characters do not exist in a vacuum, nor do they spring into existence from thin air. Like real
people, characters should have family, friends, allies, all of which group together under the heading
of Connections.
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one less success. Thus, a Loyal Connection would automatically perform a Small Favour, and would
only require one success for a Large Favour. If the Connection owes the character, this also reduces
the success count. A Friendly Connection who owes the player character in some way would do a
Small Favour just for the asking, and would only need a little convincing (one success) to perform
a Large Favour. Yes, this does mean that a Hostile Connection that owes the character could be
convinced to perform a Small Favour for three successes, and a Large Favour for four. Forget about
getting a Large Favour from an Enemy Connection – it’s just not going to happen.
Connections must be maintained. Forget to collect the debt for long enough and it may
become non-collectable. Miss the family reunion and the cousins may be offended. Keep in touch
with friends, or they become acquaintances and then strangers.
Mechanically, Connections are another form of Equipment. There’s no monetary cost inherent,
although a Connection that’s picked up as the result of a debt owed or through a financial transaction
has a monetary cost associated with it. Rather, they’re given freely at the time of character creation,
picked up through roleplaying, or bought with APs if the Connection hasn’t been seen on-stage as
of yet.
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• Domingo Bolivar does not have a reputation for patience. Paulo owes him 600
pesetas from a boxing match that did not go so well for Paulo’s contender. (That’s
£24/10 for you British sorts.) While Domingo could steer a highly lucrative client
Paulo’s way, giving him the chance to earn the money to pay his debt, Domingo
would take his cut off the top plus a middleman’s fee. He is decidedly Unfriendly at
the moment, although 600 pesetas would improve his Attitude to Neutral.
Creating During Play
Connections may be created during play either by roleplaying through turning a GMC into a
Connection, or by building a new Connection GMC and paying APs. Both have their advantages.
Not every GMC is meant to be a Connection. Some are just walk-on speaking parts.
Others the Gamemaster may already have backstory for that precludes it. Opportunities do present
themselves, though, and sometimes a player will want to spend the extra effort required to turn a
spear carrier into a supporting character. When a player wants to turn a GMC into a Connection,
there needs to be a valid reason for it, and a means to establishing a deeper relationship with the
GMC. Preferably, this all gets worked out in roleplay. The player character establishes the reason
for the Connection in-character, and negotiates with the GMC to create the Connection. Discussion
out of character between player and Gamemaster may also be useful here, to agree upon the reason
and the means before playing out the scene. However the negotiations occur, in character, out of
character, or both, once a reason and the means are established, the forming of the Connection is
played out in character. The player then pays APs according to the initial Attitude of the Connection,
per the table below, and makes a note of the Connection and their current Attitude in their
character’s Equipment list.
The same basic process used in character creation applies when a player would like to
introduce a Connection who has not yet appeared on stage. The Gamemaster and the player discuss
the possible Connection, including the reason for the relationship and the means by which it is
maintained. When they agree, the player names the Connection, writes down their background
description, and pays APs according to the initial Attitude of the Connection. See the following
table. The new Connection may be brought into play immediately, if the story allows for it, or can
be brought in later when the opportunity arises.
Maintaining Connections
Like Social Level, which mandates a monthly Lifestyle cost, Connections require upkeep. If
the depth of the relationship isn’t nurtured by regular contact and the occasional AP, the Connection
fades into just someone the character knows, and the benefits of a Connection are lost. See the
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following table. The Contact Requirement is the means and time spent necessary to keep the
Connection thinking of the character as someone special in their life. A more intimate means is
always acceptable, but a less personal one is not. Thus, a Friendly Connection can be maintained
with a telegram, but not with a postal card. The AP Cost / Week is the number of Adventure Points
that must be spent each week to maintain the Connection.
Connections that are Unfriendly, Hostile, or Enemy must be maintained each week without
fail. One miss drops the Connection. Neutral or better Connections slip down the Attitude scale one
degree for each week they’re not maintained. Renewing the Connection and bringing their Attitude
back up requires two weeks of maintenance to restore one Attitude degree. Once the character is
back in the Connection’s good graces, with the Connection’s Attitude restored, they can bring up
the Connection’s Attitude further through roleplay and in-character effort as with any other GMC.
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Social Standing
This section expands on the rules governing the class system and social conflict in the 1879
Players Guide. It expands on Infamy and Reputation, and introduces Social/Economic Actions.
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Reputation
In the 1879 Player’s Handbook, Reputation is described as providing a simple bonus to
Interaction Tests. This book provides rules that extend and replace that. Reputation here is used to
increase Social Level, protect against Scandals, and as leverage to extract Favours that might not
otherwise be available.
• A Good Word from Above: Someone with a higher Reputation must vouch for the company
or character. This is a Large Favour.
• A Financial Settling In: Upgrading access to the right clubs, donating to the right charities,
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settling debts, etc. The C/C must invest a year’s living expenses, or 26 week’s income,
from Cash Reserves. Thus, at EL 7, a C/C must invest £26.
• Life Experience: Reputation points are purchased with Adventure Points like Master Level
Free Skills (1879 Players Guide, p265), but without the need for tagging. Note that
this means that Reputation can never rise above 10. The table is reproduced below for
convenience.
Maisy Rae, a Dodger with significant pull among her people, has Reputation 4 and an
Economic Level of 7, but because of her Infamy Level 3 some stodgy sorts hesitate to help her
out, even when it’s in their best interest. She needs Bill Muir, an Investigator (SL 2), to clue her
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in on the guards’ shift schedule at a particular warehouse. She’s looking into a French spy ring,
so Muir would like for her to succeed, but he has an Unfriendly Attitude towards her, making
a Large Favour impossible. Given that the information is time-sensitive, Rae stakes 2 points
of her Reputation and tries to make a deal. For the purposes of this Favour, that improves his
Attitude toward her to Friendly. A deal is possible, but requires 3 successes on her Charisma
Test. Fortunately, she has a number of Ranks in Winning Smile and pulls it off. In exchange,
Muir needs addresses for the criminal contacts of a particularly nasty nobbler. She agrees to get
it done in two weeks, to give her time to wrap up this unfortunate Continental matter. She’d
better pull it off on schedule, or she’ll lose 2 points of hard-won Reputation.
Temporary Renown and Reputation Adjustment
While Renown builds over the course of a character’s life, their exploits may make enough of
a splash to grant a temporary Renown Target Number reduction for being newsworthy. Publication
of discoveries, building and bringing to market new devices, and so forth have social impact. For a
short (or perhaps long) time, passers-by may recognise the character from seeing their face on the
front page of the Times. Similarly, Reputation may rise (or fall) based on character actions.
The conditions for temporary or permanent adjustments to Renown and Reputation are far
too complex to summarize in a simple game mechanic. There’s just too many different things that
a character could do that would affect what people think of them, how much coverage they get in
the press, and so on. The following table provides a few suggestions to give the GM guidance, but
in the end, like AP awards, the GM and the party must use their best judgement, and go with what
best supports the story they are telling. The resourceful player or GM might also look at the rules
for Scandals, which can be borrowed here.
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Becoming Infamous
If a C/C has negative SL, either temporary or permanent, the C/C can choose to embrace
it and take on Infamy. The player and Gamemaster simply declare that the C/C is now Infamous.
(This should be an agreement between player and Gamemaster, not a unilateral action by one or
the other.) The C/C’s negative levels, both temporary and permanent, are converted to the new
permanent Infamy Level. Reputation and Economic Level each drop by one. All of the character’s
Connections with Social Levels higher than 1 have their Attitude drop by 2 degrees to a minimum
of Unfriendly. Anyone with a Social Level of 1 is already a criminal and isn’t likely to care about a
Connection becoming Infamous. Connections with Infamy are not affected.
Molly Gambini has Social Level 2, Reputation 2, and Economic Level 5. She has been
exposed as a Brassman with criminal connections. Formerly SL 2, the Serious Scandal has
resulted in -1 permanent and -2 temporary to her SL. She is now SL 1, and for two months
she will be treated as Social Level -1. Infuriated, she makes a terrible scene at a charity ball,
unloading her custom pepperbox into a duke at point-blank range, and making her escape with
clockwork shenanigans. The resulting Unforgivable Scandal reduces her SL permanently by
-1 and causes an additional temporary -3. Now at Social Level 0, and temporarily reduced to
-5, she declares herself Infamous. She loses her Social Level and gains Infamy Level 5. Her
Reputation drops from 2 to 1 and her EL drops from 5 to 4.
There are benefits to being on the wrong side of society. Infamous C/Cs have some degree
of immunity to the usual sort of Scandal. What they are vulnerable to include situations such as
grassing a confederate to the bobbies, breaking a deal, or showing weakness. In social situations,
Infamy Levels interact with Social Levels as though they were in fact Social Levels. Molly Gambini,
from our example, has an Infamy Level 5, and so an Aristocrat at Social Level 5 has no advantage
on Interaction Tests against her. The newly-minted criminal mastermind gets a +3 when interacting
with an Investigator at Social Level 2.
There are plenty of downsides to being Infamous. An Infamous C/C has trouble dealing with
respectable company without causing Scandal just by association. The character may have to deal
with the enmity of the Crown, whose legal machinery may be brought to bear. Legal methods of
making a living may no longer be available. This should all be roleplayed, with Tests as appropriate
when necessary, rather than simply adjusting numbers and rolling dice.
Reentering Society
Losing Infamy and regaining the approval of society requires losing Infamy Levels through the
sort of Scandals that affect Infamous C/Cs. Once at Infamous Level 0, the character or Company
can attain Social Level 1 by sacrificing 2 Ranks in Reputation and 2 Economic Levels. Economic
Level cannot drop below 1 and Reputation cannot drop below 0, and thus the C/C must have at least
EL 3 and Reputation 2 to attempt to reenter society. A C/C that has shed their Infamy and regained
respectability will always have a whiff of Scandal about them, though. They retain a Temporary SL
-1 penalty for a year and a day, and take a -1 Step penalty to all Tests to deal with Scandal for the
remainder of their existence.
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Socio-Economic Conflict
The complex social and economic landscape of 1879 is just as dangerous as a battlefield or
the wilds of the Gruv. This section expands on the existing rules to bring life, depth, and danger to
conflicts in the marketplace and club. These rely heavily on the rules for Interaction tests, Attitude,
and Favours found in the 1879 Gamemaster’s Guide. A quick refresher, and preview of what is to
come:
Method of Play
The socio-economic conflict system provides dice rolls that guide roleplay. Sometimes it’s not
necessary to roll. An Equestrian Test isn’t required every time to mount a horse; an Interaction Test
isn’t needed to ask for a second lump of sugar. Skills Tests determine the success of actions when
there’s something at stake. It’s recommended that Skill Tests be made before roleplaying the scene.
The players and Gamemaster can then align the roleplay to the Test results. Think of it as an actor
taking direction during a scene, except that in this case the dice are the director. If, in the course
of play, the Gamemaster needs guidance as to how a GMC might react, a Skill or Interaction Test
can be made to decide the outcome of the interaction. When in doubt, each gaming group should
use what has worked best for them previously.
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In reality, few people know how much money they have down to the ha’penny, or every item
they own, down to the defective corkscrew in the back of the junk drawer. To abstract this for
playability, this section introduces three financial statistics: Economic Level, Ready Cash, and Cash
Reserves.
Economic Level
Economic Level corresponds to the income rates in the Starting Funds chart (p.75, 1879
Players Guide). Maintaining one’s economic level requires spending 2 weeks’ income each month on
basic living expenses and a primary residence. Assume that a character spends half their money on
living expenses, and leftover money goes to mustache wax, corset boning, newspapers, and birthday
presents. The character is assumed to maintain suitable housing with all of the candlesticks, armoires,
fireplace pokers, and so on one would expect. The character sheet should list everything carried on
their person, but not necessarily everything the character owns. EL abstracts the ancillary kit for
game purposes, into a number that can be used as a Step. The Gamemaster may call for an EL
Test to determine if a character owns a particular thing, such as a bottle of fine brandy suitable for
a gift to a Baroness.
Ready Cash
Ready Cash abstracts the money a character has on hand, equal to their weekly income.
No more than once a week, a character can tap their Ready Cash to obtain items and luxuries
not included in their living expenses. The player makes a list of the desired items or services. The
Gamemaster then reviews the list, and if the items or services are within the character’s budget, and
there isn’t anything illegal or unusual that must be rolled for, the character acquires them.
Characters that maintain a Household must spend one week’s Ready Cash for maintenance
each month. Leftover Ready Cash is not saved from one week to the next. It gets spent on clockwork
penguins and penny dreadfuls. A character that isn’t earning money through adventure or application
of professional Skills doesn’t accumulate savings.
Cash Reserves
Cash Reserves are funds stashed away as savings in lockboxes, hidey-holes, bank accounts, and
debts to be called in. While not carried on the character’s person, it should be tracked and recorded
down to the penny. Whenever a character is paid cash for an adventure or similar circumstance, add
any funds not immediately spent to Cash Reserves. S/E actions and EL tags must be paid for out
of Cash Reserves. They can be spent at will, as long as the character is in a position to access it.
If a noble has £500 in an account with the Bank of London, it will be of little use in bribing the
first mate on a Chinese junk in Canton. (More about travel later.)
YZ
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Travel
While traveling, Economic Level Tests are required to access Ready Cash and Cash Reserves,
and not all may be available. The wise traveler carries coin, a letter of credit, or bank draughts, even
though those are vulnerable to loss or theft. Before travel, the character should decide how much
to carry, and transfer that sum from Cash Reserves to the character’s inventory. The following table
shows the Target Numbers to access Cash Reserves and Ready Cash, and the percentage of Cash
Reserves the traveler can access based on location. As always, the Gamemaster should only require
a Test when there are stakes involved.
and do so 12 times.
• A Company at EL 11 has at least three Departments at EL 7. To increase to EL
12, it has to create a new Department at EL 7 or better (costing at least £52). The
Company must then invest £32 per tag, and do so 12 times.
Losing Economic Level
If an S/E action or other circumstance would force a C/C to lose an EL tag (such as
a Sabotage action) but it doesn’t have any tags, the C/C instead drops an Economic Level. A
Household can lose a tag if the owning character doesn’t pay the monthly maintenance cost.
If a Company’s EL drops below 7, the Company dissolves, with its assets forfeit to its
creditors. If a character’s Household or a Company’s Department is dissolved, the owning C/C
drops an Economic Level.
Dropping an Economic Level is normally a Minor Scandal, but dropping below the minimum
comfortable living standard for the SL is a Moderate Scandal. See the following quick reference
table.
New Companies
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Households
At Economic Level 9 and above, characters must maintain a Household. A character maintaining
a Household can thus only use Ready Cash for shopping one week out of each month, as one week’s
Ready Cash goes to lifestyle expenses and one week to maintaining the Household. (This is how
aristocrats slip into genteel poverty.) Not using a week’s Ready Cash to maintain the Household in
any given month forces the Household to lose one EL tag. If the Household has no more EL tags
to lose, it loses 1 Rank of EL. It dissolves if its EL drops to less than 7, with the staff turned out,
and the premise and furnishings seized by creditors. This counts as a Major Scandal.
Departments
A Company at EL 9 or higher must have at least one Department. Departments are self-
sustaining as long as they maintain the minimum EL.
Social/Economic Actions
Overview
Wealth and social station can be a weapon or shield to those with the wit to use it. Social
and Economic Actions are of course most devastating against those with the most to lose. Cut a
noble off from their friends and funds and they will truly be at a loss. Launching an economic attack
against a chimney-sweep won’t make much difference; they’re accustomed to hunger. A social attack
against someone of low class may simply result in the target becoming Infamous, which can make
for a more formidable rival.
required. The character with the best chance may make any given Test, with bonuses and penalties
applying to whichever player of the group rolls the dice. However, this also means that Secrets and
Scandals are shared as well. Actions may be scandalous for some characters and not for others,
based on their Social Level, resulting in risk divided unevenly across the party. The GM should
encourage the group to work together on Social/Economic Actions, to keep from having to run
separate adventures for each character. Of course, if the players insist on splitting the party, the GM
has the opportunity for a lot of fun at the expense of the characters’ reputation and general well-being.
Monetary costs for all Actions must be paid from Cash Reserves. Ready Cash cannot be
used for this.
Order of Play
• Declaration: The actor declares the type of action they are taking. More than one C/C can
attack the same target. The GM decides what kind of Test will be made to succeed, such
as Secrets of the Aristocracy, Streetwise, or Finance.
• Pay up: The actor marks off the money and Favours required.
º Detection: The target makes a Skill Test to detect the meddling. Again, generally
Secrets of the Aristocracy, Streetwise, or Finance are the most appropriate. One
success reveals that someone has been interfering. Two successes reveals who took
action. If a proxy is making the attack, three successes will reveal who was backing
the proxy.
• Defend: The target declares their defensive Social/Economic action, if any, and pays the
costs.
º Detection: The actor makes a Skill Test to detect the countermeasures. The same
conditions apply as above.
• Adventure and Social/Economic Action Test: The GM calls for the Test near the end of an
adventure or week of downtime.
• Aggressive Action Consequences: The target suffers any consequences and the actor takes any
Secrets or Scandals.
• Defensive Action Consequences: The aggressor suffers any consequences and the defender
takes any Secrets or Scandals due to defensive actions.
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Financial costs must be paid from Cash Reserves. For minor and major Actions, the cost is
based on the defender’s weekly income. A streetsweeper can’t expect to invest their 7p and have any
effect on Lloyd’s of London. For defensive actions, the cost is based on the attacker’s weekly income.
Favours should be called in from someone who can actually work towards the Action, or the
Favour may be wasted. A Connection in the Navy may be quite important in their field, but would
be of little use in discovering smuggling routes through the city. In that case, a criminal Connection
would be more useful.
Social Outcome: Suggested Social results, such as Secrets or Scandals that may fall on the
actor.
Economic Outcome: Suggested Economic results, such as loss of income or other financial
penalty.
Detection Difficulty: The Target Number to detect the action. In some cases, no Test is
necessary; it is obvious what is being done and by whom. If the Test for the action has a Rule of
One result, detection is automatic.
Minor Actions
Digging for Dirt
“Now what do you suppose Baroness FitzCraddock might have been keeping in this old box?
Oh. Oh my. Oh dear. Some things should really not be written down – oh, and such language!”
Spreading rumours about the subject, which may or may not have any basis in truth.
Test Target Number: S/ED
Adventure: Forging documents and dropping them in the post to the paper, telling tales to
gossips.
Costs: The equivalent of 1 week’s income for the target or a Minor Favour.
Social Outcome: On one success, the rumourmongering is accurate, and uncovers a previously
established Secret. If there are no Secrets, one success has no effect. Additional successes, however,
allow the player (or GM, in the case of GMCs) to invent an actual Secret. For each additional
success, increase the level of the Scandal by one. For example, with with two additional successes,
the player or GM creates a Moderate Scandal.
Causes a Minor Secret for the actor.
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Economic Outcome: Identifies a vulnerability. For example, when is the payroll being carted
to the factory? What is in the secret sauce? Target takes a penalty of -2 Steps per success to their
next Economic Action Test.
Detection Difficulty: 14
Investigation
“Ai, lad, that’s bloody insane! ‘Ere’s another ale. No trouble, we’re friends, ain’t we? Can you
tell me a bit more about what the firm did with the defective guns? It’s damned interestin’.”
“Yes, they say the Howards have spawned three of those dreadful trolls since the Rabbit Hole
opened. I know, it’s awful! But that’s why Lord Howard goes through the laudanum so quickly.”
Try to find out more information about the target, or discover proof for a Scandal.
Test Target Number: S/ED
Adventure: Inquire among peers, the help, or others in the know.
Costs: 1 week’s income. For each additional Favour or week’s income spent, add +2 Steps to
the Investigation Test.
Social Outcome: Discover any vulnerabilities. +2 Steps per success to the next Social Action
Test.
Investigation can also be used to uncover proof of a Secret. For example, the party could
discover the bill of sale proving the target had purchased all of the ingredients for a particularly
noxious poison.
Economic Outcome: Discover vulnerabilities. +2 Steps per success to the next Economic
Action Test.
Detection Difficulty: 12
Prying A Bit
“Great Scott! The Brattenburg Brothers firm did indeed kill a dozen bobbies with poisoned
sausages. I knew there was a stink somewhere when the Brattenburgs made that massive donation
to the precinct!”
Major Actions
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Create trouble where there was none. Inventing or forcing a Scandal, illegally interfering with
business, possibly holding a business Secret for ransom.
Test Target Number: S/ED
Adventure: Planting forged letters criticizing a duke.
Costs: 1 to 5 weeks of income. The effectiveness of Fiddle & Dodge is limited by how much
the actor invested in the Action. For each week’s income or Major Favour, the actor can benefit from
one success on the Action Test.
Social Outcome: One success on a Test against the target’s Social/Economic Defense creates
a Minor Secret. For each additional success that has been paid for with a week’s income or a Major
Favour, the intensity of the Scandal is increased by one. For example, if Baron Guffer is trying to
trump up a Moderate Scandal (2) into a Serious Scandal (3), he could spend an additional 1 week’s
income or call in another Major Favour. Note that the Cost must be paid before the Test is made.
An actor who creates a Secret for another takes a Moderate Secret of their own.
Economic Outcome: For each success, the target’s Cash Reserves are reduced by 1 week’s
income. Half of this money goes into the actor’s Cash Reserves. This represents collusion, outright
theft, or other illegal practices. If the target’s Cash Reserves are reduced to zero, this Action has
no further effect.
The actor takes a Moderate Secret for benefiting from their target’s loss.
Detection Difficulty: 10
Remittance Man
“So there you have it, the evidence all laid out before you, and I promise you again, Sir Clive,
these are certified copies, with the originals in a box at the Bank of England. I have a solicitor
who will act if I do not give her the word by morning. Shall you withdraw, and accept my offer of
settlement, or shall we take this to the courts?”
Call it blackmail if you will, but the aggressor agrees to a truce if given enough financial
consideration.
Test Target Number: Social Defense; but this will rarely be resolved as a simple Skill Test.
Adventure: Direct confrontation.
Cost: Creates a Moderate Secret.
Social Outcome: The cost of quiet is one Major Favour per success, or one month’s income
for the aggressor per success. This is one of the few exceptions to the general case where the cost
is dependent on the target’s Economic Level. This may be paid out in lump sum or over time, as
determined by role-playing.
Economic Outcome: NA
Detection Difficulty: Obvious
Sabotage
“Your Grace, bad news, I’m afraid. Someone removed the screens at the back of the
warehouse, and the rats have got at the stores. Half the shipment is ruined, and the supplier can’t
deliver enough to make up the difference before the contract for delivery comes due.”
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Adventure: Spoiling raw materials or finished goods in transit, breaking factory machinery.
Costs: Minimum of 2 weeks’ income for the actor, maximum of 5. The actor gains +1 Step
on the Test for each week’s income spent.
Social Outcome: The actor creates a Moderate Secret of their own.
Economic Outcome: For each success, the target loses one EL tag, and has their Cash
Reserves reduced by 1 week’s income. If the target’s Cash Reserves are reduced to zero, this Action
has no further effect.
Detection Difficulty: 9
Climactic Actions
Cut to the Bone
“She was expectin’ that ore shipment to come through, she was. Made big promises ‘bout
what her fact’ry would be producing for the navy. Shame when the train jumped the tracks ju’ at the
trestle, right? Took a week to recover the shipment and by then the contract ‘ad passed to another
firm? Terrible ‘ow these things happen, right?”
Exposing a Secret to society at large. Some will choose to use a proxy, a loyal ally willing to
take the fall if it all goes wrong.
Test Target Number: The target’s Social Defense, but this Action should not be resolved with
just a Test. It is too ripe of a roleplaying moment to pass up.
Adventure: Confronting the target in a drawing room, penning an open letter to the paper.
Costs: 1 week’s income
Social Outcome: On a success, the actor reveals a target’s Secret, which becomes a Scandal
of the same intensity.
The actor takes a Minor Scandal if the reveal is successful. If the Test fails, and the reveal
is not successful, the actor suffers a Moderate Scandal. If the actor launches this Action without
a Secret to reveal, not only does it automatically fail, but the actor takes a Serious Scandal for
attempting to destroy the target’s Reputation.
Economic Outcome: NA
Detection Difficulty: 8, or obvious if revealed openly.
Defensive Actions
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Bankruptcy
“None of this matters if we can’t finance the closing. Sell the south fields of the Lancaster
estate. Do it!”
Seeking out weaknesses in the actor’s attacks and making them pay.
Test Target Number: The actor’s S/ED. The identity of the actor must be known to the
target.
Adventure: Make social calls, sometimes confrontational, to the actor’s allies. Bring other
rivalries to bear on the actor, in an ‘enemy of my enemy is my ally’ maneuver.
Costs: 1 week’s income
Social Outcome: S/E Actions against the target are more costly. For each success on the
Countermeasure Test, increase the cost of any subsequent Action by the actor by 1. If the actor
cannot or will not pay the additional costs, the Action automatically fails. The GM may wait to
reveal the increased cost until after the actor declares their aggressive S/E Action Test.
Economic Outcome: The same as with the Social Action.
Detection Difficulty: 8
Mitigation
“I need you to make this go away. Have some ruffians show up at his door with a one-way
ticket to Prussia. Encourage him to make himself scarce and they won’t be able to prove anything.”
Lessen the intensity of a Secret. This may require adventure or roleplaying. At the very least,
the player must explain what actions are being taken to make the Secret less odious or tougher to
prove.
Test Target Number: The target’s own S/ED.
Adventure: Bribe inconvenient people to go away, pay down a gambling debt, secure favourable
coverage in the press, conceal the movement of moneys through financial Engines.
Costs: 1 week’s income per intensity level of the Secret. Minor: 1 week’s income or a single
Favour, Moderate: 2 weeks, or 2 Favours, and so on.
Social Outcome: If the Secret is real, increase the Target Number to identify it by Prying by
+2 per success on the Mitigation Test, or decrease its intensity by one rank, at the choice of the
affected character. If the Secret is false (such as one created by a Fiddle and Dodge Action) and
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the Mitigation Test succeeds, reduce the intensity of the Secret by one, and add +1 Step to Tests
to Detect or counter further attempts to use the Secret. On a Rule of One result, the intensity of
the Secret is increased by one and is revealed, causing a Scandal. The attempt at cover-up is often
seen as the worse offense.
Economic Outcome: None
Detection Difficulty: 16
Pinch-Penny
“Sorry, we simply cannot afford such an extravagance at this delicate time.”
Speaking with peers and rallying the workers and loyal customers, either on your own behalf
or to help out an ally. Generally this counts as a Major Favour. In some cases, a noble’s household
will rally behind their master and provide this action on his behalf.
Test Target Number: The aggressor’s S/ED. If the identity of the aggressor is unknown,
increase the Target Number by +2.
Adventure: Inquire among peers, the help, or others in the know.
Cost: 1 week’s income.
Social Outcome: +2 to defend against the next social attack against the target.
Economic Outcome: +2 to defend against the next economic attack against the target.
Detection Difficulty: 16
Aggressive Action
Instead of using defensive actions, the target could use choose any of the aggressive actions
described above. The target must know the identity of the actor.
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than Lord Finch-Hatton. The others are Dr. Jermaine Lancaster, a Weird Scientist of the Heron
School; Lt. Barry Sieff, a Military Officer currently on detached duty, awaiting the formation of a
new regiment; and James Harris, a Dodger who sometimes passes himself off as Sieff’s valet. Sir
Alistar pays most of the party in folding money, but to Lady Beckett he promises a Favour. When
she is ready, he will put the right words in the right ears to rehabilitate her Reputation so she can
raise it to 5, putting Social Level 5 back within her reach.
First Exchange
The party begins with Investigation. Lady Beckett pays the cost and makes a Secrets of the
Aristocracy (8) Test against Lord Finch-Hatton’s Social Defense. She gets two successes, which
grants the party a +4 Step bonus to the next Test they make for a Social/Economic Action.
Fortunately for them, Lord Finch-Hatton doesn’t make his Detection Test to spot Lady Beckett
nosing about. He spends the week zipping through the countryside in his new microsteam sulky.
The GM informs Lady Beckett that she’s discovered Lord Finch-Hatton is often seen entering
a gentleman’s club, Boodle’s, in the City of Westminster. This is not unusual, but he is not seen
leaving the club nearly as often as he is seen entering. Furthermore, there are few accounts of how
he entertains himself while there. Is he leaving the club through some other means? And for what
purpose?
Second Exchange
The team engages in Prying A Bit. They pay up and call in a Major Favour. To possibly
detect this, Lord Finch-Hatton makes a Secrets of the Aristocracy Test against Lady Beckett’s
Social Defense. With two successes, he now knows that Lady Beckett and her troupe are moving
against him.
The GM sets up an adventure. After infiltrating the club, the group finds that Lord Finch-
Hatton is disguising himself as a pastry chef and leaving with the kitchen staff. The GM rules
that instead of playing out the rest (it is a good stopping point for the game session, and getting
late in real life), Harris can make a Streetwise Test against Lord Finch-Hatton’s Social Defense to
find out what’s going on. He gets a +4 Step bonus from Investigation, and an additional +2 Steps
from the GM because the adventure went well. With +6 Steps and a point of karma, Harris gets
three successes. That’s good enough to uncover a Serious Secret. For a SL 5 Aristocrat, a Serious
Scandal could result in 1 permanent SL loss, as well as a temporary -3 SL lasting 3 months.
The GM has already decided that Finch-Hatton does indeed have a Serious Secret. He has been
attending animal fights, which is low class enough to cause a loss of Reputation. Even worse, he
attends an underground fighting club which features the unholy monstrosities created by Promethean
Weird Scientists.
Since Lord Finch-Hatton knows the party is on his trail, he uses Countermeasures. By putting
the right words in the right ears, he makes it clear there will be costs to those who cooperate with
the player characters. He scores two successes on his Interaction (9) Test against the average Social
Defense of his social class. Harris makes a Test to detect the Countermeasures and fails, but will
find out soon enough. The next Social Action the party takes will cost an extra 2 weeks’ income.
Third Exchange
The party attempts to discover proof of Lord Finch-Hatton’s Secret with another Investigation
action. The GM runs them through another adventure. They arrive at a warehouse where the illegal
bout is supposed to be held. The GM calls for the Investigation Test. Lady Beckett succeeds, but
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the GM tells her player that in light of the successful Countermeasure, they’ll need to pay a lot of
extra money. They don’t have that kind of Cash Reserves, and find themselves in an abandoned,
unused fighting pit, beset by hired goons. Without Lt. Sieff’s quick thinking and Martini-Henry
carbine, it might have been the end of their story.
Lord Finch-Hatton, meanwhile, has hired a team of Dodgers for a Fiddle and Dodge action.
Since Lady Beckett has been blameless as of late, attempting to regain her Reputation, he has the
Dodgers fabricate a Minor Secret, that Lady Beckett herself has an improper gambling habit. Lady
Beckett succeeds on her Test to detect the Fiddle and Dodge, and she is not happy. Of course, in
addition to the financial costs, this creates a Moderate Secret for Lord Finch-Hatton.
Fourth Exchange
The party rallies around Lady Beckett. They pay the costs, but also call in a couple Favours
to boost the chances of their Investigation. With +6 Steps for the Test, they are confident of success.
As they play through the adventure, the GM works the Favours into the narrative. Lady Beckett
convinces Sir Alistar to connect her to a bookie he knew from his less reputable days, something
he is loathe to do. Lt. Sieff calls on his Contact from the docks to get a midnight boat ride
through the canals at the right time to intercept the right barge. The GM calls for the Test and
the party succeeds in their Investigation. Dr. Lancaster uses an amazing device – a sort of instant
camera – to record Lord Finch-Hatton’s presence at the fight. Had the Investigation Test failed,
Lord Finch-Hatton wouldn’t have been at the bout.
At the same time, Lord Finch-Hatton’s band of Dodgers has continued their assault on Lady
Beckett’s character with another Fiddle and Dodge. By investing some of his considerable resources,
they are able to increase the severity of the Secret to Moderate. Allegedly, Lady Beckett was driven
to sell some of her family’s jewelry to pay her gambling debts. Again, Lady Beckett makes her
Secrets of the Aristocracy Test to discover their meddling. She’s starting to get nervous.
Fifth Exchange
Everything comes to a head. The party decides to Reveal a Scandal by releasing Dr. Lancaster’s
photographs and several eye-witness reports to a newspaper. Because of the successful adventure, the
high quality of the proof, and the timely use of Lady Beckett’s Impressive Display Skill, they’ve
accumulated a +6 Step bonus to their Test. Lady Beckett is Social Level 4 and in a Social Level 5
situation, however, so that’s -1 Step for a final bonus of +5 Steps. Everyone holds their breath as
Lady Beckett’s player adds karma, throws the dice, and beats Lord Finch-Hatton’s Social Defense!
His stock falls, invitations to parties are withdrawn, and his Social Level takes a beating. He
attempts to Reveal a Scandal in return, telling everyone about Lady Beckett’s trips to the tracks.
However, with his permanent SL loss of -1 and temporary loss of -3, he is effectively at Social
Level 1. He takes a -4 Step penalty on the Interaction Test with his former Social Level 5 peers
and fails. Humiliated, he withdraws from society to lick his wounds. The party now has a Minor
Scandal, from being so closely associated with the turmoil. However, after a respectable amount
of time passes, Sir Alistar puts a good word in for Lady Beckett, and she finds herself welcomed
back into Social Level 5.
She’s not unscathed, though. There’s still a team of Dodgers with ‘proof’ of her gambling
problem. Lord Finch-Hatton, while perhaps never regaining the same level of influence he once had,
will bear a deep and abiding grudge against Lady Beckett and her friends.
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Secrets
Knowledge may be valued more than guineas. A Moderate Secret might replace half of the
financial payment where a Serious Secret might replace all of it. The character would need to have
the proof to be able to reveal it.
Favours
Being owed a Large Favour can be more valuable than payment in pounds. Depending on the
people involved, the Favour may replace part or all of a cash payment. This can also be used to have
an old, unrelated Favour marked off the books. Owe a Journalist for looking into a rival’s woes?
Have your current employer invite the Journalist to a Duke’s wedding.
Renown
A well-connected patron can get one’s name mentioned in the right circles and paper, broadly
increasing the chance that others have heard of them. In lieu of money, the character can reduce
their Renown Target Number by one point as a reward, increasing the chance that others will treat
the character favourably. At each tier, there is a minimum to which the Renown TN can be reduced.
A Novice can never have a lower Renown Target Number than a Journeyman, for example.
YZ
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