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1879 - Player's Guide

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ROLEPLAYING
GAME
PLAYERS
GUIDE

2015 FASA Games Inc.

1
CREDITS
Line Developer Senior Editor Web Design
Andrew W. Ragland Tiffany Ragland Todd Bogenrief

Development Associate Editor Interior Art


Steve Perrin Kathy Czechowski A.L. Ashbaugh
Andrew W. Ragland Christianne Benedict
Mark Stout Art Direction Amanda Gerold
Andrew W. Ragland Richard Hanuschek
Additional Writing Don Higgins
Brad Decker Layout Jeff Laubenstein
Richard A. Edwards Todd Bogenrief Yad Mui
Lukasz Furmaniak Ian Liddle Renan de Oliveri
Don Gadberry Mauro Peroni
Cassandra Marshall Administration
Paul Reid Mary Harrison Maps
Liz Smith Todd Bogenrief
Benjamin Sperduto Cover Art Theresa Williams
Martyn Tetlow Yad Mui Andrew Dobell
Nick Wedig
Cover Design
Amanda Gerold

Contributions
The players at the GenCon 2014 and 2015 demo sessions

Dedication
This book is for Jeanne Baré, Annie Besant, Harriet Ann Jacobs, Mary Seacole, Mary Fairfax
Somerville, and thousands of other women who altered the course of history, doing what they
believed to be right whether or not their society and culture approved.

Playtesters
The Freedonian Engineering Corps, notably Michael Allegro, Eric Duncan, Kyle Pritchard

Copyright Information
1879™ is a Trademark of FASA Corporation.
1879: The Roleplaying Game, 1879: The Roleplaying Game Players Guide™, The Grosvenor Land™, The Gruv™,
and the Samsut™ are Trademarks of FASA Corporation.
1879 and all associated Trademarks used under license from FASA Corporation.
Published by FASA Games Inc., USA under license from FASA Corporation.
First printing, v1.0 November 2015. All rights reserved.
No part of this publication may be reproduced in any form by any means, electronic, mechanical, photocopying, recording
or otherwise 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 from our own world. As such, numerous actual historical
personalities, events, religions, and other institutions are referenced. No endorsement, approval, disrespect,
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. Please treat it as such. Thank you.

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Table of Contents
Introduction.....................................5
Game Concepts .........................19
History of the Worlds ............39
Races ............................................ 53
Character Creation ....................61
Character Professions ...............81
Society & Social Level ..........157
Skills............................................ 169
Combat & Its Aftermath.......229
Character Advancement...........259
Equipment...................................273
Magic Theory............................333
Spellcasting.................................357
Spells.......................................... 369
Summoning................................403
Enchanting....................................411
Engines, Lovelaces & Byrons.427
Dodgers.......................................447
Secret Societies.........................457
London & Points Further........517
The Gruv....................................535
Appendices..................................552
Index.............................................564

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Chapter 1

1879 Players Guide

Introduction

I n an alternate history, the British Empire controls not only much of the
Earth, but a Portal through the fabric of space and the new world beyond. Expansion
into the Gruv has resulted in war with the Samsut, descendants of Babylonians who
crossed through their own Portal thousands of years ago. The British have steam,
steel, and rocket-propelled rifle rounds. The Samsut have railguns, contragravity, and
technology that allows them to raise the dead as shock troops. Some of the Saurid
tribes encountered have been friendly, some distant, and some actively hostile. The
economic and political repercussions of the Portal and the Gruv have changed the
situation on Earth radically. And then there’s Looking Glass Fever, and its strangely
altered victims, and the possibility that Western science may not be able to explain
everything that has become possible since the Portal opened. If ever a world, or
two worlds, needed dauntless heroes, men and women of extraordinary abilities and
steely nerve, this would be that golden moment. A bit steampunk, a bit pulp, and
a bit magical, this is the world of 1879.

Conflagration
Thunderous explosions shook the rapidly disintegrating factory. The five adventurers dodged
falling debris and gouts of flame as best they could as they fled the wrath of the owners. The Sons
of Thoth had been using the factory to build illegal armaments. The adventurers had a warrant

5
INTRODUCTION

from the Crown to put a stop to it. Neither


seemed to deter the pursuit. A massive steel vat
gave momentary shelter from a burst of heavy
gunfire, but only for as long as it took for the
cultists to find their way round to a clear line
of fire.
Garvin, the former Confederate officer,
let off a round in return from his pistol. His
long rifle was somewhere the wrong side of the
enemy, left with its bayonet stuck in one when
it had run out of ammunition. “I’ve only got
two rounds left in Bessie!” he called to the
others, then gave a satisfied nod. “But they’re
down by one more.”
“What have you got left?” Hampton-
Smythe asked of the rest. He’d emptied his pepperbox pistol in a single, but well-placed, volley early
in the pursuit, taking down the cult’s high priest. He’d also lost his hat and scarf in the confusion,
leaving his evening wear, already unsuited for such an enterprise, entirely out of line.
Betty shook her head. “Nothing offensive, sorry.” The American engineer held up a large
spanner off her toolbelt. “Unless they get close enough for me to use this.”
“You know I loathe guns,” Kelvin replied laconically, with a glance at Hampton-Smythe over
the top of his stylish purple glasses. “Give me an Engine and I can make it sing God Save the
Queen whilst tap-dancing, but weaponry just isn’t my field.”
“What about you?” Hampton-Smythe demanded of Vyshinsky.
The Russian spread his hands in a gesture more Gallic than Slavic. “Used what I had making
the factory go boom.”
His words were punctuated by a loud report from nearby, and Garvin went down, clutching
at his shoulder. Bessie skittered across the metal catwalk, striking a few sparks as the gun clattered
past Kelvin and went sailing off into the depths of the mechanisms below.
“Shift!” cried Hampton-Smythe, taking a defensive position with his sword cane, as if a few
feet of cold steel would defend them from hot lead. Betty and Kelvin each took a side, got Garvin
up to his feet, and more dragged than guided him onward.
“Come on, Vyshinsky!” Smythe ordered. “What are you staring at?”
Vyshinsky glanced up from his momentary examination of the fabric of his lab coat with a
start. “Oh?” A bullet whined off the handrail near him. He glanced round. “Right.”
“Take him!” Betty ordered Hampton-Smythe as he caught up, and dropped her share of
Garvin on the gentleman. She attacked a large bolt nearby with her spanner and a quick spurt of
penetrating oil. Vyshinsky blinked at her, seemed to come back from somewhere else, then moved
to the strut on the far side.
“Pardon me being a little crude,” he said to Betty, then hawked and spat on the bolt
anchoring the opposing strut. “Ashes to ashes, dust to dust, in the end all things will rust,” he
intoned. The bolt began flaking away.
Betty gave her bolt a hard smack with the flat of her spanner, and it flew out of its hole.
The catwalk sagged precariously. She spun away and ran to rejoin her team, followed closely by
the Russian.

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Chapter 1

“Neat effect,” she gasped between breath


“Simple ... invocation ... entropy,” Vyshinsky managed, not being quite as used to physical
effort as the engineer.
Then the catwalk behind them collapsed with a welter of screams and curses as their pursuers
fell into the machinery below.
They caught up with the other three at a cul-de-sac in the piping and conveyor belts that ran
throughout the building. Kelvin had a belt around Garvin’s shoulder, trying to get a tourniquet
above the wound, but wasn’t finding any purchase for it. Hampton-Smythe started to ask something
of Betty and Vyshinsky –
But was drowned out by a terrific roar and a crashing of metal. All turned to see a massive
automaton clambering out of the wreckage of the catwalk’s collapse. Bits of its armor plating were
torn away, exposing damaged gears and sparking wires, but the ten-foot-tall fighting machine, and
the man inside, were still mobile, still hostile, and still in pursuit.
“Oh bloody hell,” Hampton-Smythe sighed. “And the evening was going so well.”
“Detach that!” Vyshinsky ordered Betty, pointing to a brass strut. Betty shrugged, switched
her spanner for a hacksaw, and started cutting.
The automaton clambered up over the edge of the catwalk, the metal underneath it groaning
alarmingly, and started toward them.
Vyshinsky, meanwhile, had grabbed the edge of a vibration mat from in front of a nearby
hydraulic press. “Hampton-Smythe, assistance,” he barked.
“What have you got in mind, putting out a welcome mat for it?” Hampton-Smythe asked,
helping to drag the mat, a heavy, two inch thick rubberized carpet, over to the middle of the walkway.
The Gatling barrels on the automaton’s right arm whined as they spun up to firing speed.
“Need this,” Vyshinsky replied, snatching Hampton-Smythe’s pocket square from his coat.
“I say!”
Betty gave a yank, breaking the strut loose, and tossed it to the Russian. He glanced down at
it and the pocket square, gave a determined sigh and stepped onto the mat. “Everyone, not to touch
metal!” he ordered. He gave a few quick strokes to the strut – odd time to be polishing the brass,
Hampton-Smythe thought – then aimed it at the automaton and barked out a chant.
“Coulomb, voltage, ampere, watt, vivens lux esse fiat!”
A searing blue arc leapt from the end of the strut to the automaton with a clap of thunder.
The brilliant light struck into a gap in the damaged machine’s armor, finding its way back out in
cracks elsewhere, accompanied by flame and smoke and small explosions. The fighting machine
staggered, thrashed, then toppled over the railing and plunged to ruin on the factory floor below.
Vyshinsky sagged, dropping down to his knees. The others paused, blinking away the
afterimage, trying to hear through the ringing in their ears.
“I say, old man,” Hampton-Smythe finally managed. “If you could have done that all along
... “
Vyshinsky shook his head, gratefully accepting Betty’s offered help back to his feet . “Very
dangerous to do without proper apparatus. Much chance of electrocuting all of us.” Then he held
up Smythe’s pocket square. “Good thing you are such proper gentleman, carry silk and not linen.”

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INTRODUCTION

From “Down The Rabbit Hole: A History of the


Grosvenor Portal, with Notes as to its Effects on
the Empire, and Discussion of the New World
Beyond”
“Here, today, we ensure that Professor Grosvenor’s sacrifice was not in vain. Here, today,
by his efforts we open the way to prosperity and wealth untold. The United Kingdom now has
unimpeded traverse to a New World, one that lies not across an ocean and weeks away by sail,
but across the boundary of the universe and yet only minutes away by the power of steam.”

– HRH Albert, Prince Consort, dedication speech, HM London and Alice Railway

“In the year of our Lord 1879, in the forty-second year of the reign of our beloved Queen
Victoria, we stand upon the edge of tremendous events, but whether we are at the border of
a new land or the brink of a precipice is yet to be determined.”

– Alexander Robert Campbell-Johnston, FRS, private letter to Prime Minister Benjamin


Disraeli

The Eighth Wonder of the World, the Gateway to Hell, the Door of Opportunity, the Portal
to the New World – which of these titles really suits the Rabbit Hole the best?
So much has been made in the popular press of the Grosvenor Portal, more commonly
referred to as the Rabbit Hole, but what is it really? What does it mean to the British Empire? To

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Chapter 1

properly understand both the Rabbit Hole and its effect upon both our world and the new, careful
consideration of the background to these events is required. Permit me to start with a few entries
from the diary of the late Professor Oswald Grosvenor, to which I have been granted access by the
kind permission of Her Majesty’s Bureau of Scientific Intelligence and the gracious intervention of
the Home Secretary. We mere mortals may never understand the Professor’s thinking – indeed,
many of his peers remain baffled by his work – but perhaps we may gain an inkling of his
motivations. Certainly, anyone who has questioned the Professor’s faith may find evidence within
these entries that he never once sought to displace our Lord from the pinnacle of creation, but
instead, like so many other scholars in Christendom, sought to draw closer to understanding the
miracle of Creation.

From Oswald Grosvenor’s Diary. Monday 4th January 1875.


A rather sleepless night. Some echoes of Reverend Green’s fine sermon from yesterday
morning have been reverberating around my mind, agitating me to a state of constant
wakefulness. If Angels truly be His messengers, have I inadvertently stumbled upon access to
their realm and hence to The Lord himself?
Little did I think when studying the extraordinary research of Faraday, Thomson and that
French fellow that by combining their thoughts and then rethinking them from the base level
I could happen upon something so momentous!

From Oswald Grosvenor’s Diary. Wednesday 20th January 1875.


This afternoon I set up the apparatus once more, in the exact same configuration. The effect
on this occasion lasted almost four seconds. I could not discern any movement, but again I
had the distinct feeling that I was privy to events not of this earth. If I could find a way to
apply more power I am certain that the result would prove most useful. Surely if I continue,
I will witness them again.

From an interview with Stephen Bellamy concerning events of Thursday 18th February 1875.
The Antipholus had docked that morning, carrying an exceptionally fine cargo which would
sell at the very top rate - a celebration with friends seemed the order of the day!
I called round at Oswald’s, as he had been absent from the club those past few weeks.
Upon enquiring, however, nobody seemed to have seen him. I was admitted by his young
assistant Henry, who assured me that my absentee friend was not deceased as I wryly implied,
but had merely been extremely busy. So busy had he in fact been that he had barely vacated
his laboratory of late.
Oswald seemed delighted to see me, but I was rather taken aback by his disheveled
appearance. I commented that if he was determined to remain a bachelor for the remainder of
his days then he had struck upon the perfect fashion!
The basement room was a jumbled mess of steel rods and coils and such a confusion of
cords that it seemed they had spilled from some giant Italian’s dinner plate. I asked what in
the Lord’s name he was doing, and he summoned me stand with him on a thick rubber mat
near a vacant area at the centre of this array. He pointed at the space before us and bade me
watch. I replied with confusion, as there was nothing special to see, but he swiftly silenced me
and pulled on some brass handles that were arranged upon a large cabinet at his side.

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INTRODUCTION

The air around us seemed to vibrate and I became aware of a constant humming of a low
register. There were sparkings and flashes amongst the metalwork, and just as I was considering
a hasty retreat, the air before us began to shimmer and became opaque.
Suddenly, as if someone had wiped a cloth across a misted window, the air cleared once
more, but what I saw in its wake was no longer Oswald’s untidy room, but a disarming vista
of rolling green grass, with the suggestion of mountains in the far distance. Oswald became
extremely excited, crying “you see them, you see them!” Two human-like figures had appeared
from the left in the middle-distance. Their movement was not that of any man, however; they
were flying with large, graceful wings. I was dumbstruck. Almost as soon as it had begun,
however - the hills, the mountains, the creatures - began to dissipate, and shrank away to a
fine point.
I remember remarking “Good God man, what was that?” and Oswald replying “Not God
Himself, but it is my belief that you just witnessed two of His angels. Surely that must be the
Elysium Fields of Heaven; have you ever seen a land so beautiful?” It seems that Oswald had
spoken to several spiritualists, and his conviction that he had discovered a means to connect
with the afterlife had become an unshakeable belief.
I trust my eyes as much as the next man and I know what I saw, but I cannot rationalise it.
This was some sort of scientific experiment, but to me it may as well have been magic.
Oswald kept shaking my hand and babbling about his theories. I withdrew my flask and,
with rather trembling hands, took a large swig of the good stuff.
Oswald would not come with me to the club so I left him calling for Henry to find more
copper filaments.

Twenty-five years after the great Crystal Exhibition of 1851, when the world gathered to
marvel at the achievements of the British Empire, the Queen formally opened the gates to the next
generation of technological wonders. Commencing on the first of May, 1876, the Silver Exhibition
set forth before the eyes of the world all of the advances of the past quarter century. The wheelchair-
bound Prince Albert, owing his life to British medical science after a coach wreck and subsequent
illness twenty years previously, had spent two decades carrying forward the royal commands and
monetary support that the Queen had originated in her desperation to save her husband. The results
put the United Kingdom multiple steps ahead of the rest of the world in the fields of medicine,
manufacturing, chemistry, agriculture, and the new science of electricity.
In the latter study, no scientist had won more acclaim that Professor Oswald Grosvenor.
Many of his fellows openly admitted that they barely understood most of his work, being so far
advanced beyond their own. No less of a light than Charles Darwin said of him, “his brain seems
to function in an altogether different fashion from his fellows... I suspect that there is nobody alive
who could honestly follow his train of thought.” Grosvenor approached the Exhibition Committee
in September of 1875, with a request to perform a demonstration of – well, the Committee wasn’t
quite sure what it was he intended to demonstrate, but it all sounded so very impressive.
The Parade Ground at Hyde Park, directly across the Serpentine from the Crystal Palace,
was originally proposed but members of the Committee raised concerns about the safety of the
equipment involved. Prince Albert, a great admirer of the Professor’s work, intervened, and offered
the open space between the Royal Naval College and Flamsteed House in Greenwich Park. The
Committee agreed with His Royal Highness, seeing that the proposed location was far enough
from the City proper for safety, but close enough for a day’s trip for the demonstration. Professor

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Chapter 1

Grosvenor likewise agreed, saying that the proximity to the Royal Observatory and the Greenwich
Meridian both would be auspicious. As it turned out, the power requirements alone pushed the
demonstration off by a full month, what with all the extra cable that had to be laid to the site.
Thus, on the first of June 1876, after the crowds attending the Silver Exhibition had watched
men unloading and setting up vast amounts of equipment, some of it mystifying and other bits
frankly terrifying, the spinning discs up on metal poles somehow reminiscent of Mrs. Shelley’s
novel, Professor Grosvenor began the grand experiment that was to so change the world. The
apparatus sparked and crackled, a tension slowly built in the air – and that was it. For the entire
day, nothing more happened. Oh, men ran about and checked dials and threw levers and adjusted
knobs, and an ominous hum began to build, like the world’s largest basso profundo warming up for
his solo, but of the promised miracle there was no sign. Nor was there the day after, nor the day
after that, and the crowd moved on to other, more immediate amusements.
The morning of the sixth of June dawned grey, the sky leaden and ruddy. Sailors at the
Docklands expressed misgivings to their superiors, who watched the glass falling and ordered delays
in casting off. At the Silver Exhibition, parasols gave way to umbrellas as rain threatened, but the
spirits of the crowd continued undampened. At the Grosvenor apparatus, a small group of lesser
dignitaries and military officers had gathered, as the Professor had guaranteed that the power build-
up was finally sufficient to “open a window and see into the next world”. Bets as to whether the
apparatus would actually do anything at all, or explode in a spectacular fireworks show, were being
laid on at approximately equal returns. None of the bets included the possibility that Nature, in the
form of the gathering thunderstorm, might intervene.
At 15:02 Greenwich Mean Time, two minutes after Professor Grosvenor gave the order to
engage the final phase, with the apparatus ramping up to a tooth-aching whine, lightning struck
the central pylon. The flash blinded the onlookers. The shockwave bowled them over like ninepins.
Military officers present at the event later expressed surprise to be still alive to take cover, as an
explosion of that magnitude normally shredded anyone nearby like cabbage for slaw. No shrapnel
flew from the apparatus; quite the reverse, as it turned out. The blast wave demolished several nearby
kiosks, resulting in the only death among the spectators, that of a young boy who had been selling
apples.
What follows is a transcript of the Grosvenor Recording. This text has been reproduced in the
popular press often enough that every schoolboy could recite it, but it bears inclusion here as being
the only account of the events transcribed at the time of the occurrence. The American inventor
Thomas Edison’s new phonograph, a device that records and plays back sound, had been admitted
to the Silver Exhibition, nominally a display of British technological prowess, on the condition that
the device was put to use by the Exhibition staff, recording the sounds of the event and descriptions
dictated by journalists from the more respectable Fleet Street establishments. Mr. Henry Jarvis
of the Standard, noted for his front-line work in the Standard’s exemplary coverage of the Franco-
Prussian War, had been assigned to document Professor Grosvenor’s efforts.

““Good afternoon and welcome to the Silver Exhibition. I am Henry Jarvis of the London
Standard. This series of sound recordings is being produced on the new Edison phonograph
under the auspices of the British Museum and the Office of Scientific Development, under the
direction of His Royal Highness Prince Albert. Herein we have captured the sounds and events
of the Exhibition for posterity, and for the enlightenment of those who were not able to attend.

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INTRODUCTION

“Today is the sixth of June, in the year of our Lord 1876, the thirty-eighth year of the reign
of Victoria, God save the Queen. We are present at Greenwich Park, midway between the
Royal Observatory, the centre of all time, and the Royal Naval College, home of the fleet that
commands all the oceans of the world. Here, Professor Oswald Grosvenor promises today to,
so he says, “open a window and see into the next world”.
We have watched over the past five days as his men have brought in and set up a bewildering
array of electrical devices, things that somehow put one in mind of Mrs. Shelley’s novel. The
deep hum that you can hear behind my voice comes from the Professor’s equipment, which
we are assured will produce more than sparks this day.
“The weather does not appear to be ready to cooperate with a large outdoor scientific
demonstration. The day turned up dull and overcast, with a falling glass. We have seen more
umbrellas here at the Exhibition ground today than parasols. The spirits of the crowd, however,
remain undampened, as they come here in droves to marvel at the technological advances of
the past twenty-five years.
“I am here with a number of dignitaries and military officers, in the shadow of the reviewing
stand. Beside me is Lieutenant Stephen Barratt of Her Majesty’s Horse Guards and his
fiancee, Miss Eugenie Walker. Perhaps the two of you could make a few observations as to
what you are witnessing?”
“Um, right, *throat clearing*. We actually hadn’t planned to attend the demonstration,
really. My fiancee and I were promenading in the area when the noise attracted our attention.
All those crackles and pops. They’re still carrying on, well, of course you can hear it, but
there’s a lot of sparks – “
“Quite a lot, really, it’s nearly dreadful.”
“Indeed, Eugenie, and given the rushing to and fro of the men operating the equipment, it’s
probably better for our safety if we were to retire to a safer distance. Excuse us, won’t you.”
“Of course. By my watch, it’s just past three in the afternoon. That dreadful whine seems
to be presaging something - “
<Here the needle skips.>
“Dear God in Heaven, was that lightning?”
<Again, the needle skips, followed by confused shouting, calls for help, and sounds of
breaking wood and falling objects.>
“It’s all gone dark! I can’t see! Am I blind?”
<The needle skips a third time.>
“He’s gone! It’s all gone! What in the name of the Lord Almighty is that?”
<The cylinder runs out in a flurry of police whistles, shouted commands, the arrival of a
fire brigade, and further cries for assistance.>”

As men from the fire brigade rushed to the aid of the injured, and the police tried to prevent
the Exhibition’s crowd from surging toward the scene as the curious mob always does, all were
struck by one immediate fact: the apparatus was gone. Not a trace remained of the multiple tons of
equipment, nor of the men who had been operating it, nor of Professor Grosvenor.
At the demonstration site stood a grey disk, a hundred feet across, partially buried in the
ground. Initial examination proved it to have razor sharp edges, little if any apparent thickness, and
a slick feel to its surface. Anything pressed up against it simply slid off, without leaving a mark.
After the first ricochet, anyone attempting to test the disk with gunfire was immediately stopped.

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Chapter 1

The military moved in by nightfall and cordoned off the area. Every scientific mind within a day’s
travel was summoned. The Queen herself demanded to know what had happened, and whether this
represented any threat to her empire. She held a personal stake in the event, after all, it having taken
place on Crown land.

From The Times. Friday 9th June 1876


Strict Cordon at Greenwich Park
“The Greenwich Park Anomaly continues to confound the experts. The massive airborne
disc appears to be truly two dimensional and when viewed dead on from the side does not
even exist. Since it came into being this Tuesday past, the general dimensions and prospect
have not changed but the area has been cordoned off to prevent further possibility of injury to
the public. The nature of the surface is very strange and any object thrown at it is flung off
in an apparently random manner.”

Nothing came of the examinations. The Grosvenor Anomaly, as the authorities called it,
lacking the imagination and florid turn of phrase of the popular press, resisted most attempts at
definition. All that could be said about it for certain were its physical dimensions. The Anomaly
was perfectly circular, with its center nine feet above the ground, at the former location of the
tip of the central pylon of Grosvenor’s apparatus. Its radius was approximately fifty feet. While it
stood perfectly vertical, as determined with a plumb bob by the end of its first day in the world,
its orientation was seventeen and a half degrees counter-clockwise from true north-south. Nothing
could be clearly seen through it from either side, although from one side but not the other, the dim
impression of shadows could be made out, shadows that had nothing to do with what was actually
on the far side.

From Notes by Professor Sir James Williams. Monday 16th October 1876
There has been a gradual change to the anomaly. The centre seems to have cleared
somewhat and upon observing this for the last several days I noted that this area lightened
and darkened on a more or less regular cycle. I cannot help but make the connection, rightly
or wrongly, that I am witnessing day and night. This is only on one side; the other remains
unchanged. I know that the esteemed Professor Grosvenor was attempting to open a window
onto some other world, and I am also well aware that I was at the forefront of those saying
that he had lost his mind but I am beginning to think, despite my better judgement, that
he was not so unbalanced after all. I wonder should I step down from my position as chief
scientist here and call upon Mr. Jules Verne to take my place!

Over the next year, the Anomaly stubbornly resisted all further attempts at understanding its
nature. Scientists from the Continent and from America examined it. At one point, a Chinese man
in fancy dress performed some sort of elaborate ritual before the Anomaly, to no effect other than
wild speculation by journalists as to what he was doing and a flat denial by the government that he
had any sort of permission or authority to have been there in the first place. The Anomaly itself
quietly went from opaque grey to translucent, showing from one side but not the other a brightening
and darkening that roughly corresponded with sunrise and sunset. The shadows gained definition,
began to suggest a view of another land, hills, trees, and birds. More and more, the mist cleared,

13
INTRODUCTION

until the Anomaly became a window into some distant place. Could it be in the Americas? The
trees didn’t look right to military men who’d been to the Balkans, Africa, or India.

From The Times. Monday 6th March 1877


Startling New Developments at Hyde Park
Several more top international scientists have arrived in London to study the Grosvenor
Anomaly and it has been confirmed that the central section does indeed seem to display a
view of an unknown territory. Scaffolding now covers both faces to allow scientists access to
the whole area and a reporter and photographer from this newspaper have been granted special
permission to cover developments.
The view is apparently like looking down a telescope the wrong way, or looking down a
tunnel but with sides that swirl and shift in a most disconcerting manner which the photograph
cannot portray. What is visible seems to be an area of desert or scrubland, but is it of this
world? At present that question remains unanswered.

The window finally opened on the one year anniversary of its creation. At 15:02 Greenwich
Mean Time, as close to the second as anyone could be certain of the moment when the storm
struck the apparatus, a clear, bright snap was heard by the men on watch at the Anomaly, and a
bird flew out from the other side. Before anyone could muster the wit to capture it or bring it
down, the bird soared off into the sky and was gone, the first life to cross from the New World
into ours lost forever. Probing of the Anomaly began again with a tremendous air of excitement.
Finally, there was something to test.

From The Times. Thursday 7th June 1877


Artillery Reinforces Hyde Park after Tunnel Opens
Shocking developments today as two artillery batteries were positioned to cover the
Grosvenor Anomaly. Officers stressed that this is merely a precaution and there is absolutely
no cause for alarm.
The order was given overnight as a sudden change took place to the hitherto impassable
surface of the structure. A flock of birds had been spotted at the far end causing much
excitement as this was the first sign of life to have been witnessed, but suddenly they headed
straight towards the observers and into the ‘tunnel’. Most were sucked into the swirling vortex
and vanished but one came straight through and burst out into the London air where it flew
away.
The surface was tested with a scaffolding pole and proved to now be passable. Amidst fears
of other invaders attempting to come through the artillery and three additional platoons of
riflemen were ordered into position. Guards Captain William Berry reminded Londoners that
anything attempting to gain access would have to answer to the greatest army in the world.

Sending a man into the Anomaly turned out to be rather a bad idea. While the disk appeared
to have no thickness at all from the outside, within it ran for several yards; a tunnel with strange,
disorienting walls and a foul atmosphere that was nearly fatal for the first scout. Fortunately, a safety
line had been rigged, and the man was pulled to safety before he succumbed. Further exploration
was done with diving suits, air pumped in to the explorers through rubber hoses. Steel helmets
protected against the bad air, but not against the disorientation of passage through the tunnel. Lead

14
Chapter 1

foil proved to be somewhat effective, but made the already-heavy diving suits nearly impossible to
maneuver. Air samples taken by long pole proved, thankfully, to be breathable, if the far end could
just be reached with less effort.

From Notes by Professor Sir James Williams. Thursday 14th December 1876
In the whole of scientific discovery I can think of nothing to compare to this. We have a
connection to an entire different world and I can in no way understand how. I am at a loss. If
only Professor Grosvenor was here but nothing has been found of his earthly remains and I
am personally of the opinion that he was sucked into the vortex as it formed. My colleagues
and I have pored over his notes but they mean little to us. Much of his knowledge must have
been kept in his head and not transcribed which is dreadfully unorthodox but he clearly was
a totally unorthodox, though brilliant scientist.
There now seems to be some kind of gossamer thin skin over the ‘front’ of the portal
(the ‘back’ is as resilient as ever) which in no way prohibits transit. We have carefully probed
through and taken air samples at intervals. The atmosphere within varies constantly but is never
less than extremely toxic.
The distance to the other end of the vortex is some several yards but we have managed
to reach right across with a steel tube cantilevered out from the scaffold. In this fashion we
devised a method of taking an air sample from the other end and that proved to be almost
identical to our atmosphere.
I had at first assumed that this other world was merely an undiscovered part of our own,
possibly in central Africa, but on viewing what has been visible of the night sky, the star
systems are unrecognisable and there is more than one moon in evidence.
I am of the belief that the only chance of making headway is to somehow send an
expedition across. This entire affair becomes more like one of those popular scientific romances
at every turn. An expedition will be very dangerous. We have found by experimenting that
anything that comes into too close a proximity with the ‘sides’ will be sucked through them
and presumably destroyed. Our engineers are at present finishing a platform that can be fed
through to the far side, and protective suits for the party to wear. I feel that I should personally
lead this exploratory group but I admit to being terrified at the prospect. I am a scientist,
not an adventurer.

From The Times. Tuesday 19th December 1876


Williams in Wonderland
Professor Sir James Williams, head of the scientific team at Greenwich, is to head an
exploratory mission through what has commonly become known as ‘the rabbit hole’. Lewis
Carroll himself visited the site yesterday and announced that no, this was not quite what he had
in mind in his books. He signed a copy of his newly published The Hunting of the Snark
for Sir James as a good luck present.
The expedition will make an attempt early in the new year, providing more tests on the
durability of the hole prove satisfactory.
Various religious groups have been speaking out about current events, taking a wide range
of differing opinions. Archibald Tait, Archbishop of Canterbury, said that he did not know
what lay through the gateway, but was certain that it too had been created by Almighty God
in his infinite wisdom.

15
INTRODUCTION

Finally, a team of engineers pushed a lead-lined steel tube through, and created a passage safe
from both the mental effects and the bad air of the tunnel. Thus the first party arrived in the New
World, for such it appeared to be. The team had been selected to represent all factions of Her
Majesty’s armed forces, and the naval officer, once the sun had set, had only to look up to be certain
that the stars matched no constellations charted by the Admiralty. The land was fertile, though, and
the water sweet, and while the plants and wildlife were unfamiliar, their edibility was easy enough to
determine. Queen Victoria had inherited a new land to add to her crown, already heavy with titles.

From Notes by Professor Sir James Williams. Friday 22nd December 1876.
The engineers have constructed a sturdy platform which cantilevers out some three yards
into the abyss. Corporal Hughes of the Guards was the first volunteer to cross the membrane.
Clad in an adapted deep water diving suit, he stepped into the anomaly and stood for some
ninety seconds looking around him. He began to stagger in a rather distressed fashion so
was immediately guided back with the aid of a line attached to his suit. His health seems
to have not suffered but he claims that the experience of being within the vortex is extremely
disorienting and unnerving. Subsequent attempts by other members of the team have had
similar results. It seems the longer the exposure, the more heightened the feelings of confusion
and nausea. The crew now remark that suffering from this condition is coming down with a
case of ‘the mad hatters’.
Today I donned a protective suit myself for the first time. It took me a fair while to become
accustomed to breathing the pumped air and I found the smell most unwelcoming. I did my
utmost to look confident before the men as I shuffled across the platform and out of this
world. I was immediately hit by waves of nausea and almost fell to my knees. It is as if there
is neither up nor down, left nor right and it took all my willpower to concentrate at all. It
is going to prove very difficult for anyone to remain in this void for any protracted length of
time. I think we shall have to commission some form of prefabricated ‘tube’ that can be forced
through to the other side to shield travellers from the surrounding effects.
We will have the platform extended all the way to the other side by Christmas and I have
informed Her Majesty that I, along with a carefully selected team, will make our crossing to
the other world on New Years Day. It looks to be a New Year like no other!

Over the next two years the Rabbit Hole, as it came to be called in the press and ultimately
by everyone, became the center of tremendous activity. Rail lines were built through a massive lead-
lined steel casement, four tracks laid in so that trains could come and go at the same time, and
have redundancy in case one line lost a tie. To either side, engineers also laid roads and walkways
for those times when men must brave the passage on foot or in a steam coach.
Fort Alice grew on the far side of the Rabbit Hole, a name again foreordained by the effect
of popular literature on the imagination of the British people. Natural hazards abounded, but those
were to be expected in any new land. Military leaders expressed confidence that what couldn’t be
avoided could be burned out or pounded into nonexistence with cannon. The House of Lords,
feeling that they’d solved the problem of the unemployed poor, began clearing out the workhouses
and orphanages and sending laborers to the New World, which gained a new name among the
poverty stricken: the House of No Return. It was then that the military ran into their first taste of
resistance.

16
Chapter 1

The reports were kept quiet only for


as long as an intrepid reporter took to find
an anonymous source in need of a few quid.
Her Majesty’s forces had engaged with an
implacable enemy, one whose soldiers were
already dead. Stinkers, the rank and file
called them, corpses somehow made to get
up and keep fighting, that could only be
stopped by shots to the head and the heart
both. These corpses included any bodies left
behind at the scene of a battle. A mate lost
and not recovered would turn up at the next
conflict fighting for the enemy. It would
be another five months before the public
learned the name of the masters of these
undead forces: the Samsut. Speculation
ran rife as to who these people were, how
they raised the dead to fight, but what they
wanted was clear. They wanted our Empire
out of their world, and were willing to
battle beyond death to accomplish it.
Turning the other direction in their
exploration, the Queen’s forces ran into
quite something else. One expected a wild
land to have tribes of savages. One did not expect them to be lizard men. But here they were, a
people perhaps descended from dinosaurs the way Mr. Darwin would have humans believe they
descended from monkeys. Fortunately, these were more readily handled. The same tactics that
had worked in America with its native people worked with the lizard men. A quick rescue of a
besieged village at minimal cost to the troops, negotiations by cursory sign language, a few crates
of foodstuffs, and a case of ancient black-powder blunderbusses, and one of the tribes turned
against their rivals, fighting alongside the Queen’s own. Once one tribe had been won over, another
followed, and a third, and within a year, the military tailors were routinely stitching up uniforms to
a decidedly different set of measurements.
And so, in the present day, Her Majesty’s military holds the lands within five hundred miles
in any direction of Fort Alice. Local allies have been found. A narrow isthmus connecting the lands
around Fort Alice with the lands of the Samsut has brought the fight down to a slow grind, with
neither side able to muster enough forces on the constrained battle ground for a decisive victory.
The European nations are nipping at the heels of the United Kingdom, demanding access to the
resources of the New World, and cannot be held off for much longer. Britain has had first crack.
Now she must resort to diplomacy, taxation, and brinksmanship to make what profit she can. Now
the adventure truly begins.

17
18
Chapter 2

1879 Players Guide

Game Concepts
There is no education like adversity.
– Benjamin Disraeli

T his chapter covers the basic ideas of 1879 – what the game world is like,
and what a roleplaying game is, and how the CoreStep mechanic works. Game
terms are defined, the tools required are discussed, and some initial descriptions of
the game environment are provided.

A Brief History
The game world of 1879 diverges from our own at multiple points. Most importantly, Prince
Albert survived the coach crash in 1860 due to Queen Victoria marshaling the scientific and medical
expertise of the British Empire, fiercely determined that she would not lose her beloved consort. The
Queen went on to create the Victoria Prize, a monetary and titular reward for advances in medicine,
later expanded to all of science and technology. Prince Albert, initially from his wheelchair and later
from a steam-powered walker, took up the cause of British progress and made it his life’s work.

The Return of Magic


A few months after the Rabbit Hole opened, the first cases of Looking Glass Fever appeared
in London. Within weeks, cases were documented all over the world. To date, nobody knows for
certain what the infectious agent is, how the contagion is passed, or why some are affected and
others are not. Those stricken may spend a few hours up to several days in the grip of fever and
delirium, wracked with pain. Some of the afflicted die. Some recover and go on with their lives as
if nothing had happened. A few are changed.

19
GAME CONCEPTS

The Boojums, the altered survivors of LGF, fall into four general classifications, given names
from mythology and popular literature due to physical resemblance to the stories. Elves stand
taller than humans, more slender, less muscular, somewhat androgynous, with high cheekbones and
elongated, pointed ears. Their almond-shaped eyes reflect like a cat’s, and can see clearly in the
dimmest of light. Dwarves are short and stocky, broad of shoulder and hip. The men grow heavy
beards. Their eyes can see heat. This ability to know the temperature of a thing by sight comes in
handy in technical careers. Snarks have tusks, the lower canines enlarging substantially during the
LGF attack, and are generally larger than humans and considerably more muscular. Their body hair
grows more profusely. Like elves, they can see in the dark. Trolls add ravenous hunger to their LGF
symptoms, as they grow to eight feet in height or more. Their skin toughens, and bony deposits
appear at random locations. Like snarks, their lower canines enlarge into tusks. They also sprout
horns, generally two but occasionally one or three, usually similar to those of a ram but sometimes
resembling an antelope or gazelle.
At the same time, the arcane practices that modern science had dismissed as primitive
superstition proved themselves far too real. In the Gruv, the Saurids have shamans who can call up
spirits, heal by laying on hands, and spit acid at their enemies. On Earth, secret societies that had
kept alive ancient practices found them becoming more effective. New societies formed to study
the phenomena. Multiple approaches to the arcane now exist, ranging from the ancient Egyptian
practices of the Sons of Thoth to the hard rationality and scientific methods of the Galvanic Order,
from the grab-and-throw military practicality of the Order of Britannia Victorious to the hard-won
street magics of the Mumpers. How this newly available energy will interact with steam and electrical
power, and how the cultures of Earth and the Gruv will adapt to incorporate boojums, magic, and
advances in technology remain to be determined.

Technological Advances
Microsteam has made steam-coaches feasible, but horses and oxen still find widespread
employment as a cheaper alternative. Compressed air and water pressure power many devices,
from hand tools to elevators to kitchen appliances. A vast number of one-off inventions have been
presented and discarded as clever but impractical, or impossible to produce cheaply on a large scale.
Sometimes these devices find their way into the hands of heroes or villains, but not into common
use. In a world where the assembly line is only fifty years old and not yet widely adopted, where
the Jacquard loom automated textile production less than eighty years previously, and where finished
goods are mostly still handmade, advanced technology remains prohibitively expensive. There is no
gadgetry for its own sake outside the laboratory of a weird science inventor.
While some rifles still use muzzle-loaded paper cartridges, breech-loading guns and brass
cartridges have been adopted in most of the world’s militaries. Expert marksmen in key military
positions may be issued Gehrlaus, or gyrocket, rounds, requiring specialized firearms but achieving
considerable range with a flat trajectory. Repeating rifles have been in use since the American Civil
War, but are expensive, and there is the installed-base problem. As well, military doctrine holds that
soldiers equipped with repeating rifles tend to waste ammunition, with field experience supporting
that view. Trying to switch to the Spencer repeating rifle or similar model would require tremendous
expense for the conversion not only of guns and tactics but of ramping up ammunition production
as well. The disruption, in the middle of a war, is regarded as intolerable by the high command,
although the pressures of battle may soon force the change, as the advantage of repeating weapons
simply cannot be ignored much longer. Progress happens in fits and starts, not smoothly.

20
Chapter 2

Exploration and War


The Gruv remains mostly unexplored, despite having many settlements and forts. The creatures
of the new world tend to be large, carnivorous, and aggressive. The plants are worse. New rules
have to be learned – travel at night, avoid tangled vines, watch out for dangers underfoot. Some of
the Saurid tribes are relatively friendly, but even the most accommodating do not take kindly to
encroachment on their lands.
The Samsut are another situation entirely. No accommodation has been reached, and none is
currently sought. The Anglican and Catholic Churches, the imams of the Muslims, the rabbis of
the Jews, and the priests of the Hindus have all condemned the Samsut practice of using their dead
as tools of industry and war, desecrating the corpses by installing batteries and control modules
instead of properly and respectfully disposing of them by burial or cremation. The Samsut speak of
something they call the Balance, but language and martial barriers preclude understanding, not that
most Earth people are interested.
Heroes are needed to fill in the blank areas on the maps, to negotiate with the friendly Saurids
and battle the unfriendly ones, and to assist the military in defeating the Samsut and putting an
end to their vile practices. Here there be dragons, or at least dinosaurs. Men and women of steel
and grit are required.

What is a Roleplaying Game?


Everyone has read a book or seen a movie where the protagonist does something so utterly
wrong that the reader or viewer wants to shout a warning to the character. But no warning from the
audience can keep that character from doing what the plot demands, no matter how much trouble it
lands him in. The readers and viewers can’t change the character’s behavior; we’re just along for the
ride. A roleplaying game turns this situation on its ear. In a roleplaying game, the players control the
actions, or play the roles, of their characters, and respond as they wish to the events of the plot. If
the player doesn’t want his character to go through a door, the character won’t. If the player thinks
his character can talk himself out of a tight situation rather than resorting to that trusty sword,

21
GAME CONCEPTS

he can talk away. The plot of a roleplaying game is flexible, ultimately based on the decisions the
players make for their characters.
In roleplaying, stories (the adventures) evolve much as they do in a movie or book, but within
the flexible story line created by the Gamemaster, or GM. The story outlines what might happen at
certain times or in reaction to other events. The story remains an outline, with few concrete events,
until the players become involved. When that happens, the adventure can become a drama as riveting
as that great movie you saw last week or the book you stayed up all night to finish.
Though the players all contribute to the story, creating it as they play, the GM creates the
overall outline and controls events. The GM keeps track of what happens and when, describes events
as they occur so that the players (as characters) can react to them, keeps track of other characters in
the game (referred to as Gamemaster characters or GMCs), and uses the CoreStep game mechanics
to resolve the players’ attempts to take action. The GM describes the world as the characters see
it, functioning as their eyes, ears, and other senses.
Gamemastering takes both skill and practice to master, but the thrill of creating an adventure
that engages the other players, tests both their gaming skills and the characters’ skills in the game
world, and captures the players’ imaginations makes the Gamemaster’s job worthwhile. While there
are many published game supplements and adventures to aid the GM, talented GMs always adapt
the game world to suit their own and their players’ style.
A roleplaying game offers its players a level of challenge and personal involvement unmatched
by any other type of game. Because the players and GM create the adventures they play, what
happens in the course of a roleplaying game is limited only by your imagination.
The game is not a contest between the players and the GM, however. The GM may control
all the bad guys, but should work with the players to build and experience a tense, exciting adventure.

How to Use This Book


The Player’s and Gamemaster’s Guides contain all of the rules you will ever need to run an
1879 game. Since most roleplaying games are played as ongoing campaigns, these books provide
everything required for years of play. Advanced rules, high-Tier opponents, extraordinary spells—you
name it, you’ll probably find it in one of these books. However, you only need to be familiar with

22
Chapter 2

a fraction of the material in order to get started. The best advice we can give beginning players and
Gamemasters is this: only use the rules you need. You can safely ignore everything else. Optional
rules, for instance, can be integrated later when you are more comfortable with the game.
While you might want to read both books from cover to cover, you will soon realize how
boring it can be to read hundreds of talent descriptions at a sitting (something your brain might
just take serious umbrage at being subjected to). You don’t need to memorize everything. Instead,
focus on remembering where to find the information you need. A comprehensive Contents and Index
are included in each book to help you find things quickly. The Appendices should prove useful as
a quick reference to the abilities and spells found in this tome.
In addition, this chapter summarizes a number of basic rules and game mechanics that are
covered in detail in later chapters. Armed with this knowledge, you should be in a good position
to quickly get up to speed with the 1879 game and thus get your first game running as soon as
possible. Welcome aboard!

Optional Rules
By design, the CoreStep system is extremely flexible. This means there are many places where
more complex rules can be used for those who like more detail in their games. Throughout this
book you will find sections presented as optional rules. The Rule of Three on pg.30 is an example
of an optional rule.
Optional rules are intended to be used only where the GM and players feel that they add
to the overall playing experience. This normally requires trying the rule out for a while to see if it
suits the group’s playing style. We have endeavored to present a number of different rule options,
but they are by no means the only ones available.

Game Terms
This section defines a few words that have special meaning in roleplaying games. You’ll need
to know these in order to get any further in this book. If you’re already familiar with roleplaying
games, feel free to skip over this section.
Player: Anybody involved in playing the game, although usually referring to a person who has
a single character in the ongoing story. Players take on the roles of their characters and play them
out in dialogue, describing their actions, and rolling dice to see if their actions succeed or fail.
Gamemaster: The player who oversees the story, much like the stage manager or director of
an improvisational acting troupe. The Gamemaster, or GM, sets up the situation the characters find
themselves in, describing what’s around them and what’s happening, then helps resolve actions and
plays all the walk-on speaking parts.
Session: A length of time spent playing the game. Think of a session as an episode of a TV
show, or an issue of a comic book. Just like it may take several episodes or issues to resolve a
story, the game may take several sessions.
Character: The role in the game world that the player takes on; one of the heroes in the story.
The character is described both by the player, in terms of appearance and personality and history,
and by the character sheet, which has numbers quantifying the character’s abilities. These numbers
help determine the dice rolls when actions are taken.
GMC: A Gamemaster Character, one of the walk-on speaking parts played by the GM.
GMCs have supporting roles. The player characters are the stars of the story.
Adventure Points: The Gamemaster awards Adventure Points after each gaming session. Your
character uses Adventure Points earned through successful adventuring to increase the Ranks of your
character’s Skills, to gain new Skills, and to increase other abilities. Your character gains Adventure

23
GAME CONCEPTS

Points based on how well he/she performed during the gaming session, but based also on how
well you, as a player, roleplayed your character. See the Character Advancement chapter (pg.259) for
more information on how to use Adventure Points to improve your character’s Skills, and how the
accumulation of Adventure Points affects those who come into contact with the character, in person
or by reputation.
Attributes: Numbers that determine the basic capabilities of the character. In 1879, these are
Dexterity, Strength, Toughness, Perception, Willpower, and Charisma. While the meanings of these
are pretty obvious, we’ll explain them in more depth, including how they work in game, in the
Character Creation chapter (pg.61).
Profession: The career path of a character, which determines their Skills and special abilities.
Characters are not restricted to the Skills of their Profession, but must put their primary focus on
those Skills, and gain benefits when using them.
Skills: These represent expertise in various fields that your character has gained, knowledge
gained the old-fashioned way through training and experience. You’ll have to accumulate hours in
each Skill before you can buy it up using your Adventure Points.
Rank: The number attached to a Skill that tells you how good the character is with it. Skill
Ranks work on a geometric progression, so advancing from Rank 1 to Rank 2 is not as big a step
as advancing from Rank 2 to Rank 3.
Professional Rank: The number that describes how advanced the character is along their career
path. Increases in Professional Rank bring the character expanded abilities and the opportunity to
learn more Skills. When Professional Rank advances far enough, the character can advance in Tier.
Tier: The stage of progress along the character’s career path. Characters normally start out
as Initiates, with a Professional Rank of 1. At 2, they can advance to the Novice Tier, and gain the
opportunity to learn more Skills. At a Professional Rank of 5, they advance to Journeyman, and
gain not only more Skills but special abilities based on their Profession. Advancement beyond, to
the Warden and Master Tiers, is dealt with in the 1879 Companion.
Test: Rolling dice against a Target Number (TN) to see if an action is successful. Tests
are normally in the form of <Attribute/Skill> (<TN>) Test, where the Attribute or Skill that
determines the dice to be rolled comes first, with the Target Number in parentheses. For example,
a Dexterity (6) Test requires you to roll the dice determined by your Dexterity Attribute against a
Target Number of 6. If you roll a 6 or better, you will succeed in the Test.

Characters
Central to the game are the characters the players create. These characters are the stars of
the movie, the lead roles in the series, the central figures that the story is built around. They may
be explorers, or diplomats, or professional criminals, or spies, or serve in the military. What’s
important is that they take risks. They dare to attempt great things. They may fail, but at least they
will have tried, and it is better to try and fail than to have stood idly by and just watched events
occur.
The players and the Gamemaster should work together to create characters and a storyline
that fit together. If the players have ideas for their characters that don’t work well as a team, they
may have difficulty accomplishing anything in the story. If the Gamemaster has an idea for a
plotline, but it doesn’t fit the team the players are building, the story isn’t going to work. Players
and Gamemaster should decide together at the start what sort of characters they want to play, what
kind of story they want to tell, and how to build characters and a story that will work well together.
That being said, let’s have a look at the character types that 1879 provides as archetypes.
Your campaign is not limited to these sorts of characters – you can always build your own – but
we’ve done the work for you putting together these concepts and building the game mechanics for

24
Chapter 2

them. Some of the Professions have Variants, subtypes that have similar Skill progressions but a
somewhat different outlook. We’ll explore these more in the Character Creation chapter (pg.61).
Profession
Many types of heroes are needed in 1879. Here’s a brief overview of the sorts you might play.
By no means should you feel limited by this selection. If you have a character idea that makes sense
in the context of the game world, put the CoreStep mechanics to work and build it.
Airship Pilot: Handling a Gifford requires more than a steady hand and a good head for
heights. A pilot has to be able to make repairs both on the ground and in the air, needs a good
working knowledge of weather and steam engines and electricity, and has to be able to handle
dangerous chemical equipment to generate the hydrogen that fills the gasbag. Insult his mother if
you have to, but never say a word against his airship.
Aristocrat: Well, someone has to pay for all of this, and see to it that the effort is led properly,
don’t they? Noble blood brings obligations, not the least of which is leadership. And if negotiations
are required, well, someone who has been raised properly and knows how to be diplomatic will be
invaluable.
Big Game Hunter: Bother the lions and tigers and bears, there’s dinosaurs and giant armor-
plated bugs in the Gruv! He’ll need an entire new trophy room built. A crack shot and a dab hand
at tracking, the Big Game Hunter brings useful skills as well as bluster.
Brassman: Clever with his hands, the Brassman makes and repairs devices, steam, clockwork,
electrical, providing other heroes with the gadgetry they need. He’s also good with a lock or a
power system. You need a door open? A boiler fired up and an engine set in motion? Talk to your
Brassman. If he’s good enough, he might be called a Guppy, after Sarah Guppy, an amazingly
inventive woman who after her death was recognized as the first Brassman.
Byron: The Analytical Engine is the beating heart of business. The Byron is the heart surgeon.
Given a half hour and access to the firm’s Engine, the Byron can route a farthing of every transaction
to a private account in Switzerland, or reveal the second set of accounting books that describe the
firm’s misdeeds. Engines aren’t used just in commerce, either. They run the lighthouses, the moving
signage in Piccadilly, and the alarms in the toff’s mansion. This is the Nineteenth Century. Sooner
or later, you’re going to need someone who knows how to read punchcards.
Cowboy: From the American West or the South African veldt, the South American pampas
or the plains of the Gruv, the Cowboy can ride, shoot, rope, and fight, and knows animals better
than you might think. She can pick off a sabertooth with her rifle from the back of a galloping
harpy, or route a stampeding herd through an enemy camp.
Doctor: Hold this and keep it tight. I’ll have the bleeding stopped in a moment. Got yourself
ripped up proper, didn’t you? Caught some God-awful disease out in the bush? Should have had
me with you. I might have spotted that poisonous plant before you touched it, kept your fingers
from rotting off. Next time, make sure you have a Doctor in your expedition party. Stop squirming,
it’s just a needle and thread.
Dodger: Sometimes a lighterman, the bloke what goes in by the skylight, sometimes a
footpad, the bloke what lifts your wallet at knifepoint by the alley, sometimes the bloke you need
to get into the locked warehouse where you think the evidence of treason might be hid, the Dodger
makes his living from his wits, he does. Don’t go puttin’ on your fancy airs around him. He’s a
proper craftsman, he is, and the fact you need him says loads about the worth of your fancy morals,
now don’t it?
Explorer: There’s blank spots on the map. They must be filled. There’s plants and animals to
discover and name. There’s swamps to slog through, mountains to climb, rivers to cross. Adventure
and the unknown beckon. The Explorer has the skills to get into previously unknown places, find
out what’s there, and bring back the report to the Society.

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GAME CONCEPTS

Fiddler: A bold fellow, the Fiddler comes in by the front door, charms your employees, and
strolls off with what he wanted, leaving you to figure out days later that you’ve been had. He gets
himself hired with well-forged references, and fiddles the books, doing with pen and paper what the
Byron does with cogs and pegs. He lets in the Dodgers by the service entrance, having been such a
nice fellow and volunteering to work late. After he shakes your hand, count your fingers.
Investigator: Someone has to find out what happened. Someone has to dig through the trash,
find the murder weapon, and solve the crime. Someone has to catch the cheating spouse in the act.
Someone is going to need a large bottle of whiskey at the end of their day, after dealing with the
worst of human behavior.
Journalist: The public has a right to know. You have a need to sell newspapers. It’s not enough
to dig up the truth. You have to write it down well enough that people are willing to pay to read it.
Yes, writing as a profession is a hugely arrogant pursuit, and people will accuse you of being far too
self-important, but you have a talent for saying things, and people really should pay you to say them.
Mage: There are powers in the world beyond the understanding of science. This has been
proven, and will be proven again if need be. The student of the arcane can tap into these powers,
and perform what a less enlightened society might call miracles. Of course, the path to these powers
is complex, and restricted to those willing to commit to long study and the utmost discretion.
Secrecy protects the public as well as the Mage. Some things are best known only by the experts.
Medium: Gifted, or perhaps cursed, with sensitivities far beyond those of ordinary people, the
Medium can read a person’s thoughts, know the history of an object just by touching it, and speak
with the dead on behalf of the living. This does not make for a comfortable life, as the Medium’s
abilities are often beyond conscious control, sometimes available, sometimes not, and sometimes
activating at the most inopportune of moments. Cards? Crystal balls? Those are just props. The
power is in the Medium.
Military Officer: Commissions don’t just fall out of the sky, you know. One must earn their
place, through rigorous training, proper breeding, and staunch support of the government. It’s not
enough to be able to ride, and shoot, and fight well with a saber. One must know the proper
etiquette for table and for dealing with enemy officers. One must be able to command, to inspire,
and when necessary, to sacrifice men for the greater good. One must be not only a warrior, but a
gentleman.
Pioneer: Every expedition into the wild needs a woodsman, someone savvy in the ways of the
land. Who better than a man who’s dedicated his life to carving a home out of the wilderness?
Not only able to get around in the uncivilized part, but accustomed to living there, the Pioneer can
build a shelter out of whatever’s ready to hand, find food in the middle of a forest, and in a pinch,
fight equally well with gun or axe.
Priest: Scoff if you like, but religion has real power now. Whatever the belief system of the
Cult Priest, whether it’s a mainstream faith like Christianity or Hinduism or an obscure one like
Khemetic Orthodoxy or Mithraism, he’s got the backing of the Divine. Banishing a destructive
spirit? Healing your wounds? Purging evil with fire conjured out of nothing? He’s got that covered.
Sailor: All the fancy machinery and navigational skill in the world won’t get a ship from point
A to point B without a hardy and reliable crew. Some ships still rely on the wind, and need hands
that know how to tie a bowline and haul a sheet. Others take oilers and stokers to keep them going.
Airships have to be balanced, and that means a lot of carrying and securing. The Sailor specializes
in surface or air ships, working as a deckhand on the sea or in the sky. Without Sailors, an Airship
Pilot is just somebody in fancy dress standing at a tiller.
Scientist: Knowledge is its own reward, although academic honors and the respect of one’s
peers are nice, yes. There are deep mysteries in the world, on Earth and in the Gruv and in the place
in between that nobody wants to discuss. Delving into those mysteries establishes the principles by

26
Chapter 2

which the Engineers come up with all those clever devices. Someone must do the foundational work
before the clockworks can be built.
Shaman: From a race that still keeps to the most ancient of their people’s ways, the Shaman
occupies a position in tribal culture similar to that of the Priest in European civilization. Healer,
teacher, and spiritual conduit, the Shaman creates medicines, passes on the wisdom of the elders to
the young, and intercedes with the divine on behalf of the tribe. More than that though, the Shaman
listens to the world of the spirit, and communes with its denizens. Speaking with the essences of
the natural world and the spirits of long-dead tribal members, the Shaman gains knowledge of the
world beyond what is visible in the merely physical.

Soldier: It’s more than knowing which end of your rifle to point at the enemy. You got to be
able to run, swim, climb, crawl, whatever it takes to get to where you got a shot. There’s rules, not
just on the battlefield but in the barracks, and you got to know when to follow ‘em and when to
break ‘em. Ain’t no glory out there, no matter what the officers say, just blood and smoke and pain,
but if you get yourself and your platoon back alive, there’s beer and bad food and a pay packet, and
if you survive your enlistment, you might get some land out of it.
Tribal Warrior: Tribal Warriors come from cultures other than the European, and may be
Saurid, Zulu, Maori, or any other tribal race. As an example, the Zulu Tribal Warrior: Raised in
the ikhanda, the Zulu warrior has been trained since birth to handle assegai and shield. In recent
years, the Martini-Henry, Spencer, and Gehrlaus rifles have been added to the arms carried and the
tactics used. Tireless, stoic, fierce, loyal, and fearless, the Zulu warrior defeats the enemy simply by
being present. Those who do not know the futility of taking up arms against the Zulu soon learn.
Weird Scientist: Oh, fine, you have someone who knows clockwork, and steam, and electricity.
Do you have someone who understands etheric vibration? What about the applications of
phlogisticated air? Does your clockwork expert really know what will happen if you pull that lever,
or is he just guessing, with no real understanding of the trans-phenomenal principles involved? Hm?

27
GAME CONCEPTS

The Character Sheet


We’ll walk through the character sheet
in the Character Creation chapter (pg.61).
Basically, it’s a form you fill out describing the
character you’re going to roleplay. You’ll assign
numbers for physical and mental abilities, such
as Strength and Willpower. The character’s
Skills get recorded here, with numbers assigned
to them to show how well versed the character
is in each. The character sheet is also where
you record your AP, or Adventure Points,
which you’ll use both to determine how famous
your character is, and spend to advance your
character’s abilities. There’s room on the sheet
for equipment, tracking injuries taken and
healing, and other useful information as well.
We suggest that you take notes during
play, for all the stuff that won’t fit on your
character sheet, like the contacts you make,
the favors you owe and are owed, and what
happened in the course of your adventures. A
notebook with a pocket in front where you
can keep your character sheet works well for
some players. Others put their character sheet
in a transparent page protector, and put it in
a three-ring binder with loose-leaf paper for
notes. How you manage your character sheet
and other record keeping is up to you – use
what works best.

Steps and Dice


1879 uses a standard polyhedral dice set, meaning one each of a four-sided die (d4), six-sided
die (d6), eight-sided die (d8), ten-sided die (d10), twelve-sided die (d12), and twenty-sided die (d20).
When you’re told what dice to roll, the abbreviations will be used. The number of dice of each kind
will be added in front of the die type. For example, if you need to roll two six sided dice and one
eight sided die, you’ll be told to roll 2d6 + 1d8.
Almost all abilities are rated by Rank and Step Numbers. Rank is the measure of proficiency
in a Skill. Rank is usually added to an Attribute Step to determine a total Step Number. The Step
Number determines what Action Dice a player rolls to attempt an action, cast a spell, and so on.
Action Dice are ordered on an increasing scale, and each level of this scale corresponds to a Step
Number. The Step/Action Dice Table lists Step Numbers and their corresponding Action Dice.
Increasing or decreasing the Step Number changes the Action Dice rolled. Adding +1 Step to
Step 10 puts you on Step 11, which resolves to D10+D8. Subtracting –2 Steps from Step 8 puts
you on Step 6, which resolves to a D10 Action Die.

28
Chapter 2

In 1879, attributes, abilities, skills, and the like are presented as Step Number/Action Dice
(for example Step 8/2D6).

Step/Action Dice Table


StepNumber Action Dice StepNumber Action Dice
1 D4-2 21 D20+2D8
2 D4-1 22 D20+D10+D8
3 D4 23 D20+2D10
4 D6 24 D20+D12+D10
5 D8 25 D20+2D12
6 D10 26 D20+D12+2D6
7 D12 27 D20+D12+D8+D6
8 2D6 28 D20+D12+2D8
9 D8+D6 29 D20+D12+D10+D8
10 2D8 30 2D20+2D6
11 D10+D8 31 2D20+D8+D6
12 2D10 32 2D20+2D8
13 D12+D10 33 2D20+D10+D8
14 2D12 34 2D20+2D10
15 D12+2D6 35 2D20+D12+D10
16 D12+D8+D6 36 2D20+2D12
17 D12+2D8 37 2D20+D12+2D6
18 D12+D10+D8 38 2D20+D12+D8+D6
19 D20+2D6 39 2D20+D12+2D8
20 D20+D8+D6 40 2D20+D12+D10+D8

Tests
Whenever a character attempts to take an action such as casting a spell, stabbing an opponent
with a bayonet, tracking a wild animal, or flirting with a barmaid, the player or Gamemaster rolls
dice to determine the action’s outcome. These dice rolls are called Action Tests (or just “Tests”).
To make a Test, roll the appropriate Action Dice and add the individual die results together to
determine the Test result.
In 1879, the dice are open-ended high. This means that when you roll the highest possible
number on an Action Die, you immediately get to roll another die of the same type, a Bonus Die.
(In game parlance, this is called “rolling up”). Add the result of the Bonus Die roll to the result of
any Action Dice already rolled to determine the final result. If you roll the maximum on a Bonus
Die, you roll another Bonus Die of the same type. You can continue to roll up for as long as you
continue to roll the maximum possible result for a die.
When you make a Test, you’ll be told what to Test against. In the case of climbing a tree,
you’d make a Climbing Skill Test. If you didn’t have a Climbing Skill, you’d make a Dexterity
Test. When you have to fall back to your Attributes because you don’t have the required Skill,
that’s called a Default. Most Skills will have a Default. Those that require specialized knowledge or
abilities to have any chance at all won’t have a Default, and will tell you so.

29
GAME CONCEPTS

Unopposed, Opposed, and Effect


Unopposed Tests are when you roll against a Target Number, or TN. This is a difficulty rating
for what you’re trying to accomplish. For example, if you’re trying to climb a tree, the TN would
only be a 5, but if you’re trying to climb up a cliff face, the TN is going to be a 12, and you’re
not going to even have that much of a chance unless you have ropes and pitons.
Opposed Tests mean you’re rolling against someone or something else, competing for success.
This happens when you try to push a person to the ground, or hold back a door against a wild
animal, or any other situation where you’re pitting your character’s abilities against active resistance.
Both parties will roll dice, and the better roll wins. As an example, if your Strength gives you a
d12, and your opponent’s Strength gives him a d10, you roll 1d12 and he rolls 1d10 to see whether
or not you push him down. If you roll an 8 and he rolls a 6, you shove him to the ground, but if
you roll an 8 and he rolls a 9, he pushes you away and remains standing.
Sometimes the Test result simply represents a value, which is not compared against a Target
Number. The most common examples of these Tests are Damage Tests, which determine the
amount of damage inflicted on a target; Initiative Tests, which are used to find out who acts when
and in what order during a combat round; and Recovery Tests, in which the die roll result equals the
amount of damage healed. These types of Tests are collectively known as Effect Tests. Effect Test
results can also determine the duration of a spell, a creature’s Attribute values, the Target Number
for Action Tests made by opponents, and so on.
Bonuses and Penalties
Test results may be modified by a bonus or a penalty, indicated in the rules where appropriate.
The modifier is applied to the Step Number before the Action Dice are rolled. For example, a
character using the Aggressive Attack combat option adds +3 Steps to their Attack and Damage
steps. A character who is Harried subtracts –2 Steps from all of their Action Test Steps. Regardless
of modifiers, the minimum Step Number is 1.
The Rule of Three
In 1879, no Step may be modified by more than three sources. This prevents piling on
bonuses and penalties until they become difficult to calculate or outrageous. For example, if a
character has a base Initiative Step of 7, wears armor, and has a pair of boots that enhances their
speed, their Initiative Step is modified by the penalty of the armor and the bonus of the boots. The
character can still use Tiger Spring to boost their Initiative Step. They cannot, however, toss down
a speed potion offered to them by a friendly Newtonian and then use Tiger Spring, as that would
raise the total number of modifications to four – one penalty from the armor and three bonuses
from the boots, the potion, and the Skill.
Test Results
A Test result can be interpreted or used in several ways. In most cases, the Test result is
compared to a Target Number, or TN, a measure of how difficult it is for a character to accomplish
any given task. If the result is at least equal to this number, the Test succeeds.
In many cases when the player characters must make a Test, the required ability is shown with
the TN of the task in parentheses. For example, a Perception (13) Test means a character uses their
Perception Step to make an Action Test against a TN of 13. The Target Number is otherwise given
in the ability’s description or determined by the Gamemaster.

30
Chapter 2

Extra Successes
Sometimes a Test result determines not only success or failure, but also the degree of success.
The result is compared to the appropriate Target Number. Equaling the Target Number counts as
one success. Every five points the result exceeds the Target Number scores an extra success. These
extra successes may give the character a greater reward for their efforts: additional information or
clues, increased damage on attacks, and so on. The amount of extra benefit for each success is
usually provided in the ability’s description, but is ultimately determined by the Gamemaster. As a
general rule, anything that provides a one-time bonus gives +2 per success level, while anything that
provides an extended bonus gives +1 per success level. Thus, extra successes on a Melee Weapons
Test would grant +2 each to damage, but extra successes on Engineering to build a new device would
add +1 each to the effectiveness of the device.
Effect Tests
Sometimes the Test result simply represents a value, which is not compared against a Target
Number. The most common examples of these Tests are Damage Tests, which determine the
amount of damage inflicted on a target; Initiative Tests, which are used to find out who acts when
and in what order during a combat round; and Recovery Tests, in which the die roll result equals
the amount of damage healed. These types of Tests are collectively known as Effect Tests. Effect Test
results can also determine the duration of a spell, a creature’s Attribute values, the Target Number
for Action Tests made by opponents, and so on.
The Rule of One
If all of the Action Dice rolled for an Action Test each show a result of one (1), then the
character automatically fails to accomplish the action, even if the Test Result total would otherwise
succeed. This is known as the Rule of One. At the Gamemaster’s discretion, additional negative
consequences may result. The Rule of One is not applicable to Effect Tests. It is recommended that
the Rule of One only apply to the results of Action Tests where two or more Action Dice are rolled.
Karma
All player characters, as well as some GMCs and the more powerful creatures of the world,
are able to tap into a source of energy within themselves in order to enhance their use of abilities.
This energy is known as Karma. Further explanation of Karma may be found in the Character
Creation chapter (pg.70). The use of Karma is simulated through Karma Points and Karma dice.
When a character uses Karma on an action, they spend a Karma Point from their Karma
Pool. This allows the character to roll an additional die when performing the action. The specific
die is determined by the character’s race.
The result of the Karma die is added to the result of the other dice rolled for the Action
Test. Karma dice are open-ended high, and can roll up, providing Bonus Dice. If the character’s
Karma Pool is empty, the character cannot use Karma, and must wait until a refresh opportunity
presents itself.
Generally, Karma can be spent only on Core Skills and Profession Abilities, although
there are exceptions to this. More detail will provided along the way as the mechanics are further
explained.

31
GAME CONCEPTS

Units of Measurement
The Victorian era had difficulties just implementing a standard measurement for screw threads,
to make interchangeable parts for machines. Trying to standardize units of measurement themselves,
especially across international borders, was an uphill battle. We’re going to have to talk about how
things get measured, in order to play characters who live in a world where the metric system hasn’t
yet been adopted by the United Kingdom, and thus by any part of the British Empire. The metric
system is French in origin, after all, and the British Empire has its suspicions about anything French.
The Gruv is a different world entirely, with its own physical constants. Let’s start off by
talking about time, and how it gets measured on two planets. We’ll drop in a bit about game
mechanics along the way.

Time
This game uses the older Western era abbreviations, B.C. and A.D., rather than the modern
B.C.E. and C.E., for purposes of historical authenticity. No endorsement of any religion is implied
or intended.
Calendars and Time Differential
A standard day on Earth is 24 hours. Earth’s mean solar day lasts for 86,400 seconds.
This works out to 24 hours of 60 minutes each, those minutes divided into 60 seconds. A week
is equivalent to seven days in the Gregorian calendar, the standard calendar used throughout the
Western world. (Yes, there’s that fiddly leap year adjustment, and we’ll get to that when we deal with
the calendars of Earth. We’re talking about the Gruv here.)
Many Eastern cultures, such as the Ottoman Empire, use their own calendars. The Ottoman
Empire, for example, follows the Islamic calendar, which is based on the cycles of the moon rather
than those of the sun. Those cultures and their calendars will be addressed in later sourcebooks.
On the Gruv, the day is 23 hours 56 minutes. The mean solar day on the Gruv is 86,160
seconds, four minutes shorter than Earth’s. This has required some adjustment. The week is still
seven days, though, as the Earth calendar is still used, albeit in a modified form. Unless stated
otherwise, all references to a week in the game rules are assumed to be a European-standard seven-
day period.
The British Empire in the Gruv runs on a 24 hour clock, but this initially had to be adjusted
every 15 days to drop an hour. Think of it as Daylight Savings Time twice a month, more or less,
with the clocks advancing an hour to keep up with the slightly shorter day. The Prussians, clever
people that they are, simply adjusted their clocks to tick a little faster, and count off 24 hours in
23 hours and 56 minutes. The British have taken up this idea, as it’s easier than remembering to
reset all the clocks once a fortnight. Any character moving from Earth to the Gruv, or from the
Gruv to Earth, will need to get their watch adjusted.
Terrestrial Gruv Calendar
The Gruv’s year is just a hair over 360 days in length. This works out well for the Samsut,
whose calendar is based on 30-day lunar months, and didn’t work so well on Earth, but it gives
headaches to anyone whose calendar isn’t lunar-based, and works off the 365-day Earth year. The
British in the Gruv have dropped a day each from March, May, July, August, and November to
shoehorn the Earth calendar into the Gruv year. There is no leap day or leap year in the Gruv
calendar. At some point, there’s going to have to be a reconciliation to bring the Gruv and Earth
calendars into line with each other, so that they agree as to when the calendar and fiscal years begin

32
Chapter 2

and end, but that’s still being argued about at several levels in the government and private industry.
No solution appears to be forthcoming in the near future.

British Modified Gregorian Calendar (1879)


January February March
S M T W T F S S M T W T F S S M T W T F S
1 2 3 4 1 1
5 6 7 8 9 10 11 2 3 4 5 6 7 8 2 3 4 5 6 7 8
12 13 14 15 16 17 18 9 10 11 12 13 14 15 9 10 11 12 13 14 15
19 20 21 22 23 24 25 16 17 18 19 20 21 22 16 17 18 19 20 21 22
26 27 28 29 30 31 23 24 25 26 27 28 23 24 25 26 27 28 29
30
April May June
S M T W T F S S M T W T F S S M T W T F S
1 2 3 4 5 6 1 2 3 4 1 2
7 8 9 10 11 12 13 5 6 7 8 9 10 11 3 4 5 6 7 8 9
14 15 16 17 18 19 20 12 13 14 15 16 17 18 10 11 12 13 14 15 16
21 22 23 24 25 26 27 19 20 21 22 23 24 25 17 18 19 20 21 22 23
28 29 30 26 27 28 29 30 24 25 26 27 28 29 30

July August September


S M T W T F S S M T W T F S S M T W T F S
1 2 3 4 5 6 7 1 2 3 4 5 1 2 3
8 9 10 11 12 13 14 6 7 8 9 10 11 12 4 5 6 7 8 9 10
15 16 17 18 19 20 21 13 14 15 16 17 18 19 11 12 13 14 15 16 17
22 23 24 25 26 27 28 20 21 22 23 24 25 26 18 19 20 21 22 23 24
29 30 27 28 29 30 25 26 27 28 29 30
October November December
S M T W T F S S M T W T F S S M T W T F S
1 1 2 3 4 5 1 2 3
2 3 4 5 6 7 8 6 7 8 9 10 11 12 4 5 6 7 8 9 10
9 10 11 12 13 14 15 13 14 15 16 17 18 19 11 12 13 14 15 16 17
16 17 18 19 20 21 22 20 21 22 23 24 25 26 18 19 20 21 22 23 24
23 24 25 26 27 28 29 27 28 29 30 25 26 27 28 29 30 31
30 31

Rounds
A round is a time-keeping unit used to keep the action of the adventure flowing. It represents
the time required to carry out most actions and equals approximately 6 seconds of game time.
During combat, a round of action is referred to as a combat round. See Chapter 9, Combat
and Its Aftermath, (pg.229) for more information on what you can do during a combat round.

33
GAME CONCEPTS

Weights and Measures


1879 uses the British Imperial standard for weight, distance, and area. Recognizing that many
gamers are more familiar with the metric system, we have attempted to make conversions from
Imperial to metric as simple as possible. While not strictly accurate, Imperial units can be converted
to metric units, for game purposes, as shown in the tables below. These approximations have been
used to make the math simpler for “on-the-fly” game calculations.
Most distances are given in yards in 1879, making it a simple matter to replace “yards” with
“meters” to get a (near) metric equivalent. This is especially useful when taking into account the
tactical distances in which most action occurs in 1879.
If the Gamemaster or players have a problem with using these approximations, there are
many conversion calculators available on the Internet which will provide you with an accurate result.

Distance Conversion Table


English Abbreviation Imperial Metric Name Abbreviation Value
Name
Inch in 1/12 ft centimeter cm 2.5
foot ft 12 in / 1/3 yd decimeter dm 3*
yard yd 3 ft meter m 0.9**
mile mi 1760 yd kilometer km 1.6
* Round to .33 meters
** Round to 1 meter
Capacity/Volume Conversion Table
English Abbreviation Imperial Metric Name Abbreviation Value
Name
ounce oz 1/16 pt centiliter cL 3
pint pt 16 oz / ½ qt liter L 0.6
quart qt 2 pt / ¼ gal liter L 1.1
gallon gal 4 qt liter L 4.6
Weight/Mass Conversion Table
English Abbreviation Imperial Metric Name Abbreviation Value
Name
ounce oz 1/16 pd gram g 28.4
pound pd 16 oz kilogram kg 0.5
stone st 14 pd kilogram kg 6.4
long ton ton(Imp) 2240 pd ton ton(met) 1

Temperature
The British Empire in 1879 uses the Fahrenheit (°F) scale, created in 1724 by Daniel
Gabriel Fahrenheit, a German physicist. Originally, the freezing point of water was the base, or
zero degrees, and the human body one hundred degrees. After some work, the scale was redefined
with water freezing at 32 degrees and boiling at 212 degrees, a difference of 180 degrees and thus

34
Chapter 2

nicely semicircular. Anders Celsius of Sweden proposed a different scale in 1744, that of Centigrade
(°C), where water freezes at zero and boils at one hundred degrees. Jean-Pierre Christin of Lyons,
of the Lyon Academy of Science, published his design for a mercury thermometer using this scale.
Much of the European scientific community, and therefore much of Europe, has adopted this scale.
Some argument has erupted over the term centigrade, as it lacks precision in scientific nomenclature,
referring simply to a division of measurement into hundredths. In Spanish and French, the term can
be easily confused with the unit of angular measurement. In such cases the phrase centesimal degree
substitutes for the more casual centigrade. Proposals have been made to officially name the system
after Anders Celsius, but are still under consideration.

To convert between the two, use the following equations:

Fahrenheit to Centigrade: (°F − 32) ÷ 1.8 =°C


Centigrade to Fahrenheit : (°C × 1.8) + 32 =°F

Races and Nationalities


1879 offers several options. You can play a human, from either Earth or the Gruv. Four types
of Boojums have been documented – elf, dwarf, snark, and troll. If you choose a Saurid, you can
go with the Plains Saurid, the Kistalmi or gliding Saurid, or the Hulk. If your group wants to try
things from the other side, you can play Samsut characters. (More about Samsut player characters,
such as the unique Professions available, may be found in the 1879 Samsut Sourcebook.) Start by
picking a race, as that either determines or influences everything else. Bear in mind that there is a
build point cost to taking a non-human character.

People of Earth
Earth used to offer humans as its only race. That’s changed within the last couple of years.
With the advent of Looking Glass Fever (LGF), four new variants of humanity have arisen.
Collectively, they’re known as Boojums, a word borrowed without apology from the works of Lewis

35
GAME CONCEPTS

Carroll and appropriated into the vernacular by way of the tabloid press. In the way of humans, it
didn’t take people long to give the variants individual names, based on folklore and resemblance
and perhaps a smidgin of racism.
Elves stand a little taller than the humans they once were, a bit thinner, a touch androgynous.
The men often lose their facial hair in the transformation. Their ears elongate, sweeping up to
graceful points even with the top of the skull. Their eyes tilt a bit, and lose some of the epicanthic
fold, giving them an almond-shaped, Asian appearance. Their skin and hair colors may change.
Apparently, with elves, any color found in the natural world becomes available, and there’s some
rather striking hues when one considers birds and flowers and tropical fish.
Dwarves rarely exceed four feet in height, with broad shoulders, barrel chests, and sturdy legs.
The men grow heavy beards whether they like it or not. Contrary to legend, dwarf women don’t
grow any more facial hair than ordinary human women do. They shouldn’t be confused with non-
LGF variants of little people, achondroplastic dwarves and the like. The stubby points on their ears
and their ability to see heat as a form of light helps keep this from happening.
Snarks have had a hard time of it. Their massive tusks, greyish or greenish skin tones, profuse
head and body hair, and muscular build give them a goblin-like appearance that puts people off. The
change appears to deprive them of some measure of self-control, giving them over to wild passions
and terrible tempers, which just contributes further to public perception of them as bestial, little
better than wild animals. Snarks have to go to considerably more effort to prove themselves civilized
than any other Boojum, leading to frustration and depression on their part, which of course just
makes everything worse all round.
Trolls might have just as much of a fearsome appearance as snarks, perhaps even more so
what with horns like a ram or gazelle added to the tusks and hirsute nature, but when their height,
averaging eight to nine feet, is added in, they become outright terrifying. This works to their
advantage in some ways, as few people are likely to give them any sort of hard time, but it also
tends to isolate them. Trolls have enough problems being isolated from society physically. They’re
simply far too large to fit into a pub or a music hall or a hansom cab. Add the emotional distance
caused by their fearsome appearance, and you’ve got a very lonely people, who end up living in a
racial ghetto because there is no place for them in the rest of the world.

People of the Gruv


The humans and Boojums of Earth may also be found in the Gruv, but they’re johnny-come-
latelies compared to the Samsut. Thousands of years ago, the Akkadians and Babylonians and
Hittites found their way through a portal, long since closed, to a new homeland. Isolated from the
rest of humanity, but in contact with the non-human Saurids, they’ve had many generations to build
a culture with considerably different values. Their technological control of the mana field has led
to a civilization without the smog and effluent of industrialized Europe, but with a sharp regard for
the finite nature of energy and the cost of using it wastefully. The adage of “waste not, want not”
has been taken to its logical extreme, with even the bodies of the dead seen as resources to be put
back to use. The cautious, rule-enshrouded competition between the Samsut city-states, a symptom
of their near stagnation, has given way under the onslaught of the British invasion. A new spirit
of cooperation has arisen. Will it stand the test of time, or will the Samsut go back to bickering
amongst themselves once the invaders have been seen off?
To the west, the Saurids hold an even stronger and older claim to the Gruv. As far as anyone
knows, their race is native to this world. Eons ago, they began spreading out across its surface.
The Samsut drove them off the main body of one continent, but they remain the primary race on
another. Where the Samsut have used machines to tap into the energy of the world, the Saurids
have spoken directly with the spirits, and followed their guidance to develop a culture that lives more

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in harmony with the natural order. The British wrest their needs from the world with machines,
carving out fuel from the body of the planet. The Samsut drain vitality from the land, tapping into
the energy of life itself. The Saurids speak with the world, and their needs are met. They live a less
comfortable life, with fewer conveniences, but they also leave less of a mark with their living. How
will they deal with yet another race of invaders tearing apart the natural world to meet its insatiable
demands?

Magic
Looking Glass Fever hasn’t been the only strange phenomenon to appear since the opening
of the Rabbit Hole. Ancient mystical traditions are finding their rituals once more effective. Street
superstitions and cantrips have gained power. Science itself has evolved, with a new field opening
up that seems to be restricted only to a special few investigators. Magic has returned to the world.
The average person on the street has just enough understanding of the arcane to know that
there’s three different sorts. First, you’ve got your mages, like the Order of Britannia Victorious,
the ones that can do all the legendary stuff like tossing lightning bolts and conjuring fire. Second,
religion’s got teeth nowadays. The priests of the Anglican Communion and the Catholic Church
and the imams of the Mohammedans and whatever the Hindus call their religious leaders all seem
touched by God, or Allah, or the gods, or whatever it is they pray to. They heal by laying on hands,
cast out spirits, and do things you thought only happened in the scriptures. Word from the Gruv
says that the shamans those Saurid people have got can do this too, and have been doing it for
generations, so maybe it leaked over from there? Third, there’s these Oswalds, the Weird Scientists,
the ones that make the strange gadgets that nobody else seems to be able to duplicate.
Big controversy there, whether they’re some kind of magician or just scientists what have an
understanding nobody else has reached yet. The average person on the street scratches his head,
shrugs, and dunno, it’s all wavin’ yer hands and summat goes bang now innit?
Secret Societies have long been a staple of European culture. Some are political, some are
scientific, some are mystic, some are philosophical or religious. All have an interest in something
the majority of the culture frown upon, or have made illegal. From the Gei Gordons who seek a
Scottish restoration to the Oculists who delved into forbidden scientific investigation under a guise
of mystical nonsense (and developed cures for three diseases of the eye in the process), Secret
Societies have been breeding grounds for arcane knowledge for hundreds of years. Lately, some of
them have made rather more serious progress in their studies. A few, like the Order of Britannia
Victorious, have gone public, finding their ends better met by working in the open. Others, like
the Prometheans, have tried to keep quiet, knowing that discovery of their experiments could mean
legal penalties and social ostracism. A few, like the Sons of Thoth, remain so secretive that only
their name is whispered in certain erudite circles, and no knowledge of them escapes those rarified
environs.
Whatever their nature, Secret Societies form the backbone of magical practice in the post-
Rabbit Hole world. Whether referred to as a Lodge, an Order, a School, or a Faith, every magician
seeking insight into the arcane arts belongs to one, or spends most of his life studying in solitary
to achieve the knowledge that a Secret Society member may gain in less than a year, if they meet
their Society’s qualifications for advancement.
The chapters on Magic (pg.333) and Secret Societies (pg.457) go deeper into the arcane and
the clandestine organizations that permeate European society.

37
38
Chapter 3

1879 Players Guide

History of the Worlds


As a general rule, the most successful man in
life is the man who has the best information.
– Benjamin Disraeli

I t has been my honor and challenge to prepare this guide for those courageous
people who will traverse the Rabbit Hole to our newest colonial holding, the
Grosvenor Land. I sincerely hope that you will find this guide to be most useful,
if not utterly indispensable.
Owing to the fact that you, gentle reader, may not have been fortunate enough to be born
into the greatest nation on Earth, this guide also speaks at length about our recent history, so that
you may better understand what is expected of you, as well as what lies ahead. I do not use the
word courageous lightly. The Grosvenor Land is full of perils both obvious and subtle, and only
well-prepared individuals will succeed in the tasks set before them. Whether you are here as a fortune
seeker, sanctioned explorer, or hearty settler makes no difference. This guide is one of the keys to
being well-prepared, and thus a key to your success.
This guide is divided, like Gaul, into three parts: a recent history of Britain; a description of
Britain’s Earthly possessions and protectorates, and the other political powers of our world, along
with some reference to cultural and legal situations; and a survey of the Grosvenor Land. Part the
first provides context for all the rest. Part the second enables you to understand your place, either as
a subject of the British crown representing your land in a new world, or as a foreigner expected to
exhibit proper conduct as outlined in The Gentleman’s Code, a separate publication available from
the esteemed MacMillan and Company. Part the third covers the geography and settlements of the
Grosvenor Land as they exist at the time of this writing.
I should like to thank Dr. William Stubbs, Regius Professor of Modern History at Oxford,
for his invaluable advice and critique of my work on recent history. I also extend my gratitude to
all the brave souls who have ventured into the New Land to bring back tales for the rest of us.

39
HISTORY OF THE WORLDS

I wish you the best of luck in your endeavors. What you do is not only for you, but for all
of Britain, and the world. God Save the Queen!
Edward H. Bentley, M.A.
Professor of Modern History
Oxford University

The Divergence
After Prince Albert’s crippling fall in 1860, a distraught Queen Victoria spent all of her
available time at her consort’s side. Desperate to help him recover, she spent over a year calling in
doctors, healers, mystics, and religious figures, all with no apparent effect. It was in May of 1862
when, at Prince Albert’s insistence, Queen Victoria attended the International Exhibition of Industry
and Science, and the spark of scientific potential lit within her. From that moment forward, she
threw the entirety of her being into technological pursuits in hopes of finding some sort of cure
for Albert’s enfeebled state.
Our Queen offered lavish rewards and entitlements to anyone in England who could make
significant breakthroughs, regardless of social class or nationality. This caused quite the uproar, but
Queen Victoria would not be denied. She was a ruler newly empowered by a just and righteous
cause, and ruthlessly dealt with any who stood in her way.
With all the false modesty of a quiet uprising, the International Workers Association formed
in 1864, uniting anarchist political groups with trade unions, along with all the working class
innovators too poor to afford laboratories or scientific equipment. Their leaders swore dedication
to curing Prince Albert’s condition, thus earning a level of protection and modest funding from
the Throne. Millions joined the organization, but initial scientific progress produced only novelty
level technological advancements. A resource they secretly provided, which Queen Victoria readily
exploited in exchange for continued funding, was an endless number of eyes and ears to seek out
progress in all of its forms. This covert offshoot group, the Working Reliables, maintained a public
dislike for the Crown within the IWA, while remaining her faithful servants in private. Rumor has
it the Levellers are also at work within the IWA, but no hard evidence of the latest incarnation of
that most secretive organization has yet turned up.
By 1865, the Working Reliables had discovered James Clerk Maxwell and John Alexander
Reina Newland, two promising scientists with breakthroughs in electromagnetism and chemistry.
With Maxwell and Newland as the founding members, Queen Victoria generously funded an
institute of research, The Royal Science Conservatory, a unified council of scientific societies under
a single roof, complete with staff and annual budget for materials. The Queen established the Royal
Conservatory in the recently refurbished Burlington House, which had been originally designated for
the Royal Academy of the Arts. A vocal but initially ineffectual group, the Anarcho-Artists, protested
the choice of science before art in the streets, fearing that progress would entirely overshadow art
in all of its forms.
The previously all but defunct Pre-Raphaelite Brotherhood, led by William Morris, changed
its core purpose and formed a secret society in Chelsea with a charter specifically to champion art
over anything else.
The first major Conservatory breakthroughs brought steam-driven water and sewerage systems
to London, starting a new era of healthier living for the City’s residents. As reports of the success
of the Royal Conservatory spread, the Great Game (the cold war of espionage among the European
nations) expanded from political maneuvering to international scientific espionage. Information,
discovery, and ingenuity became the quiet currency of the global shadows. New societies formed,

40
Chapter 3

along with organizations created for stealing


and/or protecting scientific discoveries and
experiments.
In 1868, Queen Victoria and Prince
Albert attended the Royal Aeronautical Society
exhibition at London’s Crystal Palace. Seeing
John Stringfellow’s new steam engine design
inspired her to add a new wing to Burlington
House dedicated to the study of steam
technology. The IWA began to incorporate
steam technology into their factories and the
tools of the fields. While the IWA leaders
touted this as a way of reducing the reliance
of the commoners on the Crown, the Reliables
remained silent on where they had procured
their funding, and the implementation of
these devices actually increased unemployment
throughout England, especially in and around
London.
Independent of the Royal Conservatory’s
steam engineering efforts, the following year
a young engineer named Charles Parsons,
who worked at the firm of W.G. Armstrong,
made a singular breakthrough. He developed a
microsteam engine the size of a bushel basket,
with the output of an engine many times its
size. These microsteam engines revolutionized industry, leading to further breakthroughs in steam-
powered vehicles, assembly line factories, and much more. Later versions have achieved considerable
power from an engine the size of a football, and motive power from an engine whose entire works
can fit into a cigar box with room left over.
Even as the Royal Conservatory continued to publish papers recognized around the world,
Prince Albert remained an invalid. The Queen increased her reward offers and reached out to
every university in England. During this tour of academic institutions, Elizabeth Garrett Anderson,
Britain’s only woman doctor, petitioned Queen Victoria for women’s rights in the fields of science
and medicine. The University of Bombay, in British India, and the Ecole de Médicine de Pondichéry,
in the French Puducherry region of India, had already been granting medical degrees to women
for many years. Queen Victoria remained unsympathetically neutral on the subject, but did give
Dr. Anderson a modest grant to research the common diseases of London, including cholera and
typhoid. A year later the Queen’s son, Albert Edward VII, Prince of Wales, contracted typhoid.
Queen Victoria quickly called in Doctor Anderson to demonstrate what progress she had made in
her medical exploration. While it is unclear how much Dr. Anderson did to help, Albert Edward
survived, and the Queen’s posture on women and science and medicine radically transformed.
Queen Victoria sought out John Stuart Mill, who had proposed an act to grant women
the vote years earlier. While he was no longer in Parliament, he still held influence, and with the
support of the Crown, he managed to convince the House of Commons to pass three critical
laws throughout 1872. The Medical Act gave women the right to hold medical degrees and the
requirement for medical and university institutions to allow them equal access to education. The
Married Women Property Act enabled wives to buy, own and sell property and to keep their own
earnings.

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HISTORY OF THE WORLDS

The New Reform Act of 1872 gave urban woman who were heads of households and were
once married (i.e., widows) the right to vote in the elections of the House of Commons. While this
resulted in only a very small minority of women voters, it sent a strong and empowering message
to the female population of the nation.
By the time these acts passed, the Queen had admitted Doctor Anderson to the Royal
Conservatory, along with Joseph Lister for his groundbreaking work in surgical sterilization through
carbolic acid, and had completed construction on the Elizabeth Anderson Women’s School of
Medicine. The “Edinburgh Seven,” a group of women previously denied an education in the medical
field, were the first admitted.
That same year, Gordon “Gyro” Gehrlaus, an engineer at the Royal Small Arms Factory,
developed a self-propelled round for the Martini-Henry rifle. Dubbed a Gyrocket, or Thunderbolt
round, it had significantly more range than the standard Boxer-Henry cartridge, with a flatter
trajectory that afforded greater accuracy. However, difficulties in mass production led to it being
issued only to elite military units and commanders.
Following the Franco-Prussian War, Prussia forsook the silver standard, throwing Europe into
economic turmoil. To combat the Panic of 1873, boost the morale of her subjects, and stimulate
both the British economy and international trade, Queen Victoria ordered the release of several
technological innovations from the Royal Conservatory to the general public. These included flush
toilets, bicycles, incandescent lamps, steam carriages, and antiseptic carbolic soap. The most well
received development, however, was the steam powered personal walking frame, a large, bulky
metal bubble with mechanical legs designed to allow invalids (most notably Prince Albert) to be
independently mobile. At last Victoria’s darling husband could leave the palace on his own, and the
Queen was ecstatic.
As part of the celebration of this event, she funded a project to illuminate the streets of
Godalming with hydroelectrically powered arc lights. The Royal Conservatory subsequently announced
Burlington House as the world’s first electrically illuminated building. (Baron Armstrong’s Cragside
manor had been fitted with a Siemens dynamo in 1870, but wouldn’t get an arc lamp in the Gallery
until 1874, replaced with Joseph Swan’s incandescent bulbs in 1876.)

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Just a few months later, John Tyndall discovered the antibiotic properties of the penicillium
mold. He recognized the significance thanks to his familiarity with the work of Louis Pasteur,
with whom he maintained a regular discourse. Penicillin production headed off numerous diseases
throughout the Empire. Tyndall was rewarded with a knighthood and substantial monetary endowment.
The sight of Prince Albert at the Queen’s side again made the Royal family more popular
than ever. Hundreds of thousands regularly turned out to see him walk around in his machine, by
this time a more streamlined and less bulky version. On the first of May, 1875, in front of one
of the largest crowds ever assembled in London, the Prince announced that the 25th Anniversary
of the Crystal Palace Exhibition would be celebrated with the Great Silver Exhibition, to open 1st
May of the following year.
The great minds of the time, including Alexander Graham Bell and Alfred Nobel, approached
the Queen and Prince with their latest inventions, and obtained grants and sanctions to greatly
expand their work. Then Professor Oswald Meredith Grosvenor’s device seized the focus of the
nation.

The Grosvenor Experiment


In August 1875, Prince Albert began organizing a 25th anniversary of The Great Exhibition
of 1851. The Silver Exhibition of the Works of Industry of all Nations was planned to run from
1 May to 15 October 1876. Industrialists, scientists, and inventors of all stripes flocked to London
to set up their exhibits.
One such inventor was Professor Oswald Meredith Grosvenor. Top of his class at Eton for
mathematics, classics, and all the sciences, he had gone to Oxford three years early and gained a
reputation as a brilliant scientific thinker, tackling problems from most unusual angles. He closely
studied the works of Michael Faraday, William Rowan Hamilton, Charles Babbage, William
Thomson (Lord Kelvin), Charles Wheatstone, James Clerk Maxwell, and John Tyndall, as well as
many scientists from outside the empire. Much of his work involved looking at what others were
doing, combining aspects of this often diverse research, and then approaching problems from an
unexpected direction. Charles Darwin once said of him that “his brain seems to function in an
altogether different fashion from his fellows... I suspect that there is nobody alive who could honestly
follow his train of thought”. Grosvenor used his reputation to solicit enormous financial backing to
construct a truly dazzling piece of equipment for the Silver Exhibition.
It consisted of a vast array of electrical poles, cables, spinning metal discs, and coils around a
large open area. He believed that by creating powerful electromagnetic fields and subjecting them to
extremely precise harmonic vibrations he could use a form of modernized Laplacian physics to allow
spectators “to see through the very air itself and behold what lies beyond”. Nobody was at all sure
what he meant, but cutting edge science was never easy for the general population to understand,
and speculation and excitement grew steadily.
Royal Society members scoffed and were skeptical (to say the least) and did not want the
exhibition to have anything to do with such a spectacle. Some, however, were willing to indulge
the Professor because of his past achievements and uncanny ability to make sense out of the
incomprehensible.
Concerns were raised about the safety of his equipment in such a public environment but
Prince Albert himself, a great admirer of Grosvenor, gave his personal approval for the display.
He offered the park grounds between Greenwich Observatory and Greenwich Palace as a suitable
location for the experiment. This was far enough away from things for safety but with good visibility
for all to see. Grosvenor quickly agreed saying that the Greenwich meridian offered the perfect spot
to make things happen.

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HISTORY OF THE WORLDS

Scheduled for 1st June, minor equipment problems prevented Grosvenor and his team from
producing enough power for his demonstration, but on 6th June the whole structure began to hum,
crackle and vibrate with a terrifying intensity. As the afternoon wore on, a rare thunderstorm with
lightning approached. At precisely 15:02, after a tremendous build up, lightning split the sky and
struck the apparatus, creating an extraordinary flash and then silence.
Once the spectators could again see, the professor, his team and his apparatus were nowhere
to be seen. In their place was a shimmering disc approximately 100 feet in diameter that appeared
to be made of swirling air, yet partially imbedded in the earth somehow. The area was immediately
cordoned off and over the next few days scaffolding was built around the anomaly and tarpaulins
used to conceal it from sight of the public.
Study of the anomaly revealed it to be absolutely two-dimensional, completely invisible when
viewed directly from the side. Both faces proved impervious to all attempts to penetrate them. Study
continued into the new year, with scientists from around the world flocking to London for a chance
to study the Greenwich Anomaly.

Life After The Anomaly


The significance of the swirling disc still being unknown, Queen Victoria ordered the
assignment of a dedicated research team from the Royal Conservatory, and moved on to more
immediate matters. Annie Besant and Charles Bradlaugh, as the Freethought Publishing Company,
had published Charles Knowlton’s 1832 birth control manual Fruits of Philosophy, for which they
were prosecuted under the Obscene Publications Act of 1857. Prompted by the urgings of Doctor
Anderson, Queen Victoria intervened, pardoning the authors and subsidizing the book’s publication.
Almost immediately, the rampant population expansion in London fell away. The book and the royal
approval of the idea gave women an even greater sense of independence and control over their lives.
In response to this and other issues, American suffragettes Victoria Woodhull and Tennessee Claflin
traveled to England, and began a movement to expand voting rights across England.
Meanwhile, the appearance of the “Rabbit Hole” sent shock waves through the communal
awareness of the known world. In New York City, Helena Petrovna Blavatsky (a Russian occultist
author), speaking on behalf of the Theosophical Society, declared that the Portal was the singular
most significant event in all history, and belonged to the world, not to a nation. She claimed it
connected to the world of the spirits, which she called the Mahatmas. This led to the formation
of the Neo Hinduism movement, which quickly gained popularity in the United States and parts
of London.
Neighborhood watch groups formed to protect themselves from whatever they imagined lurked
just beyond the Portal. William Morris had previously helped found the Society for the Protection
of Ancient Buildings as a front for the Pre-Raphaelite Brotherhood. Now the Society turned its
interest from art to the Rabbit Hole, intending to use their access to ancient places and artifacts
to learn more about the Portal, and possibly gain power over anything that might come through it.
In March 1877, the anomaly, which had been slowly clearing, went transparent, affording a
strange reverse-telescopic view of land, as if it were some kind of window or doorway. The true
breakthrough came at precisely 15:02 on 6 June 1877, when the anomaly cleared with an audible
popping noise. Birds were observed at the far end flying towards the viewers when one came straight
through into the open air and flew away. The area was sealed off and the army brought in artillery
pieces to cover the anomaly, which was now referred to as The Portal. Experiments proved the
portal was navigable, but the atmosphere inside was toxic and the experience disorienting. On the
other side lay what could only be a whole new world, as at night there were entirely different stars
overhead. The anomaly was nicknamed the “Rabbit Hole”, in honor of Lewis Carroll’s works.

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A new malady appeared in London a few months after the Portal opened. Dubbed Looking
Glass Fever, the illness struck people in a random fashion, baffling doctors as to the means of its
spread. People afflicted by the disease either shook off the effects, delirium and high fever, within a
few days, or changed physically. Many afflictions, including some of the swiftest witnessed where the
victim changed within minutes, occurred during transit through the Rabbit Hole itself.
Some people grew taller, with lithe bodies and pointed ears, losing much of their body and
facial hair in the process. Others contracted in height and broadened across the shoulders, chest, and
hips, the men’s beards thickening substantially. Some victims gained a bit of height and considerable
muscle and bone mass, and sprouted tusks, always on the lower jaw. Still others continued to grow
to nearly eight feet in height, developing tusks, scaly or bony plates in places across their skin,
and horns somewhat like a ram or antelope. People changed by Looking Glass Fever came to be
collectively known as Boojums, although mythological and literary terms such as elf, dwarf, snark,
and troll gained use for common variants. While Looking Glass Fever was attributed to the Portal,
no definitive proof was ever established. The appearance of LGF in other parts of the world only
added to the confusion.
In December of 1878, Victoria’s second daughter Alice contracted diphtheria in the city of
Darmstadt, Prussia. The recent construction of an international telegraph system brought the news
to the Palace quickly enough that the bulk of the Edinburgh Seven and Dr. Elizabeth Anderson
herself were able to travel to assist the princess. This time, using a method of heat-treated diphtheria
toxin, it was clear that the medical advancements of the Women’s School of Medicine saved their
patient’s life. The same day she heard that Alice recovered, Queen Victoria called for the House of
Commons to consider a law granting women in general the vote.

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HISTORY OF THE WORLDS

That New Year’s Eve, the Royal Conservatory presented Prince Albert with a new personal
walking frame. With the ingenuity and leadership of James Clerk Maxwell, and the incorporation of
Charles Parson’s microsteam technology, the device had been refined into an exoskeleton with half
the mass and bulk of the original clumsy and primitive prototype. The Anarcho-Artists immediately
censured the device for its implied potential to be used as a tool of warfare.

Expansion into the Gruv


Over the next two years, a fully enclosed iron-lined steel tunnel was built and pushed through
the portal to the far end, creating a means to traverse the portal without a protective suit. Four rail
lines, one road and a walking path were laid in the tunnel. The far end became the site of a rail
yard and fort, code named Fort Alice, completed in January 1879. This became the foothold of the
British in the new world, from which they would strike out to lay their claim on the lands beyond.
The new world could not be called “the new world” forever. A petition for naming was made
and Her Majesty declared the new world to be known as the Grosvenor Land, no doubt influenced
by the Prince-Consort’s close friendship with the deceased inventor. After a few months, most grew
tired of saying the lengthy name, and an unofficial short version began circulating. In no time the
Grosvenor Land was known to most as simply “The Gruv”.
Even while Fort Alice was being built, groups were striking out further and further away,
establishing small villages and towns wherever the geography was favorable and resources plentiful.
London’s workhouses were turned out and their population shipped en masse to the new world
where plentiful work awaited. The Gruv turned out to be a world rich in natural resources including
timber, coal, copper, tin, iron, silver, gold, and more. The earth was rich and most crops grew well,
and wildlife was plentiful.
Seven months after the Rabbit Hole opened, colonists began to encounter the more hostile
wildlife of the Gruv. Insect and spider-like creatures, some up to the size of a beer lorry, burrowed
under railroad tracks, collapsed construction, and attacked settlers. The entire population of New
Wigan, and an investigating company of soldiers, were massacred by what could only be described
as giant fleas. But these encounters were only precursors to the most deadly threat the British would
face.

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Chapter 3

The Saurids
After five months of exploring, a party sent by the army to survey the local landmass came
to the western coast. There they found a settlement of bipedal lizard-like humanoids that were under
attack by a group of their own species. The sergeant in charge ordered his men to help the ones
being attacked. The attackers were swiftly driven off and the soldiers found themselves welcomed as
friends. It took only days to begin basic communication with the Saurids, as they were dubbed, as
they took to communication by picture and gesture quite quickly. Within a month many Saurids
had picked up rudimentary English, which was fortunate since humans seemed unable to properly
speak the Saurid’s sibilant tongue. That’s when they found out the act of saving the settlement had
indebted the Saurids of that tribe to the British Empire, but it wasn’t just that village. The tribe
had scores of villages and numbered many thousands strong. The British suddenly found themselves
with hundreds of eager recruits willing to join the army.
They were skilled fighters, with knowledge of the dangers of the wilderness, a love for the
thunder of guns and cannons, and an absolute yen for the color red. By the end of the year, red-
coated Saurids were seen training with human troops at Fort Alice.

The Samsut
On 8 November 1878, a patrol near the settlement of New Capetown encountered a group
of strangely dressed humans. They spoke no recognizable language and appeared as shocked to
see the British soldiers as the soldiers were to see them. They brought back others of their kind,
apparently of a higher rank. Enough communication was made in the form of pictures and gestures
to indicate the people would bring back a delegation of some kind to meet with them. Words of
their language were written down and taken back to London, where they were identified as a form
of ancient Akkadian, possibly Babylonian. After an intense search, a scholar was found who could
speak some of the ancient tongue. He was promptly put on the next train through the Rabbit Hole.
The delegation of humans showed up at New Capetown on 4 January 1879. They were clearly
divided in three different social classes. The leader was dressed in flowing clothes of fine cloth
accented by copious amounts of gold jewelry, and was young, strong, and handsome in appearance.
His dress and mannerisms evoked a feeling of the pharaohs of ancient Egypt. His guards looked
older, but obeyed without question. There were also people who were obviously servants, or perhaps
slaves. A group of them were completely covered in hooded robes, so that nothing could be seen
of them. The leader of the delegation spoke and the scholar translated.
They were the Samsut, descendants of people from the ancient land of Babylonia. War and
invasion had driven them out of Babylon and surrounding lands, and forced them south. Fleeing the
army attacking Babylon, they came upon a “great door in the air”. It led the refugees, thousands
strong, to this new world. Hailing their king Samsuditana as their savior for invoking a miracle
from the god Marduk, they renamed themselves the Samsut in his honor and settled the new land.
Before long they discovered ruins of an ancient city containing items of unidentifiable purpose,
including a great, arcane machine at the center of the city ruins. Other cities were discovered further
out from their arrival point; each contained the arcane machine at their hearts. It took centuries, but
eventually they learned the machine would “take and give the breath of life”. The machine gave the
leaders virtual immortality, while greatly extending the lives of their faithful followers.
The next thing the Samsut leader said confused the translator. The best he could translate
was that they wanted the dead in exchange for the British settling the land. Not understanding,
the translator begged pardon and asked the leader to repeat what he said. The leader complied
and repeated the words. Upon seeing the confused look on the translator’s face, he motioned to a
nearby guard. The guard walked up to one of the hooded servants and flipped back his hood. The

47
HISTORY OF THE WORLDS

British were horrified to see a decayed face of


an obviously dead man, only this dead man still
moved. Members of the British delegation were
shocked and outraged.
To use some form of devilish magic to
animate the corpse of a man who should be
interred was intolerable. The British colonel in
charge of the meeting began to shout at the
leader, who looked taken aback, then angered as
the scholar translated the colonel’s declaration
that the British would not deal with people who
desecrated the dead. The leader gestured, and the
corpse began to walk towards the colonel. To
this day, no one is sure what the Samsut leader
intended, but the shock was too much for some
men. Without orders, several soldiers opened
fire on the walking corpse. Unfortunately their
aim was off, and the Samsut leader fell after
being struck by two rounds.
The colonel and other officers present
immediately called for cease fire, but the damage
had been done. The Samsut guards picked up
their fallen leader, ignoring the translator’s
pleas to understand that what had happened
was a grievous mistake by frightened men. They
simply departed without further hostility, after
delivering a message: “You have committed a
deed which cannot be forgiven. You do not
respect the balance.”
The transcript of the encounter with the
Samsut delegation was sent back to London
to be reviewed. The Parliament quickly voted
to declare war on the Samsut people for their
aberrant practice of making the dead walk.
The Samsut were portrayed as followers of
the worst evil, likened to the Thuggee. This
sensationalism naturally fired public outrage,
which made it rather easy to sell the people on
a new war. Recruitment drives were begun to
swell the ranks of the military. It was swiftly
realized that the British army alone might not
be large enough to take and defend territory in
the Gruv.
For the first time, British colonials were
invited to join the army, and existing colonial
regiments were brought to London to make the
journey through the Rabbit Hole. Sepoy troops
from India, Maori warriors from New Zealand,
and Zulu riflemen and spearmen from South

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Chapter 3

Africa all came to join the British army proper. The tunnel trains ran day and night for weeks to
ferry soldiers and supplies to Fort Alice. As soon as companies were assembled, they were sent out
to reinforce settlements, outposts, and strategic locations.
Two months after the fateful first meeting with the Samsut, some of the more remote British
settlements came under attack. There were few survivors, as the Samsut took all – living and dead
– with them after the attacks. The British army first engaged the Samsut in battle on 12 March
1879, outside the mining village of Bourne’s Hill. The Samsut proved to be tough opponents. Their
living troops used a kind of rifle that fired a bullet, but without gunpowder. The skeleton and zombie
troops seemed to be without fear, and would keep coming even as they were being cut down. The
Samsut even had cavalry; men who rode strange horse-like creatures. The British army was forced
to retreat after seven hours of sustained conflict. Only during their next conflict, a day later, did
they realize they had made a mistake. The Samsut had rejuvenated their zombie companies with the
addition of dead British soldiers. The second battle was even more dire, as soldiers had to face their
dead comrades. The army was forced to retreat, leaving Bourne’s Hill in the hands of the Samsut.
By early April, information of the Samsut’s capabilities as well as captured weapons and
technologies had been sent to Fort Alice for analysis. Within a week, miasma masks were being
produced and issued to troops to combat nausea from the stench of zombie troops. Tactics were
reviewed and revised to combat the unique threat of the Samsut and their undead soldiers, and the
first steam-driven vehicles built exclusively for war entered the conflict.

Life on the Warring Frontier


Conflict with the Samsut has been largely restricted to the land bridges that connect the
Grosvenor Land, since revealed to be a massive peninsula the size of the entirety of the British Isles,
to the Edeesmatu, the Samsut homeland, which from preliminary reports is an entire continent of
its own. With this constraint, the rest of the Gruv has been readily available for exploration and
colonization. The Saurids, of course, have had some opinions on this and, not wishing to repeat
the more noteworthy fiascos of the North American colonization, Her Majesty’s government has
wisely chosen to consult wit the Saurids as to where the people of Earth might settle without
conflict. Sometimes this consultation has not gone as well as it might have, and conflict between
Terrestrial colonists and Saurids does occur, but thankfully this has not significantly slowed the rate
of progress. Expansion continues, east and south into the Darlington Mountains, north into the
Gladstone Mountains, and westward towards the great forest and the Straits of Darwin. With so
many hundreds of miles of territory waiting to be explored, tamed, and settled, generations may go
by before it all lies under British rule.

Life Back Home


In order to maintain order and protect Her Majesty’s subjects across such a vast land, many
more soldiers were needed. Colonial militias were regularized, putting the Sepoys, the Bengali
Lancers, the Maori, and the Zulus into the red coat of the British Army. The Zulus brought women
as well as men to the ranks, having a long tradition of female warriors, with an elite female-only unit
still known as Shaka’s Own two reigns after the king who organized them. Once the Zulu women
wore the red, no good reason could be found to bar any other woman. The British Army had a
history of women in the front ranks, disguised as men, going back hundreds of years, as did every
other military, but now women could serve openly, and in the officer corps, not just the enlisted.
The Navy, citing possible issues in the confined spaces of a ship at sea, continues to resist gender

49
HISTORY OF THE WORLDS

integration, but finds itself increasingly strapped for able hands as a result. The Army, meanwhile,
now reflects the Empire it serves, in color of skin, ethnic background, and gender.
Passed in February, the Suffrage Act of 1879 gave all men and women who owned a house
or paid at least 10 pounds a year in rent the right to vote. This granted approximately sixty percent
of the men and fifty percent of the women of England voting rights, and marked the last bit of
social change before events surrounding the Portal finally consumed the collective consciousness of
the nation.
After the brutal defeat of British forces by the Samsut in April of that year, Victoria added a
Military Applications Branch to the Royal Conservatory, and the focus of the Royal Family shifted
towards the possibility of war.
Gender Issues
1879 is a tumultuous time for gender issues. Women have been expected to be both the
self-sacrificing angel and the servant-driving general of the home, tending to their husband’s needs,
organizing and implementing social functions, and raising the children, all while having no legal
rights to property or wages. Now, thanks to Her Majesty and the urgings of Dr. Elizabeth
Anderson, within the last seven years women have suddenly found themselves able to maintain their
own wages, earn degrees at universities, have some modest control over their reproductive systems,
and for those who, either by themselves or with a spouse, own houses or rent moderate apartments,
even vote. Combine that with the push for everyone to contribute to science wherever possible, plus
the Prime Minister’s call for all able-bodied hands to consider service in the military, and a new
world of opportunities has opened for women in Britain.
Laboratory coats and military uniforms now compete with fashions designed to accentuate
a woman’s separation from the world of work. Men now find the fair gender sitting beside them
in college lecture halls, offering them medical services, or accompanying them to the rifle range.
Politicians have to rethink their strategies, finding new means of dealing with the electorate beyond
the cigar smoke-filled parlors of men’s clubs and brothels.
The women of the working and lower classes do not enjoy the right to vote, for the most
part being unable to afford a proper home and sometimes sharing an apartment with several other
families. They are, however, most likely to be drawn into the enlisted ranks of the military or, where
permitted, the machine operators of factories.
The publication of Fruits of Philosophy not only addressed the issue of reproductive control,
but brought into question the generally accepted sexual practices of the era. Upper- and middle-class
women were expected to have no more physical contact with a man before marriage than passionate
hand holding, modest public dancing, or the very occasional kiss. One out of every three working-
and lower-class women, on the other hand, was pregnant when she got married. Fruits of Philosophy
presented the ideas that working-class families could decide how many children they would have,
and that it might be possible for upper-class women to practice more amorous behavior without
bringing scandal to their family names. The resulting geological shift in morals and mores still
rumbles through society, the tremors not yet subsided.
Education
Education throughout the empire was unequal for centuries. The sons of gentlemen received
their initial education at home from private tutors or a governess until approximately age 13, when
they were sent off to a boys-only boarding school. For the next five years, the boys would wear
a uniform and study Latin, Ancient History and other staples of a classical education, all while
harassed by the upper classes and subjected to severe corporal punishment (flogging day was usually
reserved for Fridays). Those aspiring to Parliament would head off to Oxford, while those with
a more scientific bent would enroll at Cambridge. Daughters, on the other hand, were normally

50
Chapter 3

educated entirely within their own homes. Only the most fortunate few were sent off to a boarding
school, sometimes called a finishing school. They studied the arts, such as dancing and music, and
sometime accounting, sewing, or geography, with which their education ended.
Middle class children of either gender were less likely to learn outside the home. For the
working- or lower-class child, even literacy was out of the question.
The Queen’s many reforms worked to close the gender gap somewhat, creating a handful of
new all-girl boarding schools around Britain, while also opening up the college campuses to women.
For a number of reasons, including the predominantly female staff and faculty, the most popular
university for women by far was the Elizabeth Anderson Women’s School of Medicine.
The push for science has influenced the boarding schools, changing curricula to include the
premiere topics as determined by the Royal Conservatory. In the last few years, people below the
middle class have grown to recognize the potential value of a simple innovation in the eyes of Her
Majesty’s more learned servants. Many of the poor now listen outside the windows of boarding
school classes, or volunteer at scientific or medical institutions in exchange for tutoring. The petty
theft of the streets has taken on some moderate revisions, making textbooks, unpublished scientific
treatises, and wondrous contrivances increasingly popular on the black market. The penalties for
body-snatching have gone up considerably, in light of comparison with the Samsut practices, but at
the same time, the trade in fresh corpses has become more lucrative. The recent Promethean scandal
came as both an explanation and a justification, with a cult of Weird Science maniacs experimenting
with the very nature of life itself.

Where Is This All Going?


That’s the question most asked in the tabloids, on the streets, in the Houses of Parliament,
and in the board chambers of the great firms. Technological progress has accelerated to a frightening
speed, where even the great calculating machines that were thought so clever are obsolete in six years’
time. Society has been set on its ear so often it gets dizzy trying to stand upright. Women voting
and serving in the armed forces, boojums appearing in our very midst, and a race most demonstrably
both intelligent and not at all human raising questions of Creation and Evolution leave the average
subject of Her Majesty dazed, all at sixes and sevens. What will our world look like in five years’
time? In ten? What wonders will our descendants have to contend with, or live alongside? In the
midst of all of this uncertainty, one sure thing may be found, one touchstone, one anchorage point,
that gives all of us something reliable in our lives.
Britain Prevails.
God save the Queen!

51
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Chapter 4

1879 Players Guide

Races

Every person, every race, every nation, has its own particular keynote which it brings to
the general chord of life and of humanity. Life is not a monotone but a many-stringed
harmony, and to this harmony is contributed a distinctive note by each individual.
– Annie Besant

W hile species and sub-species might actually be more accurate terms


from a scientific standpoint, the Victorian world was obsessed with the concept of
race. We have deliberately left out the overt racism of the period, but in a nod to
the obsession, kept the term “race” for the various forms of intelligent life on Earth
and the Gruv. This chapter describes the races, and provides game mechanics for
playing them as characters.

Humans
Earth has no non-human races. Boojums, those people transformed by Looking Glass Fever
(LGF) into various sub-types, are still technically human, as they come from human root stock.
They have their own section because of differences in game mechanics. The currently accessible part
of the Grosvenor Land is dominated by two types of humans: the Samsut, whose ancestors came
from Earth; and the Terrestrials, those people who have arrived from Earth via the Rabbit Hole.
While children have been born to Terrestrials on the Gruv, none of them are yet old enough to be
considered for player characters.

53
RACES

Terrestrials
Terrestrials are those people born on Earth,
either living there or in the Grosvenor Land, and
those of Earthly descent born in the Gruv. This
includes both standard humans and members of
the four Boojum races (elf, dwarf, snark, troll).
Any ethnicity or variation that existed in the late
Victorian era is available, although some may
require more explanation than others as to why
they are going off adventuring. Game statistics
for humans do not vary according to ethnicity.
They do vary based on Boojum status, with
each race having adjustments to the human base
statistics. Skill selection is based on background,
and thus ethnicity will have an impact. A British
Soldier from Manchester isn’t going to know
much about wilderness survival, and a Zulu
Tribal Warrior won’t have a Streetwise Skill.
Samsut
Descendants of the ancient Babylonians, Akkadians, Hittites, and other Semitic peoples, the
Samsuts’ ancestors passed through the Babylon Portal thousands of years ago. While some genetic
drift has occurred in that time, it’s not enough to consider the Samsut as anything other than
human. The differences between Terrestrials and Samsut are cultural and technological in nature, not
racial. Only the top caste, the Amelites, will have any differences in statistics from other humans,
and those are the result of Life-Giver technology application.
Samsut player characters will be covered in a future sourcebook that will also describe the
Samsut culture, Skills unique to the Samsut lands, and so forth. For now, the Samsut must remain
something of a mystery.

Boojums
Boojums are considered separately from humans because their physical and mental
characteristics have been altered by their encounter with LGF. When creating a Boojum character,
remember that Boojums were human until just a short time ago. Some of them are still adjusting
to their new existence. They have no culture or language of their own. Boojums generally keep their
pre-LGF names, although a few have changed their name to sever family connections. Names can
therefore be anything possible in the culture in which they were born.

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Chapter 4

Dwarf
Short, stocky, and muscular, dwarves
average three and a half feet tall and nearly as
broad. LGF compresses their forms similarly to
achondroplasty, shortening their arms and legs,
as well as shortening and broadening their torsos,
creating a race of barrel-chested mesomorphs.
Dwarf men grow heavy, full beards. Dwarf
women do not grow facial hair (with the rare
exception – even humans have the occasional
bearded lady). Their eyes are adapted to see heat
as a form of light, giving them access to a range
of colors that humans cannot even imagine.

Elf
Elves average a few inches taller than humans.
Their build tends toward the slender in both men
and women, with minimally pronounced primary
and secondary gender characteristics, elves being
somewhat androgynous. Their ears taper up to
points, but are not markedly elongated. The top
of the ear generally comes up just short of the
top of the skull.
Elven ears are no more mobile than those of
a human. Their eyes, however, are catlike, shining
in the dark. This is due to reflective surfaces
inside the eye that allow elves to see clearly in
light too dim for a human to navigate. A single
candle lights a room sufficiently for an elf to be
comfortable. They can read by moonlight. Elves
tend to have little or no body hair, including
facial hair. Elven men don’t normally grow
beards, although there are rare exceptions. Their
high cheekbones and almond-shaped eyes give them a somewhat Eastern appearance.
Elven skin tone and hair color vary considerably, and do not necessarily reflect the person’s
pre-elven race. Someone who was dark-skinned before LGF might find themselves pale afterward,
while someone with light skin could find themselves the color of old mahogany. Hair color can be
anything found in nature, which doesn’t limit it much when you start looking at flowers and bird
feathers.

55
RACES

Snark
A few inches taller than humans, like elves,
but broad and muscular like dwarves, snarks
stand out partly for their build and partly for
their tusks. LGF causes their lower canines to
enlarge massively, projecting an inch or more
out of their mouths. Their features coarsen
in general, making them unattractive to most
humans. Their body and facial hair are both
profuse, snark women not growing beards but
having heavy brows and the occasional stray facial
hair. Snarks can see in low-light conditions as
well as elves. They have the proverbial cast iron
stomach, being able to eat pretty much anything,
and being generally more resistant to toxins
and disease than any other race. LGF seems
to leave them somewhat unbalanced mentally.
Snarks have a foul, savage temper that goes off
unpredictably, sending them into a berserk rage.
After the storm subsides, they spend considerable time depressed and ashamed of their behavior.
Many snarks become cautious in their dealings with others, fearful of losing their self-control.
Troll
Trolls suffer ravenous hunger during
their bout with LGF, as they grow rapidly and
massively, achieving a size of eight to nine feet
tall and a weight of five hundred pounds or
more. Because of this, they normally come from
families of a Social Level of 2 or higher, as
Social Level 1 families simply cannot afford
enough food and the incipient troll starves to
death. Trolls, once changed, may fall in Social
Level from their familial origins. Like snarks,
their lower canines enlarge into tusks three to
four inches long. Bony deposits form in their
skin, providing some degree of natural armor,
but creating a rough appearance. They sprout
horns, usually two and on opposite sides of the
head, but sometimes one or three. While the
horns have a similar appearance to those of a
ram or a gazelle, they rarely grow in such an
orderly and symmetric fashion. Their body hair becomes more profuse, although not as much as
that of a snark. The mens’ beards thicken, although not so much as that of a dwarf. Between the
horns, the tusks, the bony deposits, and the sheer size, trolls present a frightening aspect to other
races. The distance and isolation this creates has deleterious effects on the troll’s mind, leaving
them sad or angry at their lack of social contact. Their inability to enter most buildings further
compounds the issue. The average troll cannot even go into a pub for a pint, barring them from
this most basic of British activities.

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Chapter 4

Saurids
Native to the Grosvenor Land, the Saurids appear to have descended from something
resembling a dinosaur the way Mr. Darwin says that humans descended from something resembling
a monkey. Bipedal, but with a long, heavy tail similar to that of a theropod, they stand an average of
five and a half feet tall with a lean and muscular build. The tail, while not prehensile, can be used as
a support, for balance, or with training to wield a rudimentary weapon, such as a spike. Their hands
have three fingers and a thumb each, and their birdlike feet two large toes on the front and a stubby
single toe on the back, all digits sporting non-retractable claws. Their heads are decidedly saurian,
with a long snout, quite a few teeth, and a crest that rises and falls with exertion or emotion. In
color, they vary from green to blue to brown, with a lighter, often contrasting color down the front,
although some have been seen in warmer shades, rusty reds and dusky orange, like leaves in the fall.
Saurids hatch without gender, and are nursed by the males. At or about the age of twelve,
they pass through a year-long Change, called kayissa, acquiring gender and physical maturity. Those
rare younglings who do not pass kayissa, and do not acquire gender, grow to sterile adulthood as
sil’kayissar, the Unchanged, and are treated as a third gender. Most tribes have customs surrounding
the Change, including assigning large amounts of physical labor to the youngling, to keep them
tired so that they are less grumpy. Some tribes use a child-name for the young that is discarded for
an adult name when they pass through the Change.
The Forest tribes have a magical ritual, the Rite of Crossing Over, that allows a mature
Saurid to change their physical sex to match their gender identity, creating the ki’isna, or Changed
Ones. The Plains and Mountain tribes reject the ki’isna, sometimes violently, as arrogant, having
defied the decision of the gods as to their physical form. More detail will be provided in the
upcoming Saurids sourcebook.
While there are Aquatic Saurids, both freshwater and saltwater, the land-dwelling Saurids have
little commerce or interaction with them, and strongly advise the Terrestrials to avoid them as well.
Apparently the Aquatics are savage, nearly feral, and difficult to negotiate with, best left alone. The
Aquatics have made it very clear that they regard ships sailing into deep water as an invasion of their
territory. Crossing the Straits of Darwin requires caution, keeping the ship to the shallow water
channels, and offering tribute to the Aquatics at key points. The Samsut have coastal fishing boats,
but do not venture out into the open ocean, as they have yet to find an effective weapon against the
Aquatics. Again, more detail will be provided in later sourcebooks.

57
RACES

Plains
The Plains Saurid race, not to be confused
with the Plains Saurid cultures, have adapted for
life predominantly on dry land. Plains Saurids
are found not only on the plains, but in the
forest and the mountains, with three primary
cultures identified in the Gruv thus far. They
remain somewhat amphibious, but can only
breathe under water for a half an hour or
thereabouts before the capacity of their vestigial
gills is exhausted and they must return to the
air. While they prefer a full immersion at least
once a day in order to avoid their skin drying
out, they refine a number of oils from nuts,
grains, and animals that will keep them in decent
enough shape for a while. A Plains Saurid who
hasn’t gotten a dip in the river in more than
three days, however, is going to be itchy and
grumpy no matter what sort of skin oil they’ve
been using.
Names
Names vary by culture. Plains tribes are patriarchal, with a Personal son/daughter of Father
naming structure. Forest tribes are egalitarian, with a Personal of Family naming structure. Mountain
tribes are matriarchal, with a Personal son/daughter of Mother of Family naming structure. Sibilants
tend be elongated in pronunciation, but not emphasized. Examples:
Plains: Larayin virn (son of) Krohisor, Tikisna vrint (daughter of) Houesta
Forest: Jiksuthi of Tschlodram, Daurenk of Houmotla
Mountain: Kavarsu virn (son of) Cormudram of Sylos, Duvame vrint (daughter of) Trisai of
Krosel
Kistalmi
Known to the Earth people as Tree Saurids
or Gliders, but to the Saurids themselves as
Kistalmi, these Saurids resemble the Plains sort
except for the patagium, the gliding membrane
that stretches from wrist to ankle on each side.
Similar to the wing membrane of a pterosaur,
or the gliding membrane of a flying squirrel,
the patagia allow the Kistalmi to glide through
the air. Where Plains Saurids have an innate
fear of heights, Kistalmi actively seek them out,
becoming first restless, then frantic if denied the
freedom of the air. Kistalmi live in villages in the
high mountains, normally coming down to the
lowlands only for the annual trading of children.
Younglings without patagia hatched to
Kistalmi communities are given to the lowland

58
Chapter 4

tribes, and younglings with patagia hatched to lowland tribes are given to the Kistalmi. While the
separation is hard, a Saurid trying to grow up in the wrong community does not usually survive
to adulthood due to the stresses involved. Kistalmi have their own language, but speak the lowland
Saurid language with a bit of an accent. Their coloring tends to be lighter than that of the lowlands
Saurids, in keeping with the lighter shades found in their environment.
Names
The structure Personal of Family Tribe is used most often in Glider tribes. Names similar to
lowland Saurids are common, although with variant spellings. Examples:
Casohyi of Dylos Ktais
Syrstalos of Trisyoshnk Gdolos
Inyoshlos of Ksolah Khasu

Hulks
Hulks are atavistic Saurids of low
intelligence and great strength, hatched very
infrequently among the Plains, Glider, and
Aquatic tribes. They grow rapidly, entering
their changing year at nearly the size of a
normal adult. During this year, hulks lose their
childhood teeth, and sprout the large, jagged,
crocodilian teeth that humans expect all Saurids
to have. The claws on their fingers and toes,
that all Saurids have as humans have nails,
likewise enlarge substantially, becoming useful as
weapons. They can only be put to the simplest
of tasks as their minds, already feeble, become
overwhelmed with a desire to hunt and to kill.
Often, hulks are relegated to the status of guard
animals during their kayissa year, simply because
nothing else can be done with them. At the end of kayissa, they recover enough of their minds
to speak intelligibly, and to participate in their adulthood rite. They never quite lose the terrible
bloodlust.
Hulks generally reside outside of their tribe’s village in crude shelters that they cobble
together themselves, or out in the open. At full growth, they stand half again as large as a normal
Saurid. They hold positions as hunters, guardians of the tribe, and warriors, not being suited for
anything that does not involve violence and bloodshed. When Saurids go to battle, they release
their hulks ahead of them, and recover them carefully afterward, knowing that they may still be in
the grip of the war-madness.
Names
Hulks occur among the Plains, Kistalmi, and Aquatic populations, and do not have a culture
of their own. They use the naming practices of their tribe.

59
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Chapter 5

1879 Players Guide

Character Creation

The law of harvest is to reap more than you sow. Sow an act and you reap a habit.
Sow a habit and you reap a character. Sow a character and you reap a destiny.
– James Allen

A player character in 1879 is similar to a character in a novel or a


movie. The character is part of a story, interacts with other characters, villains, and
monsters, and makes decisions that affect how the story turns out. The important
difference between a character in a novel and an 1879 character is that the player
decides how the character views life, how they conduct themselves around other
people, and what they are particularly good at.
Every player character has certain basic Attributes, abilities, and Skills. Player
characters have an instinct for adventure, and the courage and personal integrity
to follow that instinct. By behaving in an extraordinary fashion, player characters
become the heroes others admire, trust, and depend on.

61
CHARACTER CREATION

Building a Character
Creating a character follows a series of ten steps:

1. Choose a Profession
2. Choose a Race
3. Generate Attributes
4. Determine Characteristics
5. Record Racial Abilities
6. Assign Abilities, Ranks, and Spells
7. Assign Skill Ranks
8. Determine Social Level
9. Equip the Character
10. Give the Character a History and Personality
11. Play the Game!

Each step is described in detail below, demonstrating the process at each stage by creating
a sample character. Once you reach step ten, and have finished filling out the Character Sheet, the
character will stand ready to become a hero.
Let’s think about that word. We are telling the stories of competent, confident people. They
generally know what they’re doing. They may ask questions, have doubts, face problems that are
hard to overcome, but they are people of action, the sort who, upon seeing a problem, try to fix
it. Their solution may not work. If it doesn’t, they’ll try something else. A great deal of heroism is
simply continuing on in the face of adversity. These are people who Do Not Give Up.

Getting Started
In addition to a blank Character Sheet and a pen or pencil, you may want to use another sheet
of paper (useful for making notes as you build your character). Many decisions made when creating
a character are affected by other decisions. Your choice of race affects your Attributes, your choice
of Profession affects the abilities available to your character, and so on. You’ll want to take notes
and have scratch paper to work on while you make these decisions. As you determine the values that
define your character, fill in the appropriate spaces on a Character Record Sheet.

Choose a Profession
The first step in creating a character for 1879 is to choose that character’s Profession. This
determines the Core Skills, Optional Skills, and Abilities available to the character, and defines
much of what they are.
Some Professions are restricted to particular Races or cultures, due to the necessary
background. For example, a British nobleman cannot be a Shaman, because the aristocratic culture
of Britain does not provide the cultural background required for summoning ancestral spirits.
A Saurid from the western forest cannot be a Byron, because Saurid culture does not include
Analytical Engines. Exceptions may be made for sufficiently developed backgrounds, histories for
the characters that explain why they are exceptional. For example, the child of a British nobleman,
whose parents died during a Siberian expedition and who was raised by Evenkian tribesfolk, could
be a Shaman, but would have no idea how to get along with the British aristocracy.

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Chapter 5

A Saurid who abandoned their tribe and


lived among Terrestrials long enough to learn Skills Selection
Engine technology could become a Byron, but Initially, the character is limited to
would have trouble fitting in if they tried to picking Core and Optional Skills from their
return to their tribe. Profession’s Initiate lists. When they advance
Think about the character’s history. to the Novice Tier, the Novice Core and
What formative or pivotal experience set their Option Skills lists add to the pools. This
feet upon their path? Why did they join the happens again at the Journeyman Tier, and at
military and become a Soldier? What led them Warden and Master. When the Professional
to an interest in clockwork and the Profession Rank rises, new Skill slots open. The player
of the Brassman? Did the spirits speak to them may pick any Core Skill or Optional
and bring them to the path of the Shaman, Skill from the pools of available Core and
or did someone spot their potential and select Optional Skills to fill these slots, going all
them for training? This question sets the the way back to Initiate. Advancement in
history of the character into motion, provides Tier is dependent on the Professional Rank,
justification for their Profession, and creates which is in turn dependent on the Ranks
story possibilities once the character is in play. of the Profession and Core Skills. See the
As explained in more detail in the Character Advancement chapter, pg.259, for
Character Advancement chapter (pg.259), more information.
characters start out as an Initiate, with a
Professional Rank of 1, and then advance
through Tiers by raising their Professional Rank, to Novice, Journeyman, Warden, and finally
Master. Along the way, characters learn new Skills, gain new abilities, and become more proficient
in the core practices of their Profession. This is represented by a structure of Skills, with Core
Skills and Optional Skills revolving around a central Profession Skill. Characters start out with their
Profession Skill, the Read and Write Language Skill, and the Speak Language Skill, plus six slots
that they can fill with picks from the Core and Optional lists and four slots for Free Skills. Core
and Optional Skills not picked from the lists during character creation go into pools for later use.
As the Professional Rank increases, more Skill slots open up, which can be filled with new Skills,
representing the character’s abilities broadening (see the Character Advancement chapter, pg.259).
When the Profession Skill and the requisite number of Core Skills have risen high enough in Rank,
the character may advance to the next Professional Rank. Raising this in turn advances the character
in Tier, opening up new lists of Skills.
The Professional Rank measures the character’s progression along their career path. It also
determines the amount of Karma that the character may recharge each day, which will be discussed
further later in this chapter. Meeting the qualifications to advance in Professional Rank involves
raising the Profession Skill and Core Skills in their own Ranks. Some Professions may involve a
formal challenge to advance in Tier, much like real-world career paths may have examinations for
professional certification. When a character has achieved sufficient Professional Rank, they advance
to the next Tier, for example leaving their Novice grade behind and becoming a Journeyman. The
Character Advancement chapter (pg.259) goes into more detail regarding this process.
The Profession Skill defines the character and the Profession. The Profession Skill must be
at sufficient Rank before the character may advance to the next Professional Rank or Tier of their
Profession. All other Skills, Core and Optional, defined in the Profession, act to support the
Profession Skill at one or two removes.
Core Skills, besides contributing to character advancement, perform two other important
functions. First, they help define the Profession. Core Skills apply directly to the Profession, being
next in importance to the Profession Skill in what the character does. For example, an Airship Pilot
would have Pilot Airship as their Profession Skill, but then would need Knowledge (Chemistry) and

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CHARACTER CREATION

Crew Airship as Core Skills to support their work. Second, Core Skills may have Karma spent on
them to buy additional dice for Tests made with the Skill. Karma will be addressed in more depth
later in this chapter, but Core Skills gain a great advantage over Optional Skills in this regard.
Optional Skills support the Profession and the Profession Skill at a second remove, being
things that are useful for the character to know but not vital to their profession. Characters are
constrained as to how many Optional Skills they may have by the rules of character advancement.
See Chapter 10, Character Advancement, for more information on how this works. Essentially, the
character must have a certain number of Core Skills at a specific Rank, supporting their Profession
Skill, in order to advance. This leaves only a limited number of slots for Optional Skills.
Free Skills may or may not be related to the Profession and the Profession Skill. At character
creation, the Initiate Tier, these are limited to Knowledge and Language Skills, which is explained in
greater detail further along. At any point after the Initiate Tier, the character may learn Skills from
outside of their Profession, if the player can justify it in the context of the story and the Gamemaster
approves. These are called Free Skills, and are limited to a maximum Rank of 10. The character
must always have more Core Skills than Free Skills, in order to continue following their profession.
Changing career path, and thus changing Profession, will be dealt with in the 1879 Companion.
Professions also provide special abilities to the character, Profession Abilities, that allow
the character to do extraordinary things based on the nature of their Profession. These divide into
Attribute Bonuses, Karma Bonuses, Recovery Bonuses, Skill Bonuses, and Special Abilities. The
first four provide extra Steps to specific Tests, or allow the use of Karma for actions other than
Core Skill Tests. Special Abilities expand the Profession, granting additional powers beyond the
boundaries of the Skills. For example, a Weird Scientist or Engineer might gain the Field Repair
ability, allowing them to patch a device or machine back together quickly with the available tools
and supplies by spending extra effort on the action.
This generally shows up as Strain, a type of damage caused by pushing yourself harder than
normal. Again, this will be discussed in more detail in the Character Creation chapter (pg.70).
The next chapter, Character Professions, discusses the structure of Professions, and describes
the available Professions in detail. For now, we’ll move on to the next step in building the character.

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Chapter 5

Choose a Race
Once you select a Profession, the next step is to choose your character’s race. Full descriptions
of each race may be found in Chapter 4, Races (pg.53). The following table shows the starting
(average) Attribute values for the races available, as well as the Movement Rates, Karma Modifier,
and Karma Die for each race.

Race Base Attributes


Movement Karma Karma
Race DEX STR TOU PER WIL CHA Rate Modifier Die
Human 10 10 10 10 10 10 6 6 d8
Dwarf 10 12 13 10 10 8 5 4 d6
Elf 12 10 8 11 11 11 7 4 d6
Snark 10 13 11 10 8 9 6 5 d4
Troll 10 14 12 9 11 10 7 3 d4
Saurid (Plains) 11 10 11 10 10 11 6 4 d6
Saurid (Glider) 12 10 11 10 10 11 6 4 d6
Saurid (Hulk) 9 14 13 8 8 7 7 3 d4
It’s important to remember that there were no Boojum races on Earth before the opening of
the Rabbit Hole in 1877. Any Boojum of Terrestrial origin, and that includes Boojums of Earthly
descent living in the Gruv, who are over two years old were born human. When creating a Boojum
character, think about how their coming down with Looking Glass Fever and their subsequent
transformation affected them, not just physically but mentally, emotionally, and socially. Does their
family still accept them? Did they lose their job? How do their old friends treat them?
Also note that life expectancy for the Boojum races is not yet established. All that is known so
far is that anyone over the age of forty years who transformed into a Snark immediately died. With
no established life expectancies, there are no medical standards or actuarial tables. Boojums cannot
get life insurance. Finding health care may be difficult, partly because of anti-Boojum prejudice, but
partly because the medical establishment still has only a partial understanding of Boojum physiology
and biochemistry. For example, elves generally lose the ability to digest meat, but most can still
handle dairy products. Snarks, meanwhile, can safely eat meat that’s half gone over, having the
proverbial cast iron stomach. Why is this? There’s a lot of hypotheses being bandied about, some
more idly than others, but there’s just not enough data yet to form a proper theory. Without a
theory, all that’s available is speculation.
Only the slightest beginnings of Boojum culture exist. Some Boojums have taken new names
for themselves, usually because of being disowned by their family. The old concept of the remittance
man, the embarrassment who is paid a stipend to stay well away from the family, has returned.
Most Boojums still retain their birth names. There’s rumors of some kind of elven language, but
most people believe it’s just a few words that the elves made up to seem posh. Boojum enclaves,
like ethnic areas of town, have started to form, but are still a very new phenomenon and not well
defined as of yet.
In a few years, as the Boojums have children who are themselves Boojums, an ethnic culture
may arise, but as of yet, the Boojums are still, for the most part, trying to fit in with the culture
that bore them.

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CHARACTER CREATION

Generate Attributes
Each character in 1879 possesses six Attributes that define the character’s natural, unlearned
physical and mental abilities. These Attributes – Dexterity, Strength, Toughness, Perception,
Willpower, and Charisma – are of greater or lesser importance to different Professions. When
assigning values to Attributes, you will want to favor those Attributes especially related to your
character’s Profession. See the Character Professions chapter (pg.81) and the specific Profession
you’ve selected for which Attributes are considered most important.

Dexterity (DEX): Dexterity measures a character’s agility, speed, and hand-to-eye coordination.
It also determines your character’s basic ability to engage in and avoid physical attacks.
Strength (STR): Strength measures a character’s muscle power. It determines the base damage
inflicted by physical attacks, what weapons they can use, and how much a character can lift and carry.
Toughness (TOU): Toughness measures a character’s endurance and general health. It gauges
a character’s ability to absorb damage and still keep going, as well as their natural ability to heal
himself.
Perception (PER): Perception measures a character’s mental quickness, alertness, and ability
to notice things. Perception is important to the casting of magical spells, as well as avoiding the
effects of spells.
Willpower (WIL): Willpower measures a character’s concentration, sense of self, and force
of will. It helps characters resist illusion magic and potentially damaging spells. Willpower also
increases the effectiveness of spellcasting.
Charisma (CHA): Charisma measures a character’s persuasiveness, social savvy, and ability to
create a positive impression on others. Charisma determines a character’s success or failure at using
charm, persuasion, taunt, or other social skills. It’s also vital in summoning and bargaining with
spirits, and working with animals.
Point Purchase Method
Every character starts with the base Attribute Values
Attribute Modifier for their race, and receives 25 Attribute Points to modify
Cost Table them. A player can also lower an Attribute to gain more
Attribute Points. This must be approved by the Gamemaster.
Modifier Attribute Attribute point costs (and the bonus points granted to lower
Point Cost attributes) appear on the Attribute Modifier Cost Table.
-2 +2
-1 +1 Unused Attribute Points
+1 1 Sometimes, a player will have leftover Attribute Points
+2 2 after purchasing their character’s Attribute Values. Any
+3 3 unused Purchase Points convert into additional Maximum
+4 5 Karma Points at a one-to-one ratio. Note that this is one-
+5 7 way. You cannot sacrifice Maximum Karma Points to gain
+6 9 additional Attribute Points.
+7 12
+8 15

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Chapter 5

Roll Attributes
As an alternative to purchasing Attributes with points, players may roll their Attributes using
the following method.

1. Roll 4d6.
2. Discard the lowest-value die.
3. Add the remaining three.
4. Record this number on scratch paper.
5. Repeat until six numbers have been determined.
6. Assign the six numbers to the six Attributes as the player feels appropriate.
7. Apply racial adjustments according to the following table.

Race DEX STR TOU PER WIL CHA


Human 0 0 0 0 0 0
Dwarf 0 +2 +3 0 0 -2
Elf +2 0 -2 +1 +1 +1
Snark 0 +3 +1 0 -2 -1
Troll 0 +4 +2 -1 +1 0
Saurid (Plains) +1 0 +1 0 0 +1
Saurid (Glider) +2 0 +1 0 0 +1
Saurid (Hulk) -1 +4 +3 -2 -2 -3

Record Values and Step Numbers


After determining your Attributes, consult the Characteristics Table for each Attribute Value to
determine your character’s Attribute Steps. Record the Value and Step Number beside each Attribute
on your Character Record Sheet.

Determine Characteristics
A character’s Attribute Values determine how well the character defends against various kinds
of attacks, how much damage they can take before falling unconscious or dying, how far they can
move each round, how much they can carry, and so on. Consult the Characteristics Table to find the
value for each characteristic. Following is the breakdown of how the values are calculated.

• Step: (Attribute Value / 3) + 1, rounded up


• Defense Rating: (Attribute Value / 2) + 1, rounded up
• Carry Capacity: Starts at 10 pounds for STR 1, goes up by 5 pounds per point after that
until STR 5, then goes up by 10 pounds per point until STR 10, then 15 pounds per
point until STR 15, etc.
• Unconsciousness: Toughness Value * 2
• Death: Unconsciousness Rating + Toughness Step
• Recovery: Toughness Value / 6, rounded up.
• Mystic Armor: Willpower Value / 5, rounded down.

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CHARACTER CREATION

Characteristics Table
Value Step Defense Carry Unc Death Wound Recovery Mystic
1 2 2 10 2 4 3 1 0
2 2 2 15 4 6 3 1 0
3 2 3 20 6 8 4 1 0
4 3 3 25 8 11 4 1 0
5 3 4 30 10 13 5 1 1
6 3 4 40 12 15 5 1 1
7 4 5 50 14 18 6 2 1
8 4 5 60 16 20 6 2 1
9 4 6 70 18 22 7 2 1
10 5 6 80 20 25 7 2 2
11 5 7 95 22 27 8 2 2
12 5 7 110 24 29 8 2 2
13 6 8 125 26 32 9 3 2
14 6 8 140 28 34 9 3 2
15 6 9 155 30 36 10 3 3
16 7 9 175 32 39 10 3 3
17 7 10 195 34 41 11 3 3
18 7 10 215 36 43 11 3 3
19 8 11 235 38 46 12 4 3
20 8 11 255 40 48 12 4 4
21 8 12 280 42 50 13 4 4
22 9 12 305 44 53 13 4 4
23 9 13 330 46 55 14 4 4
24 9 13 355 48 57 14 4 4
25 10 14 380 50 60 15 5 5

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Chapter 5

Characteristics Table
Value Step Defense Carry Unc Death Wound Recovery Mystic
26 10 14 410 52 62 15 5 5
27 10 15 440 54 64 16 5 5
28 11 15 470 56 67 16 5 5
29 11 16 500 58 69 17 5 5
30 11 16 530 60 71 17 5 6
31 12 17 565 62 74 18 6 6
32 12 17 600 64 76 18 6 6
33 12 18 635 66 78 19 6 6
34 13 18 670 68 81 19 6 6
35 13 19 705 70 83 20 6 7
36 13 19 745 72 85 20 6 7
37 14 20 785 74 88 21 7 7
38 14 20 825 76 90 21 7 7
39 14 21 865 78 92 22 7 7
40 15 21 905 80 95 22 7 8
41 15 22 950 82 97 23 7 8
42 15 22 995 84 99 23 7 8
43 16 23 1040 86 102 24 8 8
44 16 23 1085 88 104 24 8 8
45 16 24 1130 90 106 25 8 9
46 17 24 1180 92 109 25 8 9
47 17 25 1230 94 111 26 8 9
48 17 25 1280 96 113 26 8 9
49 18 26 1330 98 116 27 9 9
50 18 26 1380 100 118 27 9 10
Armor Ratings
Physical Armor represents the physical protection the character wears or carries. Physical
Armor is not listed on the Characteristics Table because it is not based on an Attribute. It helps
defend against physical attacks by reducing the amount of physical damage the character takes from
attacks. The Physical Armor Rating combines the protection provided by purchased and worn armor
and shields.
Mystic Armor helps protect the character from some magical attacks, such as spells, by
reducing the spell’s damage. For example, 4 points of Mystic Armor reduces the damage from many
spells by –4 Damage Points per attack. The character’s Willpower Value determines their natural
Mystic Armor Rating. Certain magical equipment may improve this value.
Defense Ratings
Physical Defense represents a character’s ability to avoid physical attacks. Based on the
character’s Dexterity, Physical Defense serves as the Target Number an attacker must overcome when
making a physical Attack Test against the character. For example, an attack made against a character
with a Physical Defense of 6 is successful if the Attack Test result is 6 or more.
Mystic Defense represents the character’s innate ability to avoid spells and other magical
attacks. Based on the character’s Perception, their Mystic Defense is the Target Number a magician
must overcome when making a magical Attack Test against the character.

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CHARACTER CREATION

Social Defense is based on a character’s Charisma and represents a character’s chance to know
when they are being lied to or manipulated by others. In this sense, a lie is an intentional deception,
as opposed to a falsehood told through ignorance, and is therefore tested against the character’s
ability to believe it. The person your character is talking with may genuinely believe that they are the
best cricket player in the county, even if they’re not. Social Defense would not help a character detect
that the person’s statement is false. However, if they were intentionally trying to deceive someone
into believing their sporting prowess when they didn’t believe it themselves, then the character’s
Social Defense would be the Target Number for the Test to make the character believe the lie.
Health Ratings
Based on Toughness, a character’s Health Ratings determine how much damage they can
take before being knocked unconscious (Unconsciousness Rating), taking a serious wound (Wound
Threshold), or dying (Death Rating). Health Ratings also determine how quickly a character heals.
There are two different types of damage: Physical Damage and Stun Damage. A character’s
Death or Unconsciousness Rating represents the amount of each type of damage the character can
take. When your character’s damage (Physical or Stun) equals or exceeds their Unconsciousness
Rating, they fall unconscious. When their Physical Damage equals or exceeds their Death Rating,
the character dies.
Any single attack that inflicts a number of Damage Points equal to or greater than a
character’s Wound Threshold also inflicts a Wound. Wounds heal more slowly than normal damage,
and reduce the character’s ability to perform actions.
Recovery Tests refers to the number of times per day a character may make a Test to reduce
the amount of damage they are currently carrying. When characters use their Recovery Tests, they
roll Action Dice based on their Toughness Step to determine how much Physical and Stun Damage
they heal. Wounds impair the character’s ability to recover damage. Recovery Tests can also be used
to fuel some magical abilities. This will be explained where appropriate.
Durability
Durability increases the character’s Death Rating and Unconsciousness Rating with each Rank
purchased. Characters gain access to Durability when they advance from the Initiate Tier to the
Novice Tier. See the Character Advancement chapter, pg.259, for a full explanation of Durability.
For now, put a zero in the Durability box on the character sheet.
Initiative
A character’s Initiative Step determines when they act during a combat round. The Initiative
Step is equal to the character’s Dexterity Step, minus any modifiers for armor. For now, put the
Dexterity Step in the base Initiative box. You’ll figure armor penalties when you equip your character.
Karma
A character’s Maximum Karma is determined by multiplying the Karma Modifier for the
character’s race by their current Professional Rank. This is recalculated each time the Professional
Rank is raised; see Character Advancement, pg.259. If the character had leftover Attribute Points,
they are added to this number, and not lost in the recalculation. Characters start with their Available
Karma equal to their Maximum Karma. Once per day, the character may reload their Available
Karma by spending Adventure Points (APs), buying up to their Professional Rank in Karma points
for ten APs each. When a Skill or other ability requires Karma, the character spends a point from
their Available Karma, and rolls the Karma Die for their race in addition to the other dice required
by the action. This is explained further in the chapters on Skills, Combat, and Magic.

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Chapter 5

Movement Rate
A character’s Movement Rate determines how far they can move in combat, and is determined
by the character’s race, based on the average length of stride for the race. This value allows the
character to move up to their Movement Rate in hexes, or twice their Movement Rate in yards,
each combat round. Additional movement may be taken at the expense of the character’s action
that round.
Carrying Capacity
A character’s Strength value limits their ability to carry or lift weight and ultimately shows
how weak or strong they really are. The Carrying Capacity is the number of pounds a character
may carry without suffering a penalty for carrying too much weight. See Encumbrance (pg.277) in
the Equipment chapter for the game mechanic.

Record Racial Abilities


Characters may have abilities specific to their race, such as a special type of vision or a unique
attack capability. These need to be recorded on the Character Sheet.
Dwarves and Trolls receive the racial Ability of Heat Sight. Characters with Heat Sight can
visually perceive heat emitted by another character or object. Different degrees of heat translate
into different colors; the color of an object depends on the heat difference between it and its
surroundings. Extreme differences show the warmer object as white, the scale thereafter going
through red, orange, yellow, green, blue, and finally violet for minute differences. Heat Sight slightly
impairs the perception of details unaffected by temperature. Anyone who has been a Boojum for
more than a week, however, has learned to compensate. Magical effects that prohibit normal sight,
for example magical darkness, also affect Heat Sight, and Heat Sight does not penetrate objects
any more than heat does.
Elves and Snarks receive the racial Ability of Low-Light Vision, which allows a character to see
at much lower light levels than humans. For a character with Low- Light Vision, a single torch easily
illuminates a 30-yard by 30-yard meeting hall. Starlight provides plenty of light on a clear night, and
even on a night shrouded by thick cloud cover the character can see as well as a human sees at dusk.
Characters with Low-Light Vision are no more susceptible to flash-blindness than humans. Complete
darkness—the complete absence of light—will render a character with Low-Light Vision unable to see,
like other characters requiring normal vision. Low-Light Vision stays in effect at all times.
Snarks receive the racial Ability of Rugged Constitution. They gain +1 Step to all Toughness
Tests against poison and disease, including Tests to resist drug addiction and to avoid intoxication
penalties when drinking alcohol. They do not need to make Toughness Tests against bad trail rations
or other possibly spoiled food, although they may have to make a Willpower Test to eat it.
Saurids receive the racial Ability of Tail Combat. Saurids often make use of their tails when
engaged in combat. A Saurid can use their tail to whip at opponents in unarmed combat much
like striking with an arm or kicking with a leg, using an appropriate unarmed combat skill for any
Attack Tests. The Damage Step used is the character’s Strength Step, unless modified by abilities
that enhance unarmed combat Damage. A Saurid may also fasten a melee weapon of up to Size 2
to their tail, which is then treated as an Attached Weapon (see pg.279). Tail Combat allows Saurids
to use the Combat Options of Tail Attack and Tail Parry (see pg.244).
Saurid Hulks receive the racial Ability of Natural Armor. They have very tough skin, with
enlarged and noticeable scales, which serves as armor. Saurid Hulks receive a Physical Armor Rating
of 3.

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CHARACTER CREATION

Assign Skill Ranks


The Skills available to a character are determined by the Profession chosen. Skills are rated
by Rank. The higher the Rank, the more proficient the character is. Skills add a Step bonus equal
to the Skill Rank to the related Attribute Step to generate the final step rolled for Tests made with
that skill.
The Professional Rank starts at 1, putting the character in the Initiate Tier. This is recorded
in the appropriate block on the Character Sheet.
The Profession Skill receives a free Rank of 1, and is recorded in the Profession Skill slot
on the Character Sheet.
The Read/Write Language and Speak Language Skills each receive a free Rank of 1, indicating
that the character can speak and is literate in their native language. See the notes about illiterate
characters in Language Skills, below.
Durability does not receive a free Rank, as it cannot be learned before the Novice Tier. A
place for Durability is provided on the character record sheet for later convenience, but it will not
be used during character creation.
Players have ten Ranks to assign to their Profession Skill and starting Core and Optional
Skills, chosen from those available to their Profession. An Initiate has ten slots available for starting
Skills, plus two slots taken up by the Speak Language and Read/Write Language Skills. The player
must fill six of these slots with Skills from the Initiate Core Skills and Optional Skills lists. The
remaining four slots are for Knowledge and General Skills; see Assign Free Ranks below. Any Skills
not chosen at this time will remain available for later purchase. See the Character Advancement
chapter (pg.259). Players may assign up to three Ranks to a Skill, for a maximum starting Rank
of 3. Slots may be left open if the player so desires, but a minimum of three Core Skills must
be selected.
Assign Free Ranks
Players receive a number of free Ranks for Knowledge and Language Skills. These represent
areas of expertise a character cannot do without. For example, characters cannot speak a language
without the Speak Language Skill, so characters must assign Ranks to Speak Language if they
wish to be fluent in more than their native tongue. The number of Ranks available for Knowledge
and Language Skills and how they have to be spent are detailed below. In addition to the specified
Ranks for each category, the player receives an additional five Ranks to distribute freely among
the Skill categories of Knowledge, Language, and General Skills. Players may not purchase Skills
with these Ranks that are on their character Profession’s Core or Optional Skills lists. A Skill
may be assigned up to three Ranks at character creation. The Gamemaster may allow more Ranks
for Profession, Core, Optional, Knowledge, Language, or General Skills at start time if it fits the
game’s tone.

Knowledge Skills
The character has lived in the game world all their life. They should know more about the
world than the player, and so starting characters receive two free Ranks for Knowledge Skills. These
represent areas of study with which the character is familiar. Ranks in Knowledge skills are added
to the character’s Perception Step to determine the Skill Step. See the Skills chapter, pg.169, for
more about how Knowledge Skills work.

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Chapter 5

Language Skills
Starting characters should all be fluent and literate in at least one language (unless their Social
Level or culture allows illiteracy). The character sheet provided with this manual has the Speak
Language and Read/Write Language Skills already listed, in slots of their own, that do not take up
any of the ten Skill slots provided to a new character.
Since the British Empire controls the majority of the game world on both Earth and the
Gruv, everyone speaks and reads English unless specifically noted otherwise. English might not be
your character’s primary language. Everyone gets a Rank in Speak Language for free, reflecting their
native language. If the character is of British background, the player must buy a Rank in the Speak
Language Skill to speak anything other than English.
If the character isn’t British, they must buy a Rank in Speak Language in order to speak
both their native language and English. The same applies to the Read/Write Language Skill, which
receives one free Rank for the native language, but must have a Rank bought for it if the native
language is not English. Illiterate characters do not have to buy a Rank in Read/Write Language for
English, but are likely to suffer in-game because of it.

General Skills
General Skills represent more practical abilities than Knowledge or Language. Most of a
character’s bonus five Ranks will normally be spent on General Skills, but they may also be spent
to learn additional languages or more knowledge. Again, see the Skills chapter, pg.169, for more
information.

Starting Spells
If your character is a Mage, Priest, Shaman, or Weird Scientist, you must select the spells
your character knows at the outset. You do not have to make a Test to learn these spells. Four spells
are allowed. We recommend taking the four Initiate Tier spells from the character’s Lodge Spell
Listing Table (see the Secret Societies chapter, pg.457). However, you are not restricted to those. You
may take any Initiate Tier spells that the Gamemaster will allow. You must create KAVs for these
spells that fit the Style of your Lodge. See the Spellcasting chapter (pg.357) for more information
on KAVs and Style.

Determine Social Level


The Victorian era was highly class-conscious. Social Level, or SL (see pg.157), represents the
standing within society of the character, their placement by virtue of birth, personal achievement, and
recognition. Characters may rise or fall in Social Level, but only due to momentous events. The
following table shows the basic Social Level structure, with suggested positioning for the Professions
described in this book. Note that some Professions could easily be found either higher or lower
in the social structure, such as the Priest, Mage, or Military Officer. Others could have their
Social Level adjusted by their backstory, such as a Cowboy who became an outlaw and fell to SL1.
Determine the character’s Social Level by their Profession and backstory, and through discussion
with the Gamemaster. Note that Boojum characters tend to be treated as if their SL was one point
lower, due to societal prejudices.

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CHARACTER CREATION

Social Level Definition Professions


1 Lower Class / Criminal Byron, Dodger, Fiddler
2 Working Class / Commoner Cowboy, Investigator, Journalist, Pioneer,
Soldier, Tribal Warrior
3 Middle Class / Bourgeoisie Airship Pilot, Brassman, Doctor, Engineer,
Explorer, Mage, Medium, Military Officer,
Priest, Weird Scientist
4 Upper / Merchant Class Big Game Hunter, Scientist, Shaman (in
their own culture)
5 Nobility Aristocrat

Equip Your Character


Your character needs equipment to adventure. Food, clothing, protection, weapons, and more
are all necessary for the character’s day-to-day survival. As adventurers, all characters begin play
with basic clothing, weaponry, and tools as determined by their Profession, which does not have
to be paid for as long as it is specified in the Profession description or within reason, the latter
being determined by the Gamemaster. The character may receive additional funds for equipment
purchase during character build. Again, this will be determined by the Profession or allotted by the
Gamemaster.
If you purchase armor or a shield (or equivalent, such as a Weird Science device) for your
character, fill in the Physical Armor Rating on the Character Record Sheet. Some types of armor
and shields improve your character’s Mystic Armor as well. Be sure to check the equipment
description and adjust the character’s Mystic Armor Rating if necessary. If your character starts out
with a talisman or amulet of a protective nature, be sure to add this to the character’s Mystic Armor.
Use the following table, or assign starting funds and weekly income as appropriate for your
campaign. Generally, starting funds should represent about a month’s wages, with some variation
due to the problems of trying to save up that much. Starting funds are represented in old-style
British currency, pounds/shillings/pence. See the Equipment chapter, pg.273, for a discussion of
Victorian British money. If the category has a dash in it, then no dice are rolled for that level of
currency. For example, the Social Level 2 Moderate category has a Starting Funds of £d4-1/2d6/-.
The player rolls 1d4, minus 1, for the number of pounds the character has to their name, 2d6 for
their shillings (being sure to convert every 12 shillings to a pound), and no dice for pence, as the
character is above the need for counting every penny. Note here that since the d4 is rolled at minus
1, it cannot roll up, but the 2d6 rolled for shillings can roll up.

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Chapter 5

Starting Funds and Income By Social Level


SL Category Starting Funds Income (per week)
1 Low £-/d4-1/d6 7p
Moderate £-/2d10/- 3s
Well Off £d4-2/2d6/- 7s
2 Low £d4-2/2d10/- 8s
Moderate £d4-1/2d6/- 12s
Well Off £d4/2d6/- 17s
3 Low £d6/d20+d8+d6/- £1
Moderate £d10/2d6/- £1/8/-
Well Off £2d6/2d6/- £2/2/-
4 Low £2d10/-/- £3/-/-
Moderate £2d20+2d8/-/- £8/-/-
Well Off £6d20+2d10/-/- £21/-/-
5 Low £200+3d8/-/- £55/-/-
Moderate £500+5d20+2d12/-/- £144/-/-
Well Off £1500+2d20/-/- £377/-/-

Make Your Character a Person


Now you know how your character fits into the game, but what kind of person are they? The
following suggestions will help you flesh out your character and create a unique individual.
Name and Gender
Choose a name for your character based on their cultural background. Remember, the British
Empire spans much of Earth, and includes India, New Zealand, South Africa, and many other areas
where traditional British names are the exception rather than the rule. If your Doctor is from Uttar
Pradesh and studied at the Pondicherry Institute, his name could be Shashadri Ranganathan. If your
Cowboy is from the western Confederacy, in an area settled partially by Mexihcans, her name could
be Melchora de Santos Suarez. Even in Britain, there are people of Moorish descent, people whose
ancestors came from other European countries, and people from across Asia. In a cosmopolitan
empire, many backgrounds are possible.
The same applies to gender. The Gender blank on the character sheet should reflect the
character’s presentation, how they present themselves to the world. The British military has a long
history of women among the enlisted soldiers, disguising themselves as men to fight for Crown and
country. Modernization has brought women openly into the ranks and the officer corps. A woman
living as a man would have their gender recorded as Male (Female), indicating the secret they carry.
Some people cross over and live openly as another gender, such as Doctor James Barry, born
Margaret Bulkley, the British Army’s inspector general for military hospitals until his death in 1865.
Many cultures that are part of the Victorian era British Empire have third or even fourth
genders. In the Raj, the hijra have been repressed by the British, but continue to be an accepted
and cherished part of Indian native culture. Living often in their own intentional communities, but
sometimes among the general population, the hijra leave masculinity behind for a feminine approach
to life integral to their religious beliefs and practices. Samoans recognize a third gender, the
fa’afafine, people who embody both male and female characteristics regardless of what biology gave
them at birth. In some Native American cultures, the Two-Spirit people hold important positions
as shamans and ritual celebrants. Born either male or female, Two-Spirit individuals may live as any

75
CHARACTER CREATION

of four presentations, masculine men, feminine men, masculine women, or feminine women. Even
in Britain there are those who challenge gender norms, either quietly or openly.
All of this only covers humans. The Saurids hatch without gender, and spend their first twelve
years as neuter. Only when they reach kayissa, the Change, do they acquire physical gender, over
the course of a year of what is in effect puberty.
Within the Plains, Forest, and Mountain tribes, children who do not pass kayissa, the rare
sil’kayissar who do not acquire physical gender and grow to adulthood sterile and sexless, may be
shunned, celebrated, exiled, or simply ignored based on the individual tribe’s culture. A Saurid’s role
within their culture may or may not be dependent upon their physical sex.
Within the Plains tribes, the males generally are the warriors and political leaders, with the
females relegated to sacred duties, tending the fields, raising the children, and other patriarchal-
culture feminine roles. Some females do not accept this, and challenge for the right to live as
males. Some of the fiercest warriors are females who have crossed over and live as men. Within
the Mountain tribes, the females generally rule, providing both secular and sacred leadership, with
the males relegated to the same roles that females occupy among the Plains tribes. Again, males
can adopt female roles by crossing over. The Forest tribes take this a step further. For those whom
adopting the role is simply not sufficient, there is a powerful magical ritual, the Rite of Crossing
Over, that allows the individual to cross over physically, rebuilding their body to match their
inernalized gender. Not all ki’isna, the Changed Ones, emerge from the ritual as male or female.
Some emerge as sil’kayissar, having discarded physical gender entirely. The Plains and Mountain
tribes do not approve of this ritual, seeing it as defiance of the choice of the gods. They refer to the
ki’isna as the Arrogant Ones, and will usually attack them as soon as they are identified.

Personality
An individual’s personality defines how that person interacts with the world. Are they stubborn?
Cynical? Cunning? Spiteful? Trustworthy? Larcenous? Altruistic? Characters can be defined the
same way. The easiest way to define your character’s personality is to assign them a number of
personality traits. Personality traits are simply labels for the way a character acts and interacts with
the world.

Personality Traits
The traits given below (positive, neutral, and negative) should help players and Gamemasters
begin forming their characters’ personalities. Choose one or two traits or make up one or two of
your own. Make sure your Gamemaster approves them. If you later find that you want to round
your character out further by adding more traits, work with your Gamemaster to determine what
caused your character to change.
Sample Personality Traits: Aggressive, Aloof, Altruistic, Ambitious, Amoral, Apprehensive,
Argumentative, Astute, Attentive, Bloodthirsty, Bold, Charismatic, Chivalrous, Cold, Compassionate,
Compassionless, Condescending, Confident, Conniving, Conservative, Courageous, Courteous,
Cowardly, Creative, Cruel, Cunning, Curious, Cynical, Depraved, Dignified, Disciplined, Dishonest,
Drunkard, Easy-going, Eloquent, Energetic, Extroverted, Fanatical, Follower, Forgiving, Friendly,
Generous, Good-humored, Gracious, Greedy, Gullible, Honorable, Humorless, Idealistic, Immature,
Immoral, Insightful, Insulting, Intellectual, Intense, Intimidating, Intolerant, Introverted, Intuitive,
Irrational, Jealous, Judgmental, Kind, Lazy, Liar, Logical, Loner, Loyal, Lustful, Malcontent,
Manipulative, Militant, Miserly, Mocking, Moral, Naïve, Obsessive, Opinionated, Optimistic,
Overbearing, Paranoid, Passionate, Patient, Persuasive, Pragmatic, Protective, Proud, Rational,
Reactionary, Realistic, Reasonable, Rebellious, Reserved, Resourceful, Rude, Sadistic, Sarcastic,

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Chapter 5

Selfish, Sensitive, Sentimental, Shrewd, Spontaneous, Superstitious, Suspicious, Sympathetic,


Treacherous, Vengeful, Witty.

Hidden and Surface Traits


Optional Rule: Most characters act in a manner that fits with their chosen personality traits.
That is, their personality traits really describe how they act; they have few or no secrets to hide.
For those players and Gamemasters who want to add a little more depth to their characters, we
provide the following option.
Characters can have two types of personality traits: surface and hidden. The surface traits
are a character’s public face, what everyone but his most intimate companions sees him to be.
For some characters, the surface trait is a vital part of their personality. They act and think in
that manner most of the time. For other characters, however, the surface trait serves as a façade,
a mask worn to conceal their real nature or their hidden traits. The character’s hidden traits
should only rarely come to the surface. These secret traits provide the character’s true motivation,
define the character’s view of the world, and determine how the character goes about achieving his
long-term goals. Hidden traits will also color a character’s interaction with others.
Gamemasters who decide to use this option should allow their players to give their
characters at least one surface trait and one hidden trait. While multiple traits certainly create
more believable characters, they create greater roleplaying challenges. The demands of certain
traits may begin to conflict with other traits. It’s hard enough being a real human being and
trying to work through these conflicts without worrying about acting them out for the character,
too.

Sebastian decides to give his elf Priest the hidden trait of sensitive, which will be a nice addition to his
gullible surface trait. Everyone who meets this character will see that it is easy to lie to him. Sebastian
chooses to make his Priest secretly sensitive, so he will be hurt by such lies, seeing them as acts of deliberate
cruelty and malevolent ill-will. He rarely gives away what he feels inside, revealing this trait only to his
closest friends.

The Reward (and Price) of Roleplaying


Roleplaying your character according to his surface and hidden personality traits may
gain him additional Adventure Points at the end of a story. How many Adventure Points
your character earns depends on the story told, the circumstances, and how well he acted and
reacted. If you ignore or play fast and loose with your character’s traits as the story unfolds, the
Gamemaster may remind you to remain true to your character’s traits. If you continue to act
out of character, or expose his hidden traits, the Gamemaster may award fewer Adventure Points
at the end of the story.

Character History
Once you establish your character’s personality, decide what made him that way. An easy way
to create a backstory, a history, for you character is by answering the sorts of questions authors and
readers might ask about a character in a story. The basic journalism questions, Who What Where
When Why How, make a good start.

77
CHARACTER CREATION

• Where did she come from?


• Who are his parents?
• Why did she take up her career? What made him who he is today? Why is she involved in
this terrible business? Doesn’t he have an uncle that could have gotten him a more respectable
position?
• What is your character’s gender? Does it match their physical form? Whether your character
is male or female can make a difference. A character who is dysphoric, and feels that they are
living in the wrong body, adds an entire new level of complication.
• How large (or small) is your character? Are you of average size for your race? Stout? Tall?
Skinny?
• What color is your characters hair, eyes, and skin?
• What is your character’s general appearance? What would be someone’s first impression of
your character? Does the character dress stylishly or conservatively? Does he have any markings
or decorative tattoos?
• Is your character attractive? Intimidating? Approachable? Does your character slouch, walk
gracefully, or march as if always on patrol?
• Where was your character born? Your character’s race can be the determining factor for where
he was born.
• How old is your character?
• Does your character have a family? What is your character’s family like? Does he have any
siblings? Are his mother and father still alive? What do they think of their child’s lifestyle?
What about the rest of the family? Are they poor, middle-income, wealthy? Are they pillars of
the community, or are they working to knock those pillars down?
• Has your character begun his own family? If not, does he want to start one? Does the rest of
your character’s family want him to settle down and start one?
• What are your character’s spiritual beliefs?
• What is your character’s moral code? Under what conditions will your character kill? Steal?
Lie? Does he adhere to a personal code of ethics about violence? What about sex?
• What special qualities does your character possess? Can your character put a deal together
that even a king would envy? Does he have a knack for spotting unusual jewelry? Does your
character see the job through, no matter what it takes? Does he get along with members of
other races?
• What is it your character simply cannot do? Does money run through the character’s fingers?
Does your character find it impossible to pass up a chance to get that really interesting magic
item? Does your character freeze during the first moments of a romantic encounter? Does
your character panic under stress? Does your character speak his mind at all the wrong times?
• What does your character love? The smell of ginger tea? Ale and good tavern talk? The bustle
of a busy market? A clever comment? Another person?
• What does your character hate? Gate guards who ask personal questions? Kings who think
they can order you around? Slow service? Assassins who just haven’t got the sense to leave
you alone?
• What is your character’s name? Was your character born with the same name he uses now? Is
his current name a nickname? If so, who gave it to him?

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Chapter 5

Play the Game!


With all of this accomplished, you now have a fully developed character and are ready to enter
the world of 1879. Consult your Gamemaster if you have any further questions before starting play.
Once you get going, it’s hard to make adjustments to your character, like trying to change the spark
plugs on a running engine. Above all else, have fun!

79
80
Chapter 6

1879 Players Guide

Character Professions
Every man should make his son or daughter learn some useful trade or profession, so
that in these days of changing fortunes of being rich today and poor tomorrow they may
have something tangible to fall back upon. This provision might save many persons from
misery, who by some unexpected turn of fortune have lost all their means.
– Phineas Taylor Barnum

A character’s Profession is what they do with their life, but it involves


much more than that. The character’s Profession provides a foundation for how
they see the world. For example, a Zulu Tribal Warrior considers first whether
someone is a friend or an enemy to their ikhanda, or tribe. They put their ikhanda
first, then the commands of their chief, then their family, then their own needs and
desires. They look outward, across the land, checking for threats, and take a direct
approach to eliminating them. The Airship Pilot worries about their Giffard first,
then themselves, then the needs and desires of their current employer or military
commander. They think vertically as well as horizontally, understanding that you
don’t have to go through an obstacle that you can fly over. They keep an eye on
the weather, politically and socially as well as what’s in the sky, always aware that
the wind can change violently without warning.
This chapter provides an explanation of the Professions most often encountered in the world
of 1879, a list of Skills available at each advancement Tier, and some tips on roleplaying the
Profession. Future supplements will describe Professions for the Samsut, less common Professions
for Terrestrials, and Professions for the Saurids, as well as providing the rules for building new
Professions.
Some of the Profession descriptions may specify a gender in their use of pronouns. This
should never be taken as a restriction or preference in that Profession for the specified gender. For
example, the Cowboy description uses female pronouns, but quite a few Cowboys are men. The
Engineer description uses male pronouns, but the most famous Engineer in the Gruv is Dr. Bronwen
Pelloutier, the woman in charge of the Alice and Gruv Railway’s engineering department.

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CHARACTER PROFESSIONS

The Profession determines the Profession


Skill and the Core Skills, the abilities that Racial Restrictions
define the character. These Skills can have
Karma spent on them to improve their Action Not all races work properly with all of
Dice. Optional Skills are also determined by the Professions. Sometimes, this is due to
the Profession, but cannot have Karma spent physical constraints. Trolls are just too big
on them. Each Profession is divided into Tiers to be Airship Pilots. Cultural issues may
(Initiate, Novice, Journeyman, Warden, Master), preclude a Profession. Most Terrestrials
which indicate the character’s level of experience. don’t have the links to the land and the
The Tiers are determined by the character’s ancestors, or the cultural background,
Professional Rank, which is a summation of to follow the Shaman path favored by
the character’s advancement in their Profession the Saurids. Professions that have racial
and Core Skills. Player characters normally restrictions will explain why certain races
begin the game at a Professional Rank of 1, an do not normally fit the Profession. If the
Initiate, as described in the Character Creation player can come up with a good backstory
(pg.61) and Character Advancement (pg.259) as to why their character would fit the
chapters, advancing to each consecutive Tier Profession, and the Gamemaster approves,
as they gain experience, measured in Adventure racial restrictions may be set aside. As
Points, and use that experience to advance with any rule in this book, the players and
their Skill Ranks and thus their Professional Gamemaster are free to discard it entirely if
Rank. Each Tier description includes a list of they so desire.
the Skills a character may learn at that level
of experience, and any special Abilities the
character gains at that Tier.
A sample archetype character — one that players can use as a character in the game instead
of creating their own — follows the description of each Profession. These archetypes were created
using the Purchase Point Method of generating Attributes and follow the rules for creating characters
presented in the Character Creation chapter (pg.61). The archetypes are presented as humans to make
adaptation to other races easier. Players only have to apply the racial adjustments for the new race,
rather than remove racial adjustments and then apply another set. When creating your own character,
you can choose from any of the races allowed to your character’s Profession, although this may
require some alterations to the character’s Attributes and abilities. Archetype characters may also be
used by the Gamemaster as opponents and villains in the campaign.

Structure of a Profession
Flavor Quote: Something you might hear from someone following this career path.
Description: An overview of the Profession, giving you the basic idea of what the Profession
does and the place it occupies in the game world.

Important Attributes
The Attributes that should receive the highest values, based on the Core and Optional Skills
the Profession has available.

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Chapter 6

Profession Skill
This Skill goes in the top slot on the character sheet. It may be used as a Knowledge Skill
to represent the character’s understanding of their profession.

Racial Restrictions
If any, the reason for the restriction will be specified.

Starting Equipment
This is the recommended starting gear for the Profession. Your Gamemaster may have other
ideas.

Starting Funds, Income


Use the table on pg.75, or assign starting funds and weekly income as appropriate for your
campaign. Generally, starting funds should represent about a month’s wages, with some variation
due to the problems of trying to save up that much. These values are expressed in standard British
currency, pounds / shillings / pence. An explanation of British currency may be found in the
Equipment chapter (pg.273).

Suggested Social Level


The Social Level where the Profession is most often found. Again, your Gamemaster may
have other ideas, or you may be able to convince your Gamemaster that a different Social Level
would be appropriate for your character.

Skills and Abilities


Lists by Tier of the Skills available for the Profession as Core and Optional. Skills that do
not appear on these lists may be chosen as Free Skills.

Notes
Any special considerations for the character Profession, such as explanations of how the
Profession might use a particular Skill.

Character Professions
The available character professions in 1879 are presented on the following pages, along with
a sample character of each type.

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CHARACTER PROFESSIONS

Airship Pilot
“Oh, yeah, we’ve weathered worse storms than this. Do that over the rail, would you
mind? And no, you can’t light your pipe to settle your nerves. You’d be dead before your eyes
could register the flash.”
Not just a dab hand at the tiller, the Airship Pilot knows the workings of a Giffard, a flexible-
gasbag airship, inside out and back to front. He understands the delicate balance between lift and
gasbag tension, can tell when the engine is straining by the vibration of the deck, and knows what
winds are likely by the shape and movement of the clouds. He can refill his ship’s hydrogen from
the Kipp in the midst of battle without spilling a drop of acid on the deck, and put his ship down
on a shilling and give you thruppence change. He also plays a savage hand of cribbage. If you want
to get there, quickly, and there’s no rail or road, the Airship Pilot is your man. Bring plenty of
dosh. Between his fee and the cards, you’ll need it.

Important Attributes: DEX, PER


Profession Skill: Pilot Airship
Racial Restrictions: Troll – too large and heavy, Saurid – race does not have the technology natively
Starting Equipment: Cheap suit, Work clothes, Rubber-soled boots, Pistol
Starting Funds: Low
Income: Moderate
Suggested Social Level: 3

Skills and Abilities

INITIATE
Core Skills
Crew Airship, Knowledge (Chemistry), Mechanic, Navigation, Read Sky
Optional Skills
Climbing, Field Engineering, Firearms, Knowledge (Mathematics), Unarmed Combat

NOVICE
Core Skills
Awareness, Clockwork, First Impression, Mapmaking, Slough Blame
Optional Skills
Avoid Blow, Gambling, Knowledge (Geography), Melee Weapons, Swimming

JOURNEYMAN
Core Skills
Bribery, Danger Sense, Graceful Exit, Haggle, Shake It Off, Streetwise, Throwing Weapons
Optional Skills
Conceal Object, Craftsman (Ropemaking), Flirting, Knowledge (Aviation History), Lip Reading,
Lock Picking, Wilderness Survival

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Chapter 6

85
CHARACTER PROFESSIONS

Abilities

• The Airship Pilot gains +1 to their Social Defense.


• The Airship Pilot gains +1 to their Physical Defense.
• The Airship Pilot may spend one point of Karma on any PER-only Test.
• Weather Reading: The Airship Pilot may assess the weather and gain a bonus to any weather-
related Action, ranging from piloting a ship through a storm to navigating around it to gaining
an advantage from a shift in the wind. The character makes a Read Sky Test and pays 2 Strain.
The Airship Pilot gains +1 per success in this Test to the weather-related Action.

Notes

The Knowledge Skills listed are used as follows. See the Skills chapter (pg.169) for the more general
definitions of these Skills.
Aviation History: The Airship Pilot can recall stories of famous aviators, details of their aircraft, and
possibly remember a situation similar to the current predicament and the solution that was tried
at that time.
Chemistry: Necessary for managing the Kipp apparatus, which generates hydrogen for the ship’s
gasbag. Can be applied to other operations, such as using the leftover acidic effluent to flush the
ship’s sanitation system or clean the engine stack.
Geography: The Airship Pilot can use this Skill in place of a map in familiar areas, and can apply
successes from a Test as +1 bonuses to Navigation Tests. The Skill can also be used to find shelter
for the ship from weather conditions, predict the likelihood of villages that are not yet on the map,
and otherwise make educated guesses about the land and what lies on it.
Mathematics: Pilots must be able to calculate weight to lift ratios, figure the balance of their ship,
and keep track of their fuel burn rate. This Skill can also be used as an adjunct to Navigation,
making a Knowledge (Mathematics) Test against the Target Number for the course to be plotted,
and applying successes as +1 bonuses to the subsequent Navigation Test.

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Chapter 6

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 15: 6/D10 STR: 13: 6/D10 TOU: 13: 6/D10
PER: 16: 7/D12 WIL: 9: 4/D6 CHA: 12: 5/D8
CHARACTERISTICS
Physical Defense: 9 Mystic Defense: 9 Social Defense: 7
Initiative: 6 Movement: 6 Carrying Capacity: 125
Mystic Armor Bonus: 1 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
French: Speak, R/W
ARMOR
Flak Jacket: Phys 4, Myst 0, Init 0
WEAPONS
Light Pistol, 100 rounds
EQUIPMENT
Cotton shirt, Weekday suit, Flannel shirt, Wool trousers, Workman’s boots (rubber soled), Pilot’s
logbook, Writing kit
Money: £-/13/3
SKILLS
Skill C/O/F Skill Rank Skill Step
Pilot Airship Prof 3 10
Speak Language L 2 9
Read/Write Language L 2 9
Crew Airship C 1 7
Mechanic C 1 8
Navigation C 1 8
Read Sky C 1 8
Climbing O 1 7
Field Engineering O 1 8
Firearms O 1 7
Knowledge (Mathematics) O 1 8
Knowledge (Gruv Geography) F 1 8
Knowledge (Earth Geography) F 1 8
Distract F 1 6
Evaluate F 1 8
Gunnery F 1 8

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CHARACTER PROFESSIONS

Aristocrat
“One must do what one’s position requires
one to do. Noblesse oblige and all that. Rifles
don’t impress them? Let’s see if waving around
a baronial title will.”
Well, someone has to pay for all of this,
and see to it that the effort is led properly,
don’t they? Noble blood brings obligations,
not the least of which is leadership. And if
negotiations are required, well, someone
who has been raised properly and knows
how to be diplomatic will be invaluable.
The aristocrat, born to the purple,
took in proper behavior and courtly
intrigue with their mother’s milk. They
can be charming, gracious, and witty
while sliding a knife between your ribs,
although the strike does tend to come
from the back more often than the front.

Important Attributes: PER, CHA


Profession Skill: Diplomacy
Racial Restrictions: Saurid – race does not
have the cultural position natively
Starting Equipment: Everyday nice clothing,
Formal clothing, Court dress with regalia
appropriate to titles, Riding horse with
tack or coach and pair, Dueling sword,
Pistol
Starting Funds: Well Off
Income: Well Off
Suggested Social Level: 5

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Chapter 6

Skills and Abilities

INITIATE
Core Skills
Conversation, Equestrian, Etiquette, First Impression, Knowledge (Secrets of the Aristocracy)
Optional Skills
Artist (Court Dancing), Firearms, Hunting, Knowledge (Sport), Melee Weapons

NOVICE
Core Skills
Flirting, Knowledge (Politics), Resist Taunt, Slough Blame, Taunt
Optional Skills
Animal Handling, Avoid Blow, Entertainer, Gambling, Riposte

JOURNEYMAN
Core Skills
Awareness, Bribery, Engaging Banter, Graceful Exit, Haggle, Knowledge (Court Protocol),
Winning Smile
Optional Skills
Animal Training, Knowledge (Wild Animals), Shake It Off, Sure Mount, Swimming, Trick
Riding, Unarmed Combat

Abilities

• The character gains +1 to their Social 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 Aristocrat 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
Aristocrat 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
Aristocrat loses their train of thought halfway through, and is left spluttering and unable to
reply to anything for five minutes.

Notes

The Knowledge Skills listed use the standard definitions and mechanics, as described in the Skills
chapter (pg.169).

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CHARACTER PROFESSIONS

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 15: 6/D10 STR: 8: 4/D6 TOU: 8: 4/D6
PER: 16: 7/D12 WIL: 11: 5/D8 CHA: 17: 7/D12
CHARACTERISTICS
Physical Defense: 9 Mystic Defense: 9 Social Defense: 10
Initiative: 6 Movement: 6 Carrying Capacity: 60
Mystic Armor Bonus: 2 Social Level: 5
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 16 Death: 20 Wound Threshold: 6
Recovery: 2
LANGUAGES
English (British): Speak; R/W
Greek: Speak, R/W
Latin: 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
Formal court garb
Horse, riding, with tack
Money: £180/-/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Diplomacy Prof 3 10
Speak Language F 3 10
Read/Write Language F 3 10
Conversation C 1 8
Etiquette C 1 8
First Impression C 2 9
Knowledge (Secrets of the Aristocracy) C 1 8
Artist (Court Dancing) O 1 8
Firearms O 1 7
Melee Weapons O 1 7
Knowledge (Finance) F 2 9
Forgery F 1 7

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Chapter 6

Big Game Hunter


“So there I was, out of
ammunition, bearers had all run
off, nothing between me and eternal
Providence but a Bowie knife and my
wit, facing off against
a thousand pounds of
razor-edged murder.
Lost a finger when
I went up and over the top of
the beast, but mordslangers
have got a weak spot behind
the eyes, and now I’ve got
a carapace on my wall
bigger than that polar bear
Halbjornssen shot last year.”
Bother the lions and tigers and bears,
there’s dinosaurs and giant armor-
plated bugs in the Gruv! He’ll
need an entire new trophy
room built. A crack shot and
a dab hand at tracking, the
Big Game Hunter brings
useful Skills as well as
bluster. Offer him a worthy
target and a hard challenge
and he’s there before you
can say Quentin Durward.

Important Attributes: DEX, TOU


Profession Skill: Hunting
Racial Restrictions: Saurids – they do not
hunt for sport, but for subsistence
and to prove themselves to their
tribe.
Starting Equipment: Field
clothing, Sturdy boots, Rifle and
plenty of ammunition, Camping
gear
Starting Funds: Well Off
Income: Well Off
Suggested Social Level: 4

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CHARACTER PROFESSIONS

Skills and Abilities

INITIATE
Core Skills
Firearms, Knowledge (Wild Animals),
Stealthy Stride, Tracking, Wilderness
Survival
Optional Skills
Animal Handling, Climbing, Equestrian,
Navigation, Swimming

NOVICE
Core Skills
Awareness, Cobra Strike, Eagle Eye, Poison
Resistance, Shake It Off
Optional Skills
Animal Training, First Impression, Fishing,
Knowledge (Geography), Unarmed Combat

JOURNEYMAN
Core Skills
Creature Analysis, Danger Sense, Heartening
Laugh, Impressive Display, Melee Weapons,
Sprint, Tiger Spring
Optional Skills
Animal Bond, Crushing Blow, Haggle,
Knowledge (Botany), Mapmaking, Physician, Sure Mount

Abilities

• The character gains +1 Recovery Test per day.


• The character can use Karma on TOU-only Tests.
• The character gains +1 to their Physical Defense.
• Long View: For 1 Strain, the character gains +1 on any visual PER Test, for example looking
out across the savannah and spotting the dust raised by a moving herd.

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Chapter 6

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 17: 7/D12 STR: 13: 6/D10 TOU: 15: 6/D10
PER: 13: 6/D10 WIL: 12: 5/D8 CHA: 8: 4/D6
CHARACTERISTICS
Physical Defense: 10 Mystic Defense: 8 Social Defense: 5
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: 30 Death: 36 Wound Threshold: 10
Recovery: 3
LANGUAGES
English (British): Speak, R/W
ARMOR
Leather (equivalent military surplus): Phys 3, Myst 0, Init 0
WEAPONS
Bolt-action Rifle, 200 rounds standard ammunition, 100 rounds express ammunition
Knife
EQUIPMENT
Field clothing, Hiking boots
Tent, Bedroll, Mess kit, Tinderbox or water-proof matches
Money: £10/-/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Hunting Prof 3 10
Speak Language F 1 7
Read/Write Language F 1 7
Firearms C 1 8
Knowledge (Wild Animals) C 1 7
Stealthy Stride C 1 8
Tracking C 1 7
Wilderness Survival C 1 7
Climbing O 1 8
Equestrian O 1 8
Navigation O 1 7
Knowledge (African Legends) F 2 8
Battle Shout F 2 6
Flirting F 2 6
Field Engineering F 1 7

93
CHARACTER PROFESSIONS

Brassman
“Oh, aye, tidy bit of work that, just needs a bit
of attention. Pop this grit out from between the teeth,
reset the governor, and there we go, ticking along like
the day it was first made.”
Clever with his hands, the Brassman makes and
repairs devices, steam, clockwork, electrical, providing
other heroes with the gadgetry they need. He’s also
good with a lock or a power system. You need a
door open? A boiler fired up and an engine set in
motion? Talk to your Brassman. If he’s good enough,
he might be called a Guppy, after Sarah Guppy, an
amazingly inventive woman who after her death was
recognized as the first Brassman.

Important Attributes: DEX, PER


Profession Skill: Clockwork
Racial Restrictions: Saurids – their culture does not have
the technology required to support the Profession
Starting Equipment: Tools, Decent clothing
Starting Funds: Moderate
Income: Moderate
Suggested Social Level: 3 (unless Dodger
connections are publicly known, in which
case 1)

Skills and Abilities

INITIATE
Core Skills
Craftsman (Metalworking), Field
Engineering, Lock Picking, Mechanic,
Streetwise
Optional Skills
Artisan (Metalworking), Eidetic
Memory, Firearms, Knowledge (Natural
Philosophy), Research

NOVICE
Core Skills
Civil Engineering, Craft Firearm,
Detect Trap, Haggle, Slough Blame
Optional Skills
Avoid Blow, Bribery, Disguise, First
Impression, Melee Weapons

94
Chapter 6

JOURNEYMAN
Core Skills
Conceal Object, Craft Armor, Craft Weapon, Disarm Trap, Evaluate, Exploding Ammunition,
Forge Firearm
Optional Skills
Artisan (Glassworker), Cryptography, Engaging Banter, Etiquette, Navigation, Spot Armor Flaw,
Unarmed Combat

Abilities

• Delayed Blast: For 2 Strain, the Brassman may delay the effect of Exploding Ammunition for
up to Rank hours, allowing the ammunition to be passed on to someone else for use. The
user may select when the ammunition explodes, up to the time limit, when it explodes on its
own. Until the time limit is reached, the ammunition will only explode if fired from a gun.
• The character may use Karma for DEX-only Tests.
• The character’s Recovery Step increases by +1.
• The character’s Social Defense increases by +1.

Notes

The Knowledge Skills listed use the standard definitions and mechanics, as described in the Skills
chapter (pg.169), with the following modifications and considerations.
Craftsman (Metalworking) allows the Brassman to build metal objects, to form metal, weld it, and
render it into functional shapes. Artisan (Metalworking) allows the Brassman to do decorative work,
to embellish with filigree, to add scrollwork and ornamentation, and to make the device attractive.
Arcane Mutterings requires a handheld device or complicated and not easily recognized tool to be
waved at the target in a vaguely threatening way. The target’s unease is directed more toward the
device or tool than the Brassman.

95
CHARACTER PROFESSIONS

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 16: 7/D12 STR: 11: 5/D8 TOU: 11: 5/D8
PER: 16: 7/D12 WIL: 10: 5/D8 CHA: 14: 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: 22 Death: 27 Wound Threshold: 8
Recovery: 2
LANGUAGES
English (British): Speak, R/W
ARMOR
Ballistic vest (Cotton): Phys 4, Myst 0, Init 0
WEAPONS
Light pistol, 50 rounds
EQUIPMENT
Craftsman’s tools, Artisan’s tools, both for metalworking
Lockpicks
Mechanic’s toolkit (hammer, pliers, spanners, etc.)
Money: £-/14/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Clockwork Prof 3 10
Speak Language F 1 8
Read/Write Language F 1 8
Craftsman (Metalworking) C 1 8
Field Engineering C 1 8
Lock Picking C 1 8
Mechanic C 2 9
Streetwise C 1 7
Firearms O 1 8
Research O 1 8
Knowledge (Building Security) F 1 8
Knowledge (Telegraphy) F 1 8
Crew Vehicle F 2 9
Detect Trap F 1 8
Stealthy Stride F 1 8

96
Chapter 6

Byron
“You can’t rush these things.
Attention to detail is the key to success.
There we go, that’s got it. Now every
time they run the monthly accounting,
a tenth of a percent of the net will be
shunted off to Payroll and a cheque
sent to our fictitious clark, and we have
a bit more income.”
Living in a world of cogs and pegs
and punchcards, the Byron understands
the Differential and Analytical Engines
better than the people who build them.
Not only can he program a firm’s engine
to skim off a bit of coin and route it to
his own pocket, he can set it up so that
it looks like the money is going to the
corrupt Payroll accountant. Engines do
more than handle the finances of large
firms. They run the census data for
the Crown, handle the shunting
and signaling in the railyards,
and mind the alarm systems on
the warehouses. People think of
Engines as massive beasts at the
heart of big business, but they
can be small and tucked into all
sorts of places. They’re everywhere,
these days, running all sorts of
calculations and operations, and
whoever controls them controls
security, money, and knowledge.
Be respectful to the Byron. Who
knows what he’s got running?

Important Attributes: PER, DEX


Profession Skill: Engine
Programming
Racial Restrictions: Saurids –
their culture does not have the
technology required to support the
Profession
Starting Equipment: Tools, Decent
clothing
Starting Funds: Well Off
Income: Well Off
Suggested Social Level: 1

97
CHARACTER PROFESSIONS

Skills and Abilities

INITIATE
Core Skills
Awareness, Clockwork, Cryptography, Eidetic Memory, Mechanic
Optional Skills
Bribery, Firearms, Knowledge (Finance), Slough Blame, Stealthy Stride

NOVICE
Core Skills
Detect Trap, Graceful Exit, Knowledge (Telegraphy), Lock Picking, Streetwise
Optional Skills
Engaging Banter, Evaluate, Field Engineering, Knowledge (Mathematics), Research

JOURNEYMAN
Core Skills
Conceal Object, Disarm Trap, Disguise, Evidence Analysis, Fast Hand, Forgery, Mimic Voice
Optional Skills
Etiquette, First Impression, Haggle, Mapmaking, Picking Pockets, Sprint, 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.
• Codespeak: Byrons use a jargon that is incomprehensible to outsiders. By expressing themselves
in Engine-related concepts and terms, they can converse in such a way that non-Byrons simply
cannot understand them. Codespeak may be spoken or written, and forms an encryption that
only another Byron (or a Lovelace, with an Engine Programming Test at -2 Steps) can decrypt.

98
Chapter 6

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 16: 7/D12 STR: 11: 5/D8 TOU: 11: 5/D8
PER: 16: 7/D12 WIL: 10: 5/D8 CHA: 14: 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: 1
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
ARMOR
Ballistic vest (Cotton): Phys 4, Myst 0, Init 0
WEAPONS
Light pistol, 20 rounds
EQUIPMENT
Sunday suit, City boots, Weekday suit, Mechanic’s toolkit, Clockworks toolkit, Card punch, Stack
of blank cards
Money: £-/5/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Engine Programming Prof 3 10
Speak Language F 1 8
Read/Write Language F 1 8
Clockwork C 1 8
Cryptography C 1 8
Eidetic Memory C 1 6
Mechanic C 1 8
Bribery O 1 7
Firearms O 1 8
Stealthy Stride O 1 8
Slough Blame O 1 7
Knowledge (Building Security) F 1 8
Knowledge (Finance) F 1 8
Acting F 1 7
Avoid Blow F 1 8
Climbing F 1 8
Navigation F 1 8
Seduction F 1 7

99
CHARACTER PROFESSIONS

Cowboy
“Watch your foot, there.”
BLAM! “No, don’t kick it. Not its
fault you put a boot down right by
where it was sunning itself. There’s
enough meat on that to make it worth
adding to the pot, and I can use the
venom glands for anesthetic the next
time I have to stitch somebody up.”
From the American West to the
South African veldt, the South American
pampas to the plains of the Gruv, the
cowboy can ride, shoot, rope, and fight,
and knows animals better than you might
think. She can pick off a sabertooth with
her rifle from the back of a galloping
harpy, or route a stampeding herd
through an enemy camp. She also knows
quite a bit about raising herd animals,
from their life cycle to curing their
ailments using the plants and supplies
ready to hand. She can deliver a breech
calf in the morning, move the herd to
new graze in the afternoon, and make a
decent enough stew in the evening with
what she shot from the saddle.
Note: The name of the Profession
should not be considered to be indicative
of gender.

Important Attributes: DEX, TOU


Profession Skill: Equestrian
Racial Restrictions: Troll – there just
aren’t mounts big enough
Starting Equipment: Horse (or equivalent
mount) with tack, Rifle, Rugged outdoor
clothing, Basic camping gear, Rope
(lasso / lariat)
Starting Funds: Low
Income: Low
Suggested Social Level: 2

100
Chapter 6

Skills and Abilities


INITIATE
Core Skills
Animal Handling, Firearms, Navigation, Shake It Off, Wilderness Survival
Optional Skills
Animal Training, Awareness, Craftsman (Leatherworking), Creature Analysis, Tracking

NOVICE
Core Skills
Avoid Blow, Sure Mount, Trick Riding, True Shot, Unarmed Combat
Optional Skills
Hunting, Knowledge (Livestock), Melee Weapons, Taunt, Throwing Weapons

JOURNEYMAN
Core Skills
Danger Sense, Impressive Display, Long Shot, Mount Attack, Resist Taunt, Second Shot, Steely
Stare
Optional Skills
Animal Bond, Eagle Eye, Knowledge (Geography), Mapmaking, Stout Constitution, Wheeling
Attack, 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 Cowboy 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 Cowboy 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.

Notes

The Cowboy uses Craftsman (Leatherworking) for a variety of tasks. While Equestrian can be used
for basic harness and tack repair, the Cowboy occasionally must make new tack, repair a saddle
that has been extensively damaged out in the wilderness, and use leather straps, buckles, and harness
rings for securing livestock. The Cowboy can also use this Skill to make a new belt or a fancy
hatband of braided leather.

101
CHARACTER PROFESSIONS

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 16: 7/D12 STR: 12: 5/D8 TOU: 15: 6/D10
PER: 13: 6/D10 WIL: 9: 4/D6 CHA: 14: 6/D10
CHARACTERISTICS
Physical Defense: 9 Mystic Defense: 8 Social Defense: 8
Initiative: 7 Movement: 6 Carrying Capacity: 110
Mystic Armor Bonus: 1 Social Level: 2
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 30 Death: 36 Wound Threshold: 10
Recovery: 3
LANGUAGES
English (North American): Speak
ARMOR
Leather duster: Phys 3, Myst 0, Init 0
WEAPONS
Bolt-action rifle, 100 rounds ammunition
Medium pistol, 50 rounds ammunition
EQUIPMENT
Flannel shirt, Canvas trousers, Riding boots, Tent, Bedroll, Mess kit, Horse, with tack, Rope (line)
30 yards
Money: £-/4/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Equestrian Prof 3 10
Speak Language F 1 7
Read/Write Language F 0 --
Animal Handling C 1 5
Firearms C 1 8
Shake It Off C 1 7
Wilderness Survival C 1 7
Animal Training O 1 7
Awareness O 1 7
Craftsman (Leatherworking) O 1 8
Tracking O 1 7
Knowledge (Wild Animals) F 2 8
Musician F 2 8
Emotion Song F 1 7
Charge F 2 7
Haggle F 1 7

102
Chapter 6

Doctor
“Hold this and keep it tight. I’ll
have the bleeding stopped in a moment.
Got yourself ripped up proper, didn’t you?
Caught some God-awful disease out in the
bush? Should have had me with you. I might
have spotted that poisonous plant before you
touched it, kept your fingers from rotting off.
Next time, make sure you have a doctor in
your expedition party. Stop squirming, it’s
just a needle and thread.”
The Doctor tends to wounds and illnesses.
There’s nothing in the Hippocratic Oath that
says he has to be nice about it if they resulted
from reckless behavior. His degree may have
come from Cambridge, or the Sorbonne, or
Heidelberg, or one of those American schools.
His experience may have come from a hospital
or a battlefield. Where he’s going is to the
next patient.

Important Attributes: PER, DEX


Profession Skill: Physician
Racial Restrictions: None
Starting Equipment: Medical kit
Starting Funds: Moderate
Income: Moderate
Suggested Social Level: 3

Skills and Abilities

INITIATE
Core Skills
Avoid Blow, Evidence Analysis, Knowledge
(Anatomy), Knowledge (Chemistry),
Research
Optional Skills
Distract, First Impression, Knowledge
(Botany), Streetwise, Unarmed Combat

NOVICE
Core Skills
Anticipate Blow, Awareness, Eidetic Memory,
Empathic Sense, Haggle
Optional Skills
Conversation, Equestrian, Etiquette,
Firearms, Slough Blame

103
CHARACTER PROFESSIONS

JOURNEYMAN
Core Skills
Disarm, Hypnotize, Impressive Display, Lasting Impression, Leadership, Steely Stare, Taunt
Optional Skills
Arcane Mutterings, Conceal Object, Diplomacy, Fast Hand, Graceful Exit, Heartening Laugh,
Knowledge (Medical History)

Abilities
• The character gains +1 to their Social Defense.
• The character may spend Karma on any PER-only Test.
• The character may spend Karma on Recovery Tests.
• It’s Not Lupus: The Doctor may make an educated guess to treat a poison, disease, or other
problem that the character has not previously encountered. The character spends 2 Strain
and makes a Physician Test against the Target Number of the problem (Mystic Defense of
the poison or disease, Physical Defense of the wounded patient, or other characteristic as the
Gamemaster deems appropriate). On a success, the Doctor properly diagnoses the ailment and
can treat it. Additional successes add a +1 Step bonus each to the treatment. On a Rule Of
One result, the Doctor misdiagnoses the problem, and does their Physician Rank in damage
to the patient from applying the wrong treatment.

Notes

Doctors use Knowledge (Chemistry) to compound medications, extract pharmaceutical components


from plants and other materials, and for diagnostic chemical analysis. For example, a Doctor could
use this Skill to try and determine the nature of a poison from a patient’s blood sample.

104
Chapter 6

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 17: 7/D12 STR: 8: 4/D6 TOU: 8: 4/D6
PER: 17: 7/D12 WIL: 12: 5/D8 CHA: 13: 6/D10
CHARACTERISTICS
Physical Defense: 10 Mystic Defense: 10 Social Defense: 8
Initiative: 7 Movement: 6 Carrying Capacity: 60
Mystic Armor Bonus: 2 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 16 Death: 20 Wound Threshold: 6
Recovery: 2
LANGUAGES
English (British): Speak, R/W
Latin: Speak, R/W
ARMOR
Ballistic vest (Cotton): Phys 4, Myst 0, Init 0
WEAPONS
Light pistol, 10 rounds
EQUIPMENT
Physician’s kit, 3 refills
2 each Penicillin for injection, Lionel’s decoction, Megan’s elixir, Chlorodyne
Money: £4/6/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Physician Prof 3 10
Speak Language F 2 9
Read/Write Language F 2 9
Avoid Blow C 1 8
Evidence Analysis C 1 8
Knowledge (Anatomy) C 1 8
Knowledge (Chemistry) C 1 8
Research C 1 8
First Impression O 1 7
Knowledge (Botany) O 1 8
Unarmed Combat O 1 8
Knowledge (Wild Animals) F 1 8
Melee Weapons F 1 8
Forgery F 1 8
Lip Reading F 2 8

105
CHARACTER PROFESSIONS

Dodger
“Nar, we’d done for the factory
workings like we wuz paid to, and wuz
‘alfway out of the skylight, we wuz, when Bill
drops ‘is spanner. Clang off the pavement
and didn’t it make a terrible noise! Peelers
came round straightaway, but by then we’d
scarpered, all but old Bill, still tryin’ to find
‘is spanner. Get ‘nother one, I told him,
but no, he wasn’t ‘avin’ none of it, a sovran
an’a’alf it cost him, he said, paid ‘onest for
it and wouldn’t do t’leave it behind. Well, ‘e
won’t grass us, not old Bill, but it’s Dino-
Land for ‘im now.”
A person willing to cause trouble for a firm
in return for the coin paid by a rival can make a
small fortune in short order. Of course, the risk
is considerable, ranging from imprisonment or
transportation to execution. Just being arrested
is dangerous, as some firms would rather kill
their erstwhile employees than take the chance
of them being too chatty with the authorities.
The men and women who ply this trade have to
be quick-witted and sly, equipped with foresight
and charm and the ability to vanish without a
trace. Small wonder that the popular press has
taken to referring to them with the name of Mr.
Dickens’ character, the Artful Dodger. These
real-life “dodgers” aren’t cheeky, plucky lads
who survive by their wits. Many of them come
from better origins, having turned to dodging
after falling on hard times. Some are career
criminals who learned new skills as a way of
rising in the underworld. All of them seek their
fortune in ways they know are blatantly illegal,
coldly accepting the possibility of disaster as
the cost of making their living.

Important Attributes: DEX, CHA


Profession Skill: Stealthy Stride
Racial Restrictions: Saurids – their culture does
not support the Profession
Starting Equipment: Thieves’ tools
Cheap clothing: Knife or Sap
Starting Funds: Moderate
Income: Low
Suggested Social Level: 1

106
Chapter 6

Skills and Abilities

INITIATE
Core Skills
Awareness, Climbing, Lock Picking, Streetwise, Unarmed Combat
Optional Skills
Bribery, Danger Sense, Detect Trap, Knowledge (Building Security), Picking Pockets

NOVICE
Core Skills
Avoid Blow, Haggle, Melee Weapons, Slough Blame, Sprint
Optional Skills
Disarm Trap, Disguise, Forgery, Surprise Strike, Taunt

JOURNEYMAN
Core Skills
Conceal Object, Distract, Evaluate, Fast Hand, Graceful Exit, Lip Reading, Winning Smile
Optional Skills
Disarm, Eidetic Memory, Hypnotize, Maneuver, Mapmaking, Shake It Off, Stout Constitution

Abilities

• The character may spend Karma on any DEX-only Test.


• The character gains +1 to their Social Defense.
• The character gains +1 to their base Karma step.
• That Drainpipe Looks Solid Enough: The Dodger spends 2 Strain and a minute of study of
the situation, and reduces the Target Number of a climb by 3. For example, going up a wall
normally requires a Test against a Target Number of 12. The Dodger spends a minute studying
the wall, spots a few hand and foot holds, spends the required Strain, and attempts the climb
with a Target Number of 9.

Notes

Knowledge (Building Security) allows a Test to determine what sort of means a building or other
structure might have for its defense, ranging from guard patrols to bars on the windows to locks on
the doors. Successes with a Knowledge (Building Security) Test can be applied to dodging guards,
having the right tools along for the job, and gaining steps on Lock Picking and similar Tests from
having studied the possible systems.

107
CHARACTER PROFESSIONS

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 16: 7/D12 STR: 10: 5/D8 TOU: 10: 5/D8
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: 80
Mystic Armor Bonus: 2 Social Level: 1
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
Leather (equivalent military surplus): Phys 3, Myst 0, Init 0
WEAPONS
Knife
EQUIPMENT
Thieves’ picks and tools
Flannel shirt, Wool trousers, Workman’s boots, Cloth cap
Money: £-/1/5
SKILLS
Skill C/O/F Skill Rank Skill Step
Stealthy Stride Prof 3 10
Speak Language F 1 7
Read/Write Language F 1 7
Awareness C 1 7
Climbing C 1 8
Lock Picking C 2 9
Streetwise C 1 7
Unarmed Combat C 1 8
Detect Trap O 1 7
Knowledge (Building Security) O 1 7
Knowledge (Finance) F 1 7
Knowledge (London Geography) F 1 7
Cryptography F 1 7
Great Leap F 1 8
Mimic Voice F 1 7
Throwing Weapons F 1 8
Tiger Spring F 1 -

108
Chapter 6

Explorer
“That’s precisely the point. We don’t
know what’s out there. The technology to win
the war, or the cure for a dreadful ailment,
or a pile of diamonds the size of a steamer
trunk could be waiting for some brave soul
with gumption enough to claim it. All we
have to do is go.”
There’s blank spots on the map needing
filled. There’s plants and animals to discover
and name. There’s swamps to slog through,
mountains to climb, rivers to cross. Adventure
and the unknown beckon. The Explorer has the
skills to get into previously unknown places,
find out what’s there, and bring back the report
to the Society. Fortune would be nice, but fame
opens better doors. Academic renown, opening
the way to a new land, discovering the next
Crown colony, that’s the sort of work gets one
knighted. To be the first to cross the threshold,
to set foot at the top of the mountain, to brave
the elements and reach a goal no one has before,
that’s a story your great-grandchildren will still
be telling long after you’re gone. Anyone can
make a name for themselves amassing a pile of
money, but who remembers the financiers two
generations on? Get a mountain named after
you, that’ll be there forever.

Important Attributes: PER, CHA


Profession Skill: Navigation
Racial Restrictions: None
Starting Equipment: Sturdy traveling clothing,
Pack, Bedroll, Basic camping gear, Mapmaking
tools
Starting Funds: Moderate
Income: Moderate
Suggested Social Level: 3

109
CHARACTER PROFESSIONS

Skills and Abilities

INITIATE
Core Skills
Equestrian, Knowledge (Geography), Mapmaking, Research, Wilderness Survival
Optional Skills
Animal Handling, Climbing, Firearms, Hunting, Unarmed Combat

NOVICE
Core Skills
Awareness, Bribery, Evaluate, Haggle, Streetwise
Optional Skills
Avoid Blow, Creature Analysis, First Impression, Shake It Off, Swimming

JOURNEYMAN
Core Skills
Danger Sense, Diplomacy, Eidetic Memory, Evidence Analysis, Impressive Display, Life Check,
Stout Constitution
Optional Skills
Crew (Airship/Ship/Vehicle), Cryptography, Fishing, Lasting Impression, Sprint, Stealthy
Stride, Tracking

Abilities

• The character may spend Karma on any PER-


only Test.
• The character gains +1 to their Physical
Defense.
• The character may spend Karma on
Recovery Tests.
• The Next Hill Over:
For one point of
Strain per person
in the traveling
party, including
themselves, the
Explorer can inspire
their companions to
greater effort, allowing
them to travel another two
hours beyond the normal maximum
of eight without having to make a Toughness Test against Fatigue (see Fatigue and Injury, in
the 1879 Gamemaster’s Guide). This effect can only be used once per day, and cannot be used
to extend travel time beyond ten hours. The Strain is taken all at once. The effect does not
extend to the party’s animals, which must make the normal Fatigue Test.

110
Chapter 6

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 13: 6/D10 STR: 11: 5/D8 TOU: 12: 5/D8
PER: 16: 7/D12 WIL: 10: 5/D8 CHA: 13: 6/D10
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 9 Social Defense: 8
Initiative: 5 Movement: 6 Carrying Capacity: 95
Mystic Armor Bonus: 1 Social Level: 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 jacket (Cotton): Phys 6, Myst 0, Init -1
WEAPONS
Medium pistol, 50 rounds
EQUIPMENT
Flannel shirt, Canvas trousers, Hiking boots, Tent, Bedroll, Mess kit, Rope (line) 50 yards,
Grappling hook, Pitons, Hammer, Artisan’s tools (mapmaking)
Money: £-/9/8
SKILLS
Skill C/O/F Skill Rank Skill Step
Navigation Prof 3 10
Speak Language F 1 8
Read/Write Language F 1 8
Equestrian C 1 7
Knowledge (Geography) C 1 8
Mapmaking C 1 8
Wilderness Survival C 1 8
Climbing O 1 7
Firearms O 1 7
Hunting O 1 7
Unarmed Combat O 1 7
Knowledge (Weather) F 2 8
Sure Mount F 1 6
True Shot F 1 7
Crew Airship F 1 7
Storytelling F 1 7
Knowledge (Wild Animals) F 1 8

111
CHARACTER PROFESSIONS

Fiddler
“Of course they never bothered to
check my references. I picked a firm well
established enough to be impressive, with
enough reputation not to be bothered with
such a trivial matter, and just below the level
where they’d have wondered why I left such
a position for the one they offered. And now
they can’t believe that the nice blond chap
with the old-fashioned mustache has gone
the day before they discovered the papers
missing. A shave and a bit of hair dye and
I’ll be working right down the street from
their offices tomorrow, with none the wiser.”
A bold fellow, the Fiddler comes in
by the front door, charms your employees,
and strolls off with what he wanted, leaving
you to figure out days later that you’ve been
had. The name of his trade comes from an
old confidence scam, the Fiddle Game, in
which two con artists convince a mark that a
worthless item is actually quite valuable. The
very word “fiddle” has come to mean doing
things with the accounting that aren’t exactly
honest. The Fiddler gets himself hired with
well-forged references, and fiddles the books,
doing with pen and paper what the Byron does
with cogs and pegs. Having been such a nice
fellow and volunteering to work late, he lets
in the Dodgers by the service entrance. He
knows how you like your tea, and has a lovely
wax impression of your spoons and a friend
who makes cheap duplicates. He’s got wax
impressions of a few keys as well, and friends
who appreciate such things. After he shakes
your hand, count your fingers.

Important Attributes: PER, CHA


Profession Skill: First Impression
Racial Restrictions: None
Starting Equipment: Nice clothing, Derringer,
Forger’s tools
Starting Funds: Well Off
Income: Well Off
Suggested Social Level: 1 (but can pass for much
higher)

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Chapter 6

Skills and Abilities

INITIATE
Core Skills
Acting, Disguise, Forgery, Lock Picking, Winning Smile
Optional Skills
Cryptography, Eidetic Memory, Firearms, Knowledge (Business), Picking Pockets

NOVICE
Core Skills
Awareness, Evaluate, Lasting Impression, Mimic Voice, Streetwise
Optional Skills
Avoid Blow, Distract, Haggle, Stealthy Stride, Unarmed Combat

JOURNEYMAN
Core Skills
Bribery, Conceal Object, Engaging Banter, Fast Hand, Graceful Exit, Inspire Others, Slough
Blame
Optional Skills
Conversation, Engine Programming, Evidence Analysis, Etiquette, Flirting, Hypnotize, Melee
Weapons

Abilities

• The character gains +1 to their Social Defense.


• The character may spend Karma on any CHA-only Test.
• The character gains +1 to their base Karma step.
• Plausible Deniability: The Fiddler may put forth any vaguely reasonable explanation for why
they are someplace they shouldn’t ought to be or doing something they perhaps shouldn’t be
doing. The character makes a Graceful Exit Test (or raw CHA Test) at +2 against the target’s
Social Defense, and spends 2 Strain. If successful, their explanation is accepted, and will not
be doubted unless the situation changes. Extra successes increase the Target Number by +1
each for disbelieving the explanation at a later date. On a Rule Of One result, the Fiddler’s
cover is blown, and their target immediately takes action against them.

113
CHARACTER PROFESSIONS

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
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 Aristocracy) F 1 8
Heartening Laugh F 1 8
Lip Reading F 1 8
Detect Trap F 1 8

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Chapter 6

Investigator
“And at the end of it all, what have
I got? A file of incriminating statements, a
skimpy cheque, and a headache.”
Someone has to find out what happened.
Someone has to dig through the trash, find the
murder weapon, and solve the crime. Someone
has to catch the cheating spouse in the act.
Someone is going to need a large whiskey at
the end of their day, after dealing with the
worst of human behavior. The Investigator
deliberately looks into areas most people avoid.
If the questions make people uncomfortable,
that just might be evidence of guilt. The cynical
demeanor starts as armor, but there comes a
point where it soaks in and becomes part of
everyday living. The world doesn’t get better.
People still do each other over, steal, betray,
and kill. So one mess got cleaned up. There’s
still a world full of trouble out there waiting for
someone to get to it.

Important Attributes: PER, DEX


Profession Skill: Evidence Analysis
Racial Restrictions: None
Starting Equipment: Cheap suit, Pistol,
Notebook and pencil
Starting Funds: Low
Income: Low
Suggested Social Level: 2

Skills and Abilities

INITIATE
Core Skills
Awareness, Eidetic Memory, Firearms, Lock
Picking, Streetwise
Optional Skills
Detect Trap, First Impression, Forgery,
Knowledge (Law), Unarmed Combat

NOVICE
Core Skills
Bribery, Danger Sense, Empathic Sense,
Research, Stealthy Stride

115
CHARACTER PROFESSIONS

Optional Skills
Avoid Blow, Disarm Trap, Disguise, Picking Pockets, Shake It Off

JOURNEYMAN
Core Skills
Engaging Banter, Evaluate, Graceful Exit, Haggle, Impressive Display, Lip Reading, Stout
Constitution
Optional Skills
Climbing, Conversation, Cryptography, Fast Hand, Melee Weapons, Resist Taunt, Slough Blame

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.
• Brilliant Deduction: The Investigator can draw conclusions from fragmentary or disconnected
evidence. The character makes an Evidence Analysis Test at +2 steps, against a Target Number
determined by the Gamemaster, and spends 2 Strain. If successful, the player may ask the
Gamemaster a simple question about the situation, and get a truthful answer. The question is
not restricted to those with yes or no answers, but is restricted to direct answers that require
no explanation. Additional successes allow additional questions. The results are played out as if
the character had figured it out on their own. On a Rule of One result, the Gamemaster may
introduce one false clue, that the player must act upon as if their character believes it to be true.

116
Chapter 6

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 14: 6/D10 STR: 11: 5/D8 TOU: 12: 5/D8
PER: 16: 7/D12 WIL: 12: 5/D8 CHA: 12: 5/D8
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 9 Social Defense: 7
Initiative: 6 Movement: 6 Carrying Capacity: 95
Mystic Armor Bonus: 1 Social Level: 2
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
Leather jacket: Phys 3, Myst 0, Init 0
WEAPONS
Medium pistol, 40 rounds
EQUIPMENT
Weekday suit, Workman’s boots, Notepad, Pencil
Money: £-/8/5
SKILLS
Skill C/O/F Skill Rank Skill Step
Evidence Analysis Prof 3 10
Speak Language F 1 8
Read/Write Language F 1 8
Awareness C 1 8
Eidetic Memory C 1 8
Firearms C 1 7
Lock Picking C 1 7
Streetwise C 1 6
Detect Trap O 1 8
Knowledge (Law) O 1 8
Unarmed Combat O 1 7
Knowledge (Building Security) F 2 9
Acting F 1 7
Sprint F 1 --
Tracking F 1 8
Pilot Vehicle F 1 8
Wound Balance F 1 6

117
CHARACTER PROFESSIONS

Journalist
“So, Minister, was that before or after
you had the affair with your secretary?”
The public has a right to know. You
have a need to sell newspapers. It’s not enough
to dig up the truth. You have to write it down
well enough that people are willing to pay to
read it. Yes, writing as a profession is a hugely
arrogant pursuit, and people will accuse you
of being far too self-important, but you have
a talent for saying things, and people really
should pay you to say them. The lawyers have
a maxim, fiat justitia ruat coelum: let justice
be done though the heavens fall. You’ve heard
a much better one from your own profession:
publish and be d---ed!

Important Attributes: PER, CHA


Profession Skill: Artisan (Writing)
Racial Restrictions: Saurid – culture does not
support the Profession
Starting Equipment: Cheap suit, Notebook and
pencils
Starting Funds: Low
Income: Low
Suggested Social Level: 2

Skills and Abilities

INITIATE
Core Skills
Awareness, Eidetic Memory, Evidence Analysis,
Knowledge (Current Events), Research
Optional Skills
Bribery, Conversation, Danger Sense, Haggle,
Unarmed Combat

NOVICE
Core Skills
Avoid Blow, Empathic Sense, First Impression,
Streetwise, Taunt
Optional Skills
Etiquette, Firearms, Knowledge (History), Lip
Reading, Slough Blame

118
Chapter 6

JOURNEYMAN
Core Skills
Engaging Banter, Fast Hand, Impressive Display, Lasting Impression, Resist Taunt, Stealthy
Stride, Winning Smile
Optional Skills
Cryptography, Disguise, Flirting, Graceful Exit, Lock Picking, Picking Pockets, Shake It Off

Abilities

• The character gains +1 to their


Social Defense.
• The character may spend Karma
on any PER-only Test.
• The character’s Recovery Step
increases by +1.
• Making Headlines: Once per
week, the Journalist may apply
their Impressive Display Skill
to their craft. The character
makes an Impressive Display
Test against a Target Number
of 12, possibly modified by
the Gamemaster, followed by a
Writing Test against the same
Target Number. The character
pays 2 Strain for each Test. If the
Impressive Display and Writing
Tests are both successful, the
Journalist has written a story
that makes the front page of the
next edition, gaining 1 Karma
and £5 per success on the
Impressive Display Test. This
Karma gain does not count
against the character’s Maximum
Karma. Thus, if the Journalist
is two points short of their
Maximum Karma, and gains
three points from a Making
Headlines attempt, the character
gets to keep the extra point over
their Maximum Karma. If both
Tests score 3 or more successes,
a special edition is printed. The Journalist acquires an extra £10 and a social enemy, either
the subject of the story or someone offended by it. On a Rule of One result for either Test,
the Journalist fails to deliver on the story’s promise, and is at a -2 Step penalty for all Tests
involving their publication for two weeks.

119
CHARACTER PROFESSIONS

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 12: 5/D8 STR: 8: 4/D6 TOU: 12: 5/D8
PER: 17: 7/D12 WIL: 12: 5/D8 CHA: 16: 7/D12
CHARACTERISTICS
Physical Defense: 7 Mystic Defense: 10 Social Defense: 9
Initiative: 5 Movement: 6 Carrying Capacity: 60
Mystic Armor Bonus: 2 Social Level: 2
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 0
WEAPONS
None
EQUIPMENT
Weekday suit, City boots, Notepad, Pencil
Money: £-/6/9
SKILLS
Skill C/O/F Skill Rank Skill Step
Artisan (Writing) Prof 3 10
Speak Language F 1 8
Read/Write Language F 1 8
Awareness C 1 8
Eidetic Memory C 1 8
Evidence Analysis C 1 8
Knowledge (Current Events) C 1 8
Research C 1 8
Conversation O 1 8
Haggle O 1 8
Unarmed Combat O 1 6
Knowledge (Finance) F 2 8
Engine Programming F 1 8
Acting F 1 8
Knowledge (Politics) F 1 8
Mimic Voice F 1 8
Sprint F 1 --

120
Chapter 6

Mage
“I have access to powers beyond your
comprehension. The fact that I just set your
cravat on fire with a wave of my hand should
confirm that.”
You’ve studied for years, enacting the
rituals, disciplining your mind, certain that
there had to be more to the occult than parlor
spiritualism. Now the Power has come to you.
The constraints of your order require you to
be circumspect in its use. The Gentlemen’s
Code requires one to be temperate in the use
of strength, so this is not a problem. Simply
knowing that you can shift the nature of reality
by effort of will is enough. Mostly.
If the player wants to build a Mage
character who belongs to a secret Lodge that
does not reveal its powers, they should focus on
their Optional and Free Skills for creating their
cover identity. From there, it’s just a matter
of roleplaying, and refraining from using the
character’s magical abilities in public.

Important Attributes: PER, WIL


Profession Skill: Spellcasting
Racial Restrictions: Saurids – they have Shamans
and Priests but no Mages
Starting Equipment: Decent clothing, Magical
focus – wand, amulet, coin, or other
Starting Funds: Moderate
Income: Moderate
Suggested Social Level: 3

Skills and Abilities

INITIATE
Core Skills
Astral Sight, Awareness, Dispel Magic,
Eidetic Memory, Magic Theory
Optional Skills
Animal Handling, Artisan (Embroidery),
Cryptography, Knowledge (History),
Research

121
CHARACTER PROFESSIONS

NOVICE
Core Skills
Arcane Mutterings, Craftsman (Magical Tools), Empathic Command, Empathic Sense, Impressive
Display
Optional Skills
Animal Training, Danger Sense, Melee Weapons, Slough Blame, Stealthy Stride

JOURNEYMAN
Core Skills
Evidence Analysis, Frighten, Hypnotize, Resist Magic, Suppress Curse, True Sight, Willforce
Optional Skills
Animal Bond, Call Animal Companion, Conceal Object, Graceful Exit, Heal Animal Companion,
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.

Notes

• The Street/Criminal Mages known as the Mumpers make the following substitutions:
• Starting Equipment is minimal – a cheap set of clothing and maybe a bodged-together
magic wand made of scrap
• Recommended Social Level is 1
• Substitute Streetwise for Knowledge (History)
• Order of Britannia Victorious officers use this Profession instead of the Military Officer,
and substitute military Skills in the Optional Skill lists as required, and as allowed by the
Gamemaster. A full OBV Officer Profession will be presented in the 1879 Companion, along
with other Mage variants for specialized Lodges.

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Chapter 6

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 14: 6/D10 STR: 8: 4/D6 TOU: 8: 4/D6
PER: 17: 7/D12 WIL: 16: 7/D12 CHA: 13: 6/D10
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 10 Social Defense: 8
Initiative: 6 Movement: 6 Carrying Capacity: 60
Mystic Armor Bonus: 3 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 16 Death: 20 Wound Threshold: 6
Recovery: 2
LANGUAGES
English (British): Speak, R/W
Ancient Khemetic: Speak, R/W
ARMOR
Ballistic vest (Cotton): Phys 4, Myst 0, Init 0
WEAPONS
Light pistol, 10 rounds
EQUIPMENT
Weekday suit, City boots, Egyptian amulet, worn on a cord about the neck
Money: £1/5/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Spellcasting Prof 3 10
Speak Language F 2 9
Read/Write Language F 2 9
Astral Sight C 1 8
Awareness C 1 8
Dispel Magic C 1 8
Eidetic Memory C 1 8
Magic Theory C 1 8
Artisan (Embroidery) O 1 7
Cryptography O 1 8
Research O 1 8
Knowledge (Ancient Egyptian Religion) F 1 8
Knowledge (Mathematics) F 1 8
Avoid Blow F 1 7
Firearms F 1 7
Etiquette F 1 7

123
CHARACTER PROFESSIONS

Medium
“You’re quite transparent, Mr. Greaves. I
can see right through your senior shipping clark’s
professional decorum as if it were finest glass, right to
your heart and the grief over the death of your daughter
that has cracked it nearly in two. Now, shall we stop
dancing about with social niceties and get on with the
business of reuniting you with your lost child?”
Saying that the Medium is sensitive barely
scratches the surface. She has the gift, or curse,
of knowing much more about the world than the
human mind can handle with ease. Small wonder
she’s brittle, icy, aloof, mysterious. If she told you
all she knows, you’d go mad from the burden.
Her reserve is her armor, her upright bearing and
careful dignity the binding that keeps her from
shattering. Yes, she can tell you who previously
owned that knife, and what they did with it to
that poor fellow in the alley behind the pub, down
to the last crunch of gristle and drip of blood.
Yes, the trappings are necessary, as no one wants
to believe that she could actually do all of that
without cards or incense or crystal ball. The truth
is just too frightening, which is why she smiles
tightly and shakes her head once, no, when you
press her for more details.

Important Attributes: PER, WIL


Profession Skill: Empathic Sense
Racial Restrictions: Terrestrials only; the Saurid and
Samsut cultures do not support the Profession
Starting Equipment: Proper everyday clothing,
Fancy dress for séance or ritual work, Tools of
the trade – cards, crystal ball, pendulum, scrying
glass, or other appropriate items
Starting Funds: Moderate
Income: Moderate
Suggested Social Level: 3

Skills and Abilities

INITIATE
Core Skills
Awareness, Eidetic Memory, First Impression,
(Spell slot), (Spell slot)

124
Chapter 6

Optional Skills
Acting, Firearms, Magic Theory, Research, Streetwise

NOVICE
Core Skills
Astral Sight, Danger Sense, Impressive Display, Spirit Talk, (Spell slot)
Optional Skills
Arcane Mutterings, Distract, Frighten, Melee Weapons, (Spell slot)

JOURNEYMAN
Core Skills
Hypnotize, Resist Magic, Steely Stare, Summon, True Sight, Willforce, (Spell slot)
Optional Skills
Avoid Blow, Equestrian, Fast Hand, Graceful Exit, Picking Pockets, Slough Blame, (Spell slot)

Abilities

• The character gains +1 to their Physical Defense.


• The character gains +1 to their Mystic Defense.
• The character may spend Karma on any WIL-only Test.
• Staring Into Your Soul: For Strain equal to the target’s Social Defense, the Medium may pin
the target to the spot for a number of rounds equal to their Steely Stare Rank. The Medium
makes a Steely Stare Test as normal. If the Test succeeds, the target may take no action other
than defense against physical attack unless the Medium expressly allows it, and is Harried for
the duration. One secret about the target is learned for each success on the Test. The specific
information is determined by the Gamemaster as appropriate to the situation and the target.
If the Test fails, the Medium takes half Strain. On a Rule of One result, the Medium takes
the full Strain, is unable to use their Steely Stare Skill for one full day, and is Harried by a
splitting headache for the same length of time.

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 (pg.369), 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.

Tier Spell Tier Spell


Initiate Clairvoyance Novice See the Past
Initiate Detect Magic Novice Read Memories
Initiate Detect Spirit Novice Read Object
Initiate Read Thoughts Novice Read Person
Initiate Set Ward Journeyman Control Person
Novice Illusion (Mental) Journeyman Geas
Novice Invisible Hand Journeyman Improve Karma
Novice See the Future Journeyman Possess Person

125
CHARACTER PROFESSIONS

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 13: 6/D10 STR: 10: 5/D8 TOU: 11: 5/D8
PER: 16: 7/D12 WIL: 16: 7/D12 CHA: 13: 6/D10
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 9 Social Defense: 8
Initiative: 6 Movement: 6 Carrying Capacity: 80
Mystic Armor Bonus: 3 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
Hindi: Speak
ARMOR
Silk ballistic vest: Phys 4, Myst 0, Init 0
WEAPONS
Light pistol, 20 rounds ammunition
Stiletto (treat as Dagger)
EQUIPMENT
Weekday suit with gentleman’s shoes and hat, Sunday suit with town boots and top hat, Embroidered
robes, Turban with large imitation jewel pin, Tarot deck with fancy carved wooden box, Writing kit
Money: £1/6/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Empathic Sense Prof 3 9
Speak Language F 2 9
Read/Write Language F 1 8
Awareness C 1 8
Eidetic Memory C 1 8
First Impression C 1 7
Clairvoyance C 1 8
Read Thoughts C 1 8
Acting O 1 7
Firearms O 1 7
Streetwise O 1 7
Knowledge (London) F 2 9
Knowledge (Occult) F 2 9
Bribery F 1 7
Haggle F 1 7

126
Chapter 6

Military Officer
“Commissions don’t just fall out of
the sky, you know. One must earn their place
through rigorous training, proper breeding,
and staunch support of the government. It’s
not enough to be able to ride, and shoot,
and fight well with a saber. One must know
the proper etiquette for table and for dealing
with enemy officers. One must be able to
command, to inspire, and when necessary, to
sacrifice men for the greater good. One must
be not only a warrior, but a gentleman.”
The Military Officer regards himself as
close to the nobility, if he hasn’t come from it
in the first place. Historically, exemplary service
in the senior ranks has led to titles and lands,
and provided a route for a clever and capable
man to better himself. The Military Officer
carries himself as an aristocrat, and regards
himself as setting an example for the lower
ranks. While tactical expertise and bravery are
necessary on the battlefield, diplomacy and
political acumen are required to survive and
advance outside of warfare. The parlor and the
headquarters office can be just as deadly in
their own way as the trenches and the cavalry
charge. With luck and foresight and prudent
maneuvering, the Military Officer could rise to
a general’s rank, a knighthood, and a lordship.
While most officers are male at this
point, female officers have begun to appear.
The gender bias in this description shows the
expectation of an officer being male. Female
officers may not be received well, especially
by the Lesser Ranks and the civilian populace.
It would however be a violation of the
Gentleman’s Code and military tradition for
an officer to show disrespect based on gender.

Important Attributes: DEX, CHA


Profession Skill: Tactics
Racial Restrictions: None
Starting Equipment: Field uniform (2 sets),
Dress uniform, Pistol, Saber, Rifle or Carbine
(if appropriate)

127
CHARACTER PROFESSIONS

Starting Funds: Moderate


Income: Moderate
Suggested Social Level: 3

Skills and Abilities

INITIATE
Core Skills
Avoid Blow, (Equestrian / Crew Airship / Crew Ship / Crew Vehicle), 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 / Mechanic), Flirting, Lasting Impression, Riposte, Taunt
JOURNEYMAN
Core Skills
(Charge / Momentum Attack / Swing Attack), Danger Sense, Disarm, Inspire Others,
Leadership, Lion Heart, Steely Stare
Optional Skills
(Animal Bond / Pilot Airship / Pilot Ship / Pilot Vehicle), Diplomacy, Haggle, Resist Taunt,
Seduction, Stout Constitution, 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: The Military Officer can give courage back to troops that have broken. The character
makes an Inspire Others Test as normal, paying 2 Strain. (This ability cannot be learned
until the character knows the Inspire Others Skill.) 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 Military Officer’s Inspire Others Rank in combat rounds. The
Military 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 Military Officer wants to Rally a troop of twenty men, the TN would be at +19. The
Military Officer could spend 9 Strain to reduce the penalty to +10.

Notes

Depending upon whether the Military Officer is serving as cavalry, or in the Navy, or in the armored
vehicles division, or aboard a Giffard, the player should choose the appropriate Skills from the
parentheses at Initiate Core, Novice Optional, Journeyman Core, and Journeyman Optional.

128
Chapter 6

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 15: 6/D10 STR: 12: 5/D8 TOU: 12: 5/D8
PER: 13: 6/D10 WIL: 12: 5/D8 CHA: 15: 6/D10
CHARACTERISTICS
Physical Defense: 9 Mystic Defense: 8 Social Defense: 9
Initiative: 6 Movement: 6 Carrying Capacity: 110
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
English (British): Speak, R/W
ARMOR
Padded leather (military issue equivalent): Phys 4, Myst 0, Init 0
WEAPONS
Medium pistol, 50 rounds ammunition, 50 rounds express ammunition, 25 rounds Gehrlaus
ammunition. Bolt-action rifle, 100 rounds express ammunition, 50 rounds Gehrlaus ammunition.
Saber
EQUIPMENT
Duty uniform, Riding boots, Dress uniform, Patent leather riding boots, War horse with tack
Money: £2/6/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Tactics Prof 3 9
Speak Language F 1 7
Read/Write Language F 1 7
Avoid Blow C 1 7
Equestrian C 1 7
Firearms C 1 7
Melee Weapons C 1 7
Navigation C 1 7
Etiquette O 1 7
First Impression O 1 7
Heartening Laugh O 1 7
Knowledge (Politics) F 1 7
Knowledge (Military History) F 1 7
Battle Shout F 1 7
Gunnery F 1 7
Hunting F 1 7
Physician F 1 7
Swimming F 1 7

129
CHARACTER PROFESSIONS

Pioneer
“You’re just a visitor. I live here. Let me show
you around.”
Every expedition into the wild needs a
woodsman, someone savvy in the ways of the land.
Who better than a man who’s dedicated his life to
carving a home out of the wilderness? Not only able
to get around in the uncivilized part, but accustomed
to living there, the pioneer can build a shelter out of
whatever’s ready to hand, find food in the middle of
a forest, and in a pinch, fight equally well with gun or
axe. He’s got a pretty good idea which plants will
heal, and which will cause further injury. Given a
footprint, a broken twig, or a drop of blood, he
can follow the trail and find what’s making it. To
you, a river is a barrier. To him, it’s a source of
water and power, and a swimming hole. To you,
the wilderness is a place where you try to survive.
To him, it’s home.

Important Attributes: TOU, STR, DEX


Profession Skill: Wilderness Survival
Racial Restrictions: None
Starting Equipment: Rugged clothing, Axe,
Basic tools, Medical kit
Starting Funds: Low
Income: Low
Suggested Social Level: 2

Skills and Abilities

INITIATE
Core Skills
Animal Handling, Equestrian,
Firearms, Navigation, Tracking
Optional Skills
Craftsman
(Woodworking),
Mechanic, Swimming,
Unarmed Combat,
Wound Balance

NOVICE
Core Skills
Animal Bond, Awareness,
Hunting, Missile Weapons, Shake
It Off

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Chapter 6

Optional Skills
Creature Analysis, Eagle Eye, Fishing, Melee Weapons, Sprint

JOURNEYMAN
Core Skills
Animal Training, Climbing, Impressive Display, Stealthy Stride, Stout Constitution, Sure Mount,
True Shot
Optional Skills
Craft Firearm, Field Engineering, Long Shot, Mapmaking, Physician, Read River, Second Shot

Abilities

• The character may spend Karma on Recovery Tests.


• The character gains +1 to their Physical Defense.
• The character may spend Karma on TOU-only Tests.
• Make It Do or Do Without: The Pioneer can improvise repairs or build an item using
Woodworking, Mechanic, or Field Engineering, without having quite the proper materials or
tools, using what’s ready to hand. For example, the Pioneer could improvise a gasket for a
plumbing pipe using the wax from a wheel of cheese, or cobble together a shelter out in the
desert from scrub brush thatched with sand. The character makes the appropriate Skill Test,
with the Skill and Target Number determined by the Gamemaster, and spends 2 Strain. On a
success, the improvised repair or construction will hold together for the Skill Rank in hours.
Two successes extends the duration to days, and three to weeks. On a Rule of One result,
the materials are used up, the item too badly damaged for further repair attempts, or other
disastrous result as determined by the Gamemaster.

131
CHARACTER PROFESSIONS

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 14: 6/D10 STR: 14: 6/D10 TOU: 15: 6/D10
PER: 14: 6/D10 WIL: 14: 6/D10 CHA: 8: 4/D6
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 8 Social Defense: 5
Initiative: 6 Movement: 6 Carrying Capacity: 140
Mystic Armor Bonus: 2 Social Level: 2
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 30 Death: 36 Wound Threshold: 10
Recovery: 3
LANGUAGES
English (British): Speak, R/W
ARMOR
Leather coat: Phys 3, Myst 0, Init 0
WEAPONS
Bolt-action rifle, 20 rounds ammunition, Axe
EQUIPMENT
Flannel shirt, Wool trousers, Hiking boots, Tent, Bedroll, Mess kit, Craftsman’s tools (woodworking)
Money: £-/-/9
SKILLS
Skill C/O/F Skill Rank Skill Step
Wilderness Survival Prof 3 9
Speak Language F 1 7
Read/Write Language F 1 7
Animal Handling C 1 7
Equestrian C 1 7
Firearms C 1 7
Navigation C 1 7
Tracking C 1 7
Craftsman (Woodworking) O 1 7
Unarmed Combat O 1 7
Wound Balance O 1 7
Knowledge (Animal Husbandry) F 1 7
Knowledge (Botany) F 1 7
Artisan (Cooking) F 1 5
Haggle F 1 5
Maneuver F 1 7
Swift Kick F 1 7
Tiger Spring F 1 --

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Chapter 6

Priest
“So mote it be!”
Scoff if you like, but religion
has real power now, just like in the
old scriptures. Whatever the belief
system of the Priest, whether it’s
a mainstream faith like Christianity
or Hinduism or an obscure one like
Khemetic Orthodoxy or Mithraism,
the Priest has the backing of the
Divine. Banishing a destructive spirit?
Healing your wounds? Purging evil
with fire conjured out of nothing?
That’s covered. Of course, the Priest
still counsels those with troubles,
celebrates the rites of their faith,
and may or may not try to spread
the word of their religion, depending
upon its views on evangelism. Being
a channel of the Divine involves a
good deal more than calling down
righteous fury upon the transgressor.
Most of the works of the Divine
are still the quiet ones. Ministering
to the poor in body or in spirit is a
requirement of most religions, and the
Priest follows the requirements of their
faith, ahem, religiously.
Note: Characters of this Profession
may call themselves a Priest or Priestess,
or whatever title is appropriate to their faith.
This Profession applies to any formalized
religion that has a recognized priestly class.

Important Attributes: PER, WIL, CHA


Profession Skill: Spellcasting
Racial Restrictions: None (although most
cultures of Saurids do not support the
idea of a priesthood, having Shamans
instead)
Starting Equipment: Decent clothing,
Vestments as appropriate to the
faith, Tools as appropriate to the
faith (book, chalice, &c)
Starting Funds: Low
Income: Low
Suggested Social Level: 3

133
CHARACTER PROFESSIONS

Skills and Abilities

INITIATE
Core Skills
Astral Sight, Dispel Magic, Empathic Sense, Knowledge (Religion), Magic Theory
Optional Skills
Artisan (Embroidery), Avoid Blow, Haggle, Physician, Research

NOVICE
Core Skills
Eidetic Memory, Heartening Laugh, Spirit Hold, Streetwise, Suppress Curse
Optional Skills
Awareness, Etiquette, First Impression, Knowledge (Comparative Religion), Spirit Talk

JOURNEYMAN
Core Skills
Diplomacy, Impressive Display, Leadership, Resist Magic, Summon, True Sight, Willforce
Optional Skills
Conversation, Engaging Banter, Evidence Analysis, Inspire Others, Lifesight, Lion Heart, Steely
Stare

Abilities

• The character gains +1 to their Social Defense.


• The character gains +1 to their Mystic Defense.
• The character may spend Karma on any Test to heal others.
• We Shall Not Want For It: The Priest can stretch consumable supplies to last longer, through
a combination of clever technique and magic. The character makes a Spellcasting Test against
the highest Mystic Defense among the people directly relying upon the supplies, +1 for every 2
additional people, and spends 2 Strain. The target group size is limited by double the Priest’s
Spellcasting Rank, thus a Priest with a Spellcasting Rank of 6 can only provision a group
of 12 people. The Target Number can be reduced by paying additional Strain, 2 points of
Strain per 1 point of Target Number reduction. On a single success, the Priest doubles the
number of hours the supplies will last. Two successes raises the duration to days, while three
or more successes raises the duration increase to weeks. On a Rule of One result, the Priest’s
intercession has failed, causing spoilage, and the available supply duration is cut by half. This
miracle can only be performed once on any given supply cache. The Priest cannot extend the
supply duration a second time. The miracle cannot be performed on ammunition, poisons, or
other supplies whose primary reason for existence is to cause harm.

Notes

• The word “Religion” in the Knowledge (Religion) Skill at Initiate Core should be substituted
with the actual name of the Priest’s faith. For example, an Anglican Priest would have the skill
Knowledge (Anglicanism).
• The Comparative Religion Knowledge Skill at Novice Optional grants the Priest understanding
of faiths other than their own. A Comparative Religion Test can be made to see if the Priest
knows anything about another faith, and how much is known.

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Chapter 6

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 12: 5/D8 STR: 8: 4/D6 TOU: 11: 5/D8
PER: 16: 7/D12 WIL: 16: 7/D12 CHA: 16: 7/D12
CHARACTERISTICS
Physical Defense: 7 Mystic Defense: 9 Social Defense: 9
Initiative: 5 Movement:6 Carrying Capacity: 60
Mystic Armor Bonus: 3 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
Ballistic vest (Cotton): Phys 4, Myst 0, Init 0
WEAPONS
None
EQUIPMENT
Black weekday suit with clerical collar, City boots, Vestments for Sunday services, Cross, Bible,
Book of common prayer
Money: £-/5/2
SKILLS
Skill C/O/F Skill Rank Skill Step
Spellcasting Prof 3 10
Speak Language F 2 9
Read/Write Language F 2 9
Astral Sight C 1 8
Dispel Magic C 1 8
Empathic Sense C 1 8
Knowledge (Anglican Christianity) C 1 8
Magic Theory C 1 8
Avoid Blow O 1 6
Haggle O 1 8
Physician O 1 8
Knowledge (Botany) F 2 9
Artisan (Cooking) F 1 8
Artist (Singing) F 1 8
Arcane Mutterings F 1 8

135
CHARACTER PROFESSIONS

Sailor
“Ships don’t sail by the commands
of their officers. They sail by the sweat of
their crew.”
All the fancy machinery and navigational
skill in the world won’t get a ship from point
A to point B without a hardy and reliable crew.
Some ships still rely on the wind, and need
hands that know how to tie a bowline and
haul a line. Others take oilers and stokers to
keep them going. Airships have to be balanced,
and that means a lot of carrying and securing.
The Sailor specializes in surface or air ships,
working as a deckhand on the sea or in the
sky. Without Sailors, an Airship Pilot is just
somebody in fancy dress standing at a tiller.

Important Attributes: DEX, WIL


Profession Skill: Crew Airship / Crew Ship
(specify Sail or Steam)
Racial Restrictions: None (although Saurids in
the Grosvenor Peninsula do not natively have
Airship or Steamship Sailors, only Sailing
Ship Sailors)
Starting Equipment: Duty uniform, Casual
clothing for going ashore, Knife
Starting Funds: Low
Income: Low
Suggested Social Level: 2

Skills and Abilities

INITIATE
Core Skills
Climbing, Gunnery, Read (Ocean / River /
Sky), Shake It Off, Unarmed Combat
Optional Skills
Avoid Blow, Firearms, Flirting, Lip Reading,
Melee Weapons
NOVICE
Core Skills
(Craftsman-Carpentry / Mechanic), Haggle,
Impressive Display, Navigation, Slough
Blame
Optional Skills
Awareness, Battle Shout, Distract, Heartening
Laugh, Maneuver

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Chapter 6

JOURNEYMAN
Core Skills
Disarm, Lion Heart, Stout Constitution, Swing Attack, Taunt, Throwing Weapons, Wound
Balance
Optional Skills
Bribery, Down Strike, Leadership, Mapmaking, Pilot (Airship / Sailing Ship / Steamship),
Steely Stare, Streetwise

Abilities

• The character gains +1 to their Physical Defense.


• The character’s Recovery Step increases by +1.
• The character may spend Karma on PER-only Tests.
• Getting Her Into Fighting Trim: Once per battle or other action, the Sailor can quickly
rearrange the weight distribution aboard the ship, improving the trim, or balance, of the hull
and making the ship easier to maneuver. The character makes a Crew Ship/Airship Test against
the Mystic Defense of the vessel and pays 2 Strain. Each success on this Test adds +1 Step to
the Pilot’s Tests during the remainder of the battle or action. The effect lasts until the action
is over or until something happens to significantly alter the ship’s trim, such as having a piece
of the hull shot away. On a Rule of One result, the adjustment fails miserably, and the Pilot’s
next Test is at a penalty equal to the Sailor’s Crew Ship/Airship Rank.

Notes

• At the Initiate Tier, the player chooses the Read Skill appropriate to whether the Sailor is
crewing a riverboat (Read River), an oceangoing vessel (Read Ocean), or an airship (Read Sky).
Likewise, the player chooses Hunting or Fishing based on whether the Sailor is serving aboard
an airship or a water-bound vessel.
• At the Novice Tier, the player chooses Craftsman (Carpentry) for Sailing Ships or Mechanic
for Steamships or Airships.
• At the Journeyman Tier, the player chooses the appropriate Pilot Skill again based on their
Sailor’s career path.

137
CHARACTER PROFESSIONS

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 17: 7/D12 STR: 13: 6/D10 TOU: 13: 6/D10
PER: 9: 4/D6 WIL: 14: 6/D10 CHA: 13: 6/D10
CHARACTERISTICS
Physical Defense: 10 Mystic Defense: 6 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: 26 Death: 32 Wound Threshold: 9
Recovery: 3
LANGUAGES
English (British): Speak, R/W
ARMOR
Flak jacket: Phys 4, Myst 0, Init 0
WEAPONS
Knife
EQUIPMENT
Duty uniform, Workman’s boots, Flannel shirt, Wool trousers
Money £-/3/8
SKILLS
Skill C/O/F Skill Rank Skill Step
Crew Steam Ship Prof 3 10
Speak Language F 1 5
Read/Write Language F 1 5
Climbing C 1 8
Gunnery C 1 5
Shake It Off C 1 7
Unarmed Combat C 1 8
Avoid Blow O 1 8
Flirting O 1 7
Lip Reading O 1 5
Melee Weapons O 1 8
Knowledge (Geography) F 2 6
Artist (Singing) F 1 7
Emotion Song F 1 7
Acrobatic Defense F 1 8
Tiger Spring F 1 --
Swift Kick F 1 8

138
Chapter 6

Scientist
“There are no experimental failures,
just more data.”
Knowledge is its own reward, although
academic honors and the respect of one’s peers
are nice, yes. There are deep mysteries in the
world, on Earth and in the Gruv and in the
place in between that nobody wants to discuss.
Delving into those mysteries establishes the
principles by which the engineers come up with
all those clever devices. Someone must do the
foundational work before the clockworks can
be built. Hypothesize, experiment, analyze,
theorize, the stages of the scientific method
must be followed rigorously if valid principles
are to be deduced. “Publish or perish”, goes
the saying. If a scientist derives a critical axiom
and does not share it with the world, what use
is his work? Learn, and share what has been
learned, seeking ever to expand the scope of
human understanding.

Important Attributes: PER, DEX


Profession Skill: Knowledge (Scientific Field)
Racial Restrictions: Saurids of the Gruv – their
cultures do not support the Profession
Starting Equipment: Average clothing for
everyday and travel, Nice clothing for academic
presentations, Suitcase of scientific instruments
appropriate to the field of study
Starting Funds: Moderate
Income: Moderate
Suggested Social Level: 4

Skills and Abilities

INITIATE
Core Skills
Awareness, Craftsman (Scientific Instruments),
Eidetic Memory, Evidence Analysis, Research
Optional Skills
Cryptography, Field Engineering, Firearms,
Mechanic, Navigation

139
CHARACTER PROFESSIONS

NOVICE
Core Skills
Engine Programming, Haggle, Knowledge (Mathematics), Slough Blame, Taunt
Optional Skills
Avoid Blow, Clockwork, Etiquette, Forgery, Melee Weapons

JOURNEYMAN
Core Skills
Arcane Mutterings, Conversation, Diplomacy, Graceful Exit, Impressive Display, Knowledge
(Select), Resist Magic
Optional Skills
Bribery, Disarm, Equestrian, Hypnotize, Inspire Others, Mapmaking, Steely Stare

Abilities

• The character gains +1 to their Mystic Defense.


• The character gains +1 to their Social Defense.
• The character may spend Karma on WIL-only Tests.
• Revising the Hypothesis: The Scientist may discard a previously held idea and draw new
conclusions. The character spends 2 Strain to re-roll a failed Knowledge Test (using any
Knowledge Skill). The new Test results must be kept, even if the new result is a Rule of One.
The Scientist may only discard one hypothesis per situation.

Notes

• When the Scientist character is created, the player must pick a field of study. The Profession
Skill is then set to that field. The Scientist can then be referred to in game as a professional of
the field. For example, if the Profession Skill is set to Knowledge (Geology), then the character
would be referred to by other characters in the game world as a Geologist.

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Chapter 6

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 13: 6/D10 STR: 9: 4/D6 TOU: 11: 5/D8
PER: 18: 7/D12 WIL: 12: 5/D8 CHA: 12: 5/D8
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 10 Social Defense: 7
Initiative: 6 Movement: 6 Carrying Capacity: 70
Mystic Armor Bonus: 2 Social Level: 4
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
Ballistic vest (Silk): Phys 5, Myst 0, Init 0
WEAPONS
Light pistol, 10 rounds ammunition
EQUIPMENT
Weekday suit, City boots, Sunday suit, Silk hat, Suitcase of scientific instruments
Money: £6/3/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Knowledge (Natural Philosophy) Prof 3 10
Speak Language F 2 9
Read/Write Language F 2 9
Awareness C 1 8
Craftsman (Scientific Instruments) C 1 7
Eidetic Memory C 1 8
Evidence Analysis C 1 8
Research C 1 8
Cryptography O 1 8
Firearms O 1 7
Mechanic O 1 8
Knowledge (Botany) F 1 8
Knowledge (Law) F 1 8
Artist (Drawing) F 1 6
Evaluate F 1 8
Artist (Musician) F 1 6

141
CHARACTER PROFESSIONS

Shaman
“My great-great-grandfather says that
you are not telling me all of the story. You
can lie to the living, but the spirits see
further.”
Whether Native American, Saurid, or any
other group that still keeps to the most ancient
of their people’s ways, the Shaman occupies a
position in tribal culture similar to that of the
Priest in Western civilization. Healer, teacher, and
spiritual conduit, the Shaman creates medicines,
passes on the wisdom of the elders to the young,
and intercedes with the divine on behalf of the tribe.
Beyond that, the Shaman listens to the world of the
spirit and communes with its denizens. Speaking
with the essences of the natural world and the spirits
of long-dead tribal members, the Shaman gains
knowledge of the world beyond what is visible in
the merely physical. Do not doubt the reality of
the spirits. With a request to them, the Shaman
may cause the earth to swallow her enemies, or rain
to drown them, or lightning to strike them. The
ancestral spirits can tell the Shaman not only about
what has gone before, but what may happen in the
future, as their view of time is not the
same as that of the living. Be polite
to the Shaman, and respectful to the
spirits, whether or not they can be
seen. Rest assured, they are there, and
the Shaman knows them by name.

Important Attributes: WIL, CHA


Profession Skill: Summon
Racial Restrictions: Humans
– must come from a
culture with an active
shamanic tradition,
which precludes
most Europeans and
Asians
Starting Equipment:
Everyday clothing,
Ceremonial dress,
Tools appropriate to
faith and tradition
Starting Funds:
Moderate

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Chapter 6

Income: Moderate
Suggested Social Level: 2 (among Westerners) / 4 (among own culture)

Skills and Abilities

INITIATE
Core Skills
Astral Sight, Magic Theory, Spellcasting, Spirit Hold, Spirit Talk
Optional Skills
Animal Bond, Animal Handling, Artist (Painting), Unarmed Combat, Wilderness Survival

NOVICE
Core Skills
Alchemy, Dispel Magic, Equestrian, Physician, Wood Skin
Optional Skills
Animal Talk, Animal Training, Artist (Storytelling), Claw Shape, Knowledge (Tribal History)

JOURNEYMAN
Core Skills
Empathic Sense, Evidence Analysis, Impressive Display, Lifesight, Orbiting Spy, Resist Magic,
Willforce
Optional Skills
Air Speaking, Animal Possession, Hypnotize, Safe Path, Spirit Dodge, Tracking, True Sight

Abilities

• The character gains +1 to their Mystic Defense.


• The character may spend Karma on Tests made by Summoned spirits.
• The character may spend Karma on WIL-only Tests.
• Divination: The Shaman can consult the spirit world for information. The character asks a
question about a current situation or subject of interest, makes a Summon (9) Test, and pays
2 Strain. If the Test succeeds, the character gains one useful piece of information about the
question, provided by the Gamemaster. While true, the information may be phrased in vague
or metaphorical terms, as the spirits do not always reply directly or clearly. Additional successes
may bring additional clarity or more information as the Gamemaster finds appropriate. On a
Rule of One result, either the spirits do not know anything about the subject, or are unwilling
to comment on it, and may even warn the Shaman to avoid the subject entirely.

143
CHARACTER PROFESSIONS

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 12: 5/D8 STR: 10: 5/D8 TOU: 10: 5/D8
PER: 16: 7/D12 WIL: 16: 7/D12 CHA: 13: 6/D10
CHARACTERISTICS
Physical Defense: 7 Mystic Defense: 9 Social Defense: 8
Initiative: 5 Movement: 6 Carrying Capacity: 80
Mystic Armor Bonus: 3 Social Level: 4 (Native Culture) / 2 (Western Civilization)
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 20 Death: 25 Wound Threshold: 7
Recovery: 2
LANGUAGES
Tsalagi: Speak, R/W
English (American): Speak, R/W
ARMOR
Leather: Phys 3, Myst 0, Init 0
WEAPONS
Knife
EQUIPMENT
Cotton shirt, Canvas trousers, Hiking boots, Ceremonial clothing for ritual work, Drum, Rattles,
Tobacco
Money: £-/3/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Summon Prof 3 10
Speak Language F 2 9
Read/Write Language F 2 9
Astral Sight C 1 8
Magic Theory C 1 8
Spellcasting C 1 8
Spirit Hold C 1 8
Spirit Talk C 1 8
Artist (Painting) O 1 7
Unarmed Combat O 1 6
Wilderness Survival O 1 8
Knowledge (Botany) F 2 9
Lip Reading F 1 8
Avoid Blow F 1 7
Arcane Mutterings F 1 7

144
Chapter 6

145
CHARACTER PROFESSIONS

Soldier
“Mine is not to question why. Mine is but to do and have a pint afterward.”
An enlisted woman in Her Majesty’s forces learns real quick to keep her mouth shut, to do
what she’s told, and to never, under any circumstances, volunteer for anything. And yet here you are,
assigned to detached duty with a lot of adventurers and explorers, hoping it’s not your head that
ends up detached. Well, when all else fails, you can depend on your Martini-Henry, your bayonet,
and that the officers will end up smelling like a rose. Given a choice between field missions with a
load of idiot civilians and digging latrines, you’d have to sit down and think it over.

Important Attributes: STR, DEX, TOU


Profession Skill: Firearms
Racial Restrictions: None
Starting Equipment: Field uniform, Dress uniform, Rifle (infantry) or Carbine (cavalry), Bayonet,
Pack with bedroll and field kit
Starting Funds: Low
Income: Low
Suggested Social Level: 2

Skills and Abilities

INITIATE
Core Skills
Avoid Blow, (Maneuver / Equestrian), Melee Weapons, Shake It Off, Sprint
Optional Skills
Awareness, (Climbing / Animal Handling), Stealthy Stride, Streetwise, Unarmed Combat

NOVICE
Core Skills
Anticipate Blow, Battle Shout, (Riposte / Charge), Slough Blame, (Wound Balance / Sure
Mount)
Optional Skills
Danger Sense, Haggle, Navigation, Tiger Spring, (Tracking / Animal Bond)

JOURNEYMAN
Core Skills
(Crushing Blow / Wheeling Attack), Frenzy, Impressive Display, (Long Shot / Wheeling
Defense), (Momentum Attack / Double Charge), (Second Shot / Mount Attack), Stout
Constitution
Optional Skills
Battle Bellow, Disarm, Eagle Eye, Frighten, Leadership, Mapmaking, Wilderness Survival

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Chapter 6

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.

Notes

• The Soldier is either infantry or cavalry. An infantry Soldier picks the first option in each set
of parentheses, while a cavalry Soldier picks the second. Separate Variants of the Soldier for
infantry, cavalry, and marine service will be presented in the 1879 Companion.

147
CHARACTER PROFESSIONS

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 17: 7/D12 STR: 14: 6/D10 TOU: 15: 6/D10
PER: 10: 5/D8 WIL: 9: 4/D6 CHA: 10: 5/D8
CHARACTERISTICS
Physical Defense: 10 Mystic Defense: 6 Social Defense: 6
Initiative: 7 Movement: 6 Carrying Capacity: 140
Mystic Armor Bonus: 1 Social Level: 2
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 30 Death: 36 Wound Threshold: 10
Recovery: 3
LANGUAGES
English (British): Speak, R/W
ARMOR
Padded leather (military issue equivalent): Phys 4, Myst 0, Init 0
WEAPONS
Bayonet
Bolt-action rifle, 20 rounds ammunition (more issued as needed)
EQUIPMENT
Field uniform, Hiking boots, Dress uniform, Bedroll, Mess kit, Backpack
Money: £-/-/10
SKILLS
Skill C/O/F Skill Rank Skill Step
Firearms Prof 3 10
Speak Language F 1 6
Read/Write Language F 1 6
Avoid Blow C 1 8
Melee Weapons C 1 8
Shake It Off C 1 7
Sprint C 1 --
Awareness O 1 6
Climbing O 1 8
Stealthy Stride O 1 8
Unarmed Combat O 1 8
Knowledge (Sport) F 2 7
Equestrian F 1 8
Gunnery F 1 6
Animal Handling F 1 5
Artist (Woodcarving) F 1 6
Charge F 1 7

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Tribal Warrior
“You see this coinpurse on my
belt? It is made from the scrotum of
the last man to be disrespectful to me.
I think it looks worn and in need of
replacing. What do you think?”
Tribal Warriors may come
from any race that still holds to their
people’s ancient ways, living in a tribal
society and prizing the role of the
warrior as the defender of the people.
The most likely to be encountered in
1879 are the Zulus, although Maori,
Native American, Mongol, or Saurid
Tribal Warriors are possible. Let’s
consider the Zulu.
Any British soldier can tell
you that it’s better to have the Zulus
beside you than across the field facing
you. It’s not any less terrifying, but
you have a better chance of survival.
Zulu women fight just as well as Zulu
men, as this woman can easily prove.
She handles her assegai and shield as if she were born with them
in her hands. She’s actually only been carrying weaponry since she
was able to walk, but that’s close enough, don’t you think? Quiet,
intense, tireless, and fierce, she will gladly face whatever foe her
leadership points her toward. Don’t expect her to put up with
any nonsense. She’s a warrior, not a cook or a serving-girl.
Treat her like you would any lethally dangerous and highly
trained fighting professional, and you might just gain
her respect. That’s worth more than gold.

Important Attributes: DEX, WIL


Profession Skill: Melee Weapons
Racial Restrictions: None, but must originate from
a tribal culture that still maintains and respects a
warrior caste or tradition
Starting Equipment: Standard clothing for culture,
Armor as appropriate to culture, Spear/Assegai/ pole
arm suitable for throwing, Knife/Kukhri/Iklwa/
short blade
Starting Funds: Low
Income: Low
Suggested Social Level: 3 (native culture) /
2 (among Europeans)

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CHARACTER PROFESSIONS

Skills and Abilities

INITIATE
Core Skills
Shield Charge, Sprint, Throwing Weapons, Tiger Spring, Wilderness Survival
Optional Skills
Awareness, Climbing, Hunting, Swimming, Unarmed Combat

NOVICE
Core Skills
Battle Shout, Danger Sense, Missile Weapons, Shake It Off, Wound Balance
Optional Skills
Acrobatic Defense, Avoid Blow, Heartening Laugh, Stealthy Stride, Tracking

JOURNEYMAN
Core Skills
Frenzy, Frighten, Impressive Display, Momentum Attack, Second Weapon, Steely Stare, Stout
Constitution
Optional Skills
Anticipate Blow, Battle Bellow, Disarm, Leadership, Lion Heart, Resist Taunt, Spot Armor Flaw

Abilities

• The character gains +1 to their Physical Defense.


• The character gains +1 to their Social Defense.
• The character’s Recovery Step increases by +1.
• Battle of Wills: The Tribal Warrior attempts to defeat a chosen foe with an effort of will and
spirit, without resorting to weaponry. The character and the foe lock eyes, requiring them to
be within fifty yards of each other. Both make a Steely Stare Test, spending 2 Strain. If the
foe does not know the Steely Stare Skill, they may make a straight WIL Test, but must pay
4 Strain. Whoever achieves the greatest Test result wins the battle. Compare the winner’s Test
result to the loser’s Social Defense. On one success, the loser may take no aggressive action
of any sort for the winner’s Steely Stare Rank in rounds. On two successes, the loser silently
and visibly surrenders to the winner, and may be compelled by the winner (verbally or with a
gesture) to disarm or retreat. On three or more successes, the loser is badly shaken, and may
take no aggressive action of any sort for the winner’s Rank in hours. As well, the loser hands
over their primary weapon to the winner. In many tribal cultures, it is considered honorable
to return a foe’s weapon to him. Keeping a living foe’s weapon may start an ongoing conflict
as the foe tries to recover their weapon and their honor. The Tribal Warrior will not normally
use this ability against someone from outside their own culture, but stories are circulating of
Saurids and Maoris who have met and recognized each other as worthy opponents.

Notes

• Saurids may swap Swimming from Initiate Optional with Sprint from Initiate Core.

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Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 17: 7/D12 STR: 13: 6/D10 TOU: 14: 6/D10
PER: 9: 4/D6 WIL: 13: 6/D10 CHA: 9: 4/D6
CHARACTERISTICS
Physical Defense: 10 Mystic Defense: 6 Social Defense: 6
Initiative: 7 Movement: 6 Carrying Capacity: 125
Mystic Armor Bonus: 3 Social Level: 3 (native culture) / 2 (Western culture)
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 28 Death: 34 Wound Threshold: 9 Recovery: 3
LANGUAGES
isiZulu: Speak
English (British): Speak
ARMOR
Leather: Phys 3, Myst 0, Init 0
Hide shield: Phys +2, Myst +1, Init -1
WEAPONS
Assegai (use Spear stats), Iklwa (use Short Sword stats)
EQUIPMENT
Cotton shirt, Canvas trousers worn in deference to western sensibilities, Blanket, Water skin
Money: £-/-/5
SKILLS
Skill C/O/F Skill Rank Skill Step
Melee Weapons Prof 3 10
Speak Language F 2 6
Read/Write Language F 0 --
Shield Charge C 1 7
Sprint C 1 --
Tiger Spring C 1 --
Wilderness Survival C 1 5
Awareness O 1 5
Climbing O 1 8
Hunting O 1 8
Unarmed Combat O 1 8
Knowledge (Geography) F 1 5
Knowledge (Botany) F 1 5
Animal Handling F 1 7
Craft Armor F 1 5
Artist (Dancing) F 1 5
Distract F 1 5
Great Leap F 1 8

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CHARACTER PROFESSIONS

Weird Scientist
“Fools! I’ll show you all!”
Western science and Eastern mysticism:
neither one has all the answers. Applying the
scientific method to areas of study disdained
by European scholars, to regions unexplored by
those who failed to see the potential that could
be unlocked, has granted you knowledge that
no one else holds. Knowledge is power. Your
explorations into fields other people discarded
as unfruitful or unworthy have delivered the
power you need to prove yourself. Now you
can silence the naysayers, the scoffers, the
hidebound. The time has arrived to take your
devices into the field, to demonstrate your
work, to prove to the world the value of your
efforts. Science will triumph!

Important Attributes: PER, WIL


Profession Skill: Craft Device
Racial Restrictions: Saurids – their culture does
not support the Profession
Starting Equipment: Decent clothing, Lab
clothing / protective gear, Toolkit
Starting Funds: Moderate
Income: Moderate
Suggested Social Level: 3

Skills and Abilities

INITIATE
Core Skills
Craft Armor, Craftsman (Select), Eidetic
Memory, Impressive Display, Mechanic
Optional Skills
Cryptography, Firearms, Knowledge
(Mathematics), Magic Theory, Research

NOVICE
Core Skills
Awareness, Clockwork, Craft Firearm, Evidence
Analysis, Field Engineering
Optional Skills
Arcane Mutterings, Bribery, Crew (Airship
/ Ship / Vehicle), Engine Programming,
Spellcasting

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JOURNEYMAN
Core Skills
Craft Weapon, Forge Armor, Forge Device, Haggle, Lion Heart, True Sight, Willforce
Optional Skills
Disarm, Exploding Ammunition, Knowledge (Chemistry), Pilot (Airship / Ship / Vehicle),
Resist Magic, Slough Blame, Spot Armor Flaw

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 Weird Scientist 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.

Notes

• The Profession Skill may be changed as appropriate to the School. For example, Newtonians
could have Alchemy for their Profession Skill, and Prometheans could take Physician. Variants
of the Weird Scientist Profession fully restructured for specific Schools will be included in
the 1879 Companion.
• The Weird Scientist uses Magic Theory to learn powers and spell effects from grimoires and
other texts and record them in their own writings, for later incorporation into devices. The
actual spell is not learned, but the Weird Scientist gains knowledge from study of the spell
that can be used to empower a device.
• Spellcasting is used for enchanting only, to lay the effects of spells into devices. Weird
Scientists do not cast spells.
• Like the Brassman, the Weird Scientist must have some device or tool to brandish when using
Arcane Mutterings. The unease the target feels is directed more at the device or tool than the
Weird Scientist.
• The Pilot Skill selected at Journeyman Optional must match the Crew Skill selected at Novice
Optional.

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CHARACTER PROFESSIONS

Example Character
Professional Rank: 1
ATTRIBUTES
DEX: 13: 6/D10 STR: 8: 4/D6 TOU: 8: 4/D6
PER: 18: 7/D12
WIL: 17: 7/D12
CHA: 9: 4/D6
CHARACTERISTICS
Physical Defense: 8 Mystic Defense: 10 Social Defense: 6
Initiative: 6 Movement: 6 Carrying Capacity: 60
Mystic Armor Bonus: 3 Social Level: 3
KARMA
Current Karma: 6 Max Karma: 6 Karma Die: D8
DAMAGE
Unconsciousness: 16 Death: 20 Wound Threshold: 6 Recovery: 2
LANGUAGES
English (British): Speak, R/W
ARMOR
Ballistic vest (Cotton): Phys 4, Myst 0, Init 0
WEAPONS
Light pistol, 10 rounds ammunition
EQUIPMENT
Weekday suit, City boots, Craftsman’s tools (metalworking), Lockpicks. Etheric oscillator: One use
of the Shield spell per day, casting automatically successful, Effect Step 8
Money: £2/7/-
SKILLS
Skill C/O/F Skill Rank Skill Step
Craft Device Prof 3 10
Speak Language F 1 8
Read/Write Language F 1 8
Craft Armor C 1 8
Craftsman (Metalworking) C 1 7
Eidetic Memory C 1 8
Impressive Display C 1 5
Mechanic C 1 8
Firearms O 1 7
Magic Theory O 1 8
Research O 1 8
Knowledge (Natural Philosophy) F 2 9
Alchemy F 1 8
Avoid Blow F 1 7
Lockpicking F 1 7
Streetwise F 1 5
Taunt F 1 5

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155
THE ASCENT OF SOCIETY

156
Chapter 7

1879 Players Guide

Society & Social Level


“Never speak disrespectfully of Society, Algernon.
Only people who can’t get into it do that.”
- Oscar Wilde, The Importance of Being Earnest

V ictorian society, not just in the British Empire but in other nations
as well, was highly class conscious. Someone with lofty aspirations would be
denigrated as having ideas above their station. Crude behavior by an aristocrat
would be rebuked as déclassé.
Family reputation counts for a great deal. People start out in life with the reputation of their
family, for better or for worse. If a person’s family is well liked, then the person is in with the
community, but if the family has a stain on its honor, then the person will have much to overcome.
The top classes do not approve of someone who made their fortune themselves. First off,
someone who’s made a fortune obviously did it by unscrupulous means, over the backs of their
workers. Secondly, making a fortune means they’ve labored, gotten their hands dirty, and this sets
them apart from the aristocrats who have never had to do such terrible things. It doesn’t matter if
they own half the fleet in the harbor and were knighted and given an earldom, there are still parties
they won’t get invited to because they’re nouveau riche, not the right sort of people.
Conversely, the lower classes do not approve of the airs the aristocracy puts on, and derides
them as lazy. Folk should pay their own debts, not use their family’s money for them. And doesn’t
it say something in the Bible about earning your bread by the sweat of your own brow? Let the
toffs parade around in their fancy clothes and give themselves titles. The working class knows who
really makes the Empire function. A shipload of barons and knights could sink and there’d be a
fancy funeral but the Empire would keep right on going; lose half the farmers in Derbyshire and
people in London are going to starve.

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SOCIETY & SOCIAL LEVEL

Class Descriptions
The Industrial Revolution brought not only improved production and transport, but widespread
unemployment, overcrowded cities, and increased tension between the social classes. London alone
increased its population from one million inhabitants to over three million in just eighty years. An
examination of the class structure will shed light on the origins, the nature, and the strife inherent
within each level and between the classes.

Lower Class / Criminal (SL1)


Over a quarter of the population of London live at or below a level of income required for
basic survival. These destitute are either homeless, or crowded into poorly constructed slums with
no running water, no sewage systems, and no hope. Those that don’t attempt to eke out a living
by combing through sewage for lost valuables, cleaning chimneys, selling matches, sweeping the
streets in front of the well-to-do, or criminal activities end up in the workhouses, smashing rocks
or unraveling old ropes all day for a crust of bread, a bowl of watery soup, and something vaguely
resembling a bed. In an ironic twist, the totally destitute in the workhouses are given free medical
care, whereas the merely poor who manage to survive on their own are not. People of SL1 are not
allowed in high street shops, and make most of their purchases from street markets, barrows, and
back alleys. Banks will not do business with people of this class, as they are assumed to be of poor
moral character.
While several initiatives and reform laws have upgraded the condition of workhouses in the
past decades, many workhouse officials still hold on to the belief that the poor are poor because
of their own moral failings. The workhouse system exists more to motivate the poor to better
themselves, and avoid charity, than to support them. The Prime Minister saw a golden opportunity
to create new wealth for the Empire by sending the underemployed destitute through the Portal.
Given the choice between conditions scarcely better than prison, or the promise of a New Victorian
Eden, volunteers lined up in droves, only to find themselves confined to workhouse settlements in
the Gruv not much better than prison camps.

Working Class / Commoner (SL2)


The working class comprises of men and women who perform physical labor and are paid
weekly or daily wages, the unskilled laborers, barrow merchants, factory workers, soldiers, and
household servants. These people tend to make less than thirty pounds (£30) in an entire year.
Skilled workers at the top of the social class, such as carpenters, might make twice that. Their
workday often begins at five in the morning, averaging ten to fourteen hours of toil in the mill,
factory, or mine before it ends. People of SL2 may make high street purchases if their family is
known to the shopkeepers to be of good repute. Their food likely comes from the wet markets,
where the ground or floor is hosed down at least once a day because of the offal and trash that
accumulates.
At the lower end of the working class, people live two to ten families in a single room. The
less income the family has, the more they pay in rent, their poverty rendering them untrustworthy,
sometimes having to pay a toll to enter or leave the room or use the lavatory. At the upper end,
shopkeepers, journalists, tailors, and similarly skilled workers can generally afford a two bedroom
home and a diet consisting mainly of bread and vegetables. Meat might only be seen once a year,
at Christmas. Alcoholism and addiction to opium is far too common, although the Portal and the
promise of a new world almost within arm’s reach has given many of the working class hope where

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they previously held none. Many banks will not do business with commoners, and those that will
are not of good repute. Their draughts may not be accepted at high street shops or more respected
financial institutions.

Middle Class / Bourgeoisie (SL3)


A growing yet still relatively small group, these are the wealthiest of the inner cities; lawyers,
accountants, keepers of large or more respected shops, doctors, and midtown landlords. These were
the first to move to the suburbs and take advantage of the new railway systems. They enjoy houses
with two or three bedrooms, a garden, and potentially even a servant or two. The middle class exists
within sight of the truly affluent, and constantly strives to emulate their social betters and win their
acceptance. Sadly, it is not at all uncommon for members of the middle class to drive themselves to
bankruptcy attempting to keep up with the latest fashions, or to afford membership to an exclusive
club that might advance them in social status. People of SL3 make most of their purchases in high
street shops or open air markets of good hygiene.
Whereas once only those men of noble birth could be called gentlemen, by 1879 the practical
use of the term has expanded to include those men of particularly respectable professions. The
definitions of lady or gentlewoman are more difficult to describe. In many cases, women choose to
ignore those terms altogether, instead earning titles such as professor, doctor, and military ranks.

Upper / Merchant Class (SL4)


The factory owners, great merchants, bankers, and uptown landlords enjoy a salary up to
four hundred times that of their domestic help. On the outer edge of certain quarters of the city, a
five story upper class townhouse might consist of a library, two drawing rooms (one for men and
one for women, or perhaps one for married couples and one for the single crowd), two bedroom
suites, four smaller bedrooms, a nursery, a garden, a carriage house complete with steam-powered
conveyance and live-in coachman, and a basement to house the wine cellar, kitchen, scullery, pantry,
and a boiler for heating and power. Quarters for anywhere up to seven servants would be split
between the basement and the garret, tucked in wherever room for a narrow bed could be found.
Most of their purchases are made from shops in the better end of town, with the high street being
seen as déclassé. Their food is procured by servants using a household budget. Payments of more
than pocket change tend to be handled with bank draughts. The more respected banks are restricted
to people of SL4 or 5. “Not our kind of people” was a commonly heard phrase.
The upper class have so distanced themselves from the lower and working classes, in some
cases they no longer recognize they are there. Those of lesser status are simply the cogs in the
background that make things happen and tend to their whims and needs. If the lower and working
classes form the realm of Dickens, the upper class live in the worlds of Jane Austen, the Brontë
sisters, and Jules Verne.

Aristocrats / Royalty (SL5)


Looking down even on the upper class (especially the nouveau riche or “New Money”
merchants, whose wealth still smells of work) are the families of the great landowners, usually
ennobled with hereditary titles. These are people with titles that can only be granted by the Crown,
and with well-known lineages and pedigrees. Their circles run so small and tight that even the upper
class may escape their notice. Their money comes from inheritance, land ownership, and investments,
and their time is truly their own. Purchases are made by appointment from exclusive shops, with
the shopkeeper setting their hours by their customers’ desires. People of SL5 may receive gifts from

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SOCIETY & SOCIAL LEVEL

merchants wishing to be known as their suppliers. At this SL, people have no clue where their food
comes from, other than the kitchens. They dress for dinner and food is presented to them.

How Social Level Works


For game purposes, Social Level (SL) is given a Rating from one to five. At character
generation, the character’s SL determines their starting funds, their probable income, and the
languages they speak. In play, SL and differences in SL determine how GMCs react to player
characters, where people shop (and are allowed to shop), prices paid for goods and services (and
what’s available), and how much it costs to keep up the character’s lifestyle: the higher the SL, the
higher the maintenance cost. Pretension was rife in the Victorian age. Salons must be attended.
Horses require upkeep and staff. Clothing must be in fashion. The Lifestyle column lists the cost
in pounds sterling that must be paid each month to maintain the SL. If the cost cannot be paid,
a downward slide begins. If the character gains wealth, an upward journey may begin. See the next
section, Gain and Loss of Social Level. The Lifestyle cost may be adjusted by the Gamemaster
according to circumstances, such as unexpected expenses or windfall income.
The following table summarizes SL and some of its effects on character build and gameplay.
The effect of SL on Renown is covered in the Character Advancement chapter. Price differences and
pricing structures based on SL are found in the Equipment chapter. Effects of SL differences on
Interaction Tests with Gamemaster characters are covered in the 1879 Gamemaster’s Guide.

Social Level Definition Table


Social Class Lifestyle
Level Name Law Cost Languages
1 Lower Class / Subject to arrest on £-/1/6 English / Gaelic /
Criminal suspicion. Never allowed to Cornish or other
testify. native
2 Working Class / Viewed with suspicion. Not £-/6/- Native language, may
Commoner brought as witnesses unless know others due to
the police are desperate. trade
3 Middle Class / May testify in court, bring £-/14/- Native language plus
Bourgeoisie suit; regarded as solid those learned for
business
4 Upper Class / Sought as character wit- £4/-/- Native language plus
Merchant Class nesses, problems usually one Classical (Greek
settled quietly and out of / Latin) or that of a
court, may be involved in trading nation
Chancery suits
5 Aristocracy / Only the most scandalous £72/-/- Native language plus
Royalty of circumstances involve one Classical and
the courts or the law; these French required, other
are the lawmakers and thus European languages
generally above the code optional

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Race and Other Physical Characteristics


Social Level and employment directly affect the possibility of Boojum status. Very few trolls
exist among the lower classes, SL1 and SL2. The transformation requires tremendous amounts of
food to provide for the massive expansion of body mass, and lower SL families simply don’t have
the resources. Thus, those LGF victims among the underclass unfortunate enough to begin the
transformation into trolls tend to starve to death in the process. Trolls of lower SL origins tend
to be in the military, or similar organizations, where adequate provisions were available for them to
survive. Conversely, those of very high SL unfortunate enough to transform into Boojums have a
tendency to be hidden away by their families, or become remittance men (or women), if they are not
killed outright in the shock and horror of the moment. The predominance of elves in the higher SLs
is directly related to their being found attractive by untransformed humans, with the other Boojum
races being suppressed in one way or another.
A similar phenomenon affects average height. The higher the SL, the better the nutritional
content of the diet. Better nutrition in early life results in larger, healthier people. Men of SL2 have
an average height of 5’ 6”. Men of SL5 have an average height of 5’ 9”. Women of the respective
SLs have a similar average height difference. Some members of the upper crust have abused
Darwin’s theory with this data, saying that it proves that the upper social levels are superior, that
the lower classes are not just morally degenerate but physically inferior, a lesser breed of human.
Combine the two, and you have an exacerbation of class prejudice that explains why Boojums
take an SL penalty when interacting with people of higher SL. The large, robust snarks especially
frighten the upper classes, with their brutish appearance and obvious strength. Class warfare
has not yet broken out into overt physical hostilities, but tracts have appeared wondering about
the inevitability of such. Some of the more inflammatory publications, usually appearing under
pseudonyms, call for pre-emptive action of one sort or another, demanding that the Boojums be
exterminated before they rise up against their betters, or urging the snarks to band together against
the oppression of the upper classes and force better treatment for themselves in one way or another.
Of course, revolutionaries of various stripes have seized the opportunity to foment for their own
causes. The pot hasn’t boiled yet, but it’s only a matter of time.
In the Gruv, Saurids have legends of Boojums among the Samsut, but the Samsut treated
their Boojums abysmally. The Saurids think of Boojums as similar to their own Hulks, misshapen
children who have to be treated with care because of their potentially violent nature, but more to
be pitied than punished. Some Saurid tribes have had the situation clarified from their contact
with Terrestrial humans and Boojums. News does not always travel among the tribes. What any
individual Saurid knows of Boojums and how they react upon meeting one in person for the first
time will vary considerably.

Gain and Loss of Social Level


Breaches of etiquette and the law can cause a drop in SL. Poverty was assumed to be a result
of moral turpitude. The poor were expected to be doing terrible things. Thus, someone at SL1
is already assumed to be a criminal. Their SL can still drop if they do something that even the
criminal underground finds repellant, causing Infamy (see pg.165). At upper SLs, scandal attaches
to such doings. A firm’s senior partner found to be jiggering the books to avoid taxes and afford a
mistress has not only committed a crime, but breached the Gentlemen’s Code. Such things simply
aren’t done. The senior partner may be able to avoid prison if they have a clever barrister, but
they’ll never be invited to the right parties again. Their SL will drop whether or not they are able
to maintain their lifestyle costs.

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Gallant behavior over time can bring someone up in SL. Robert Clive, for example, first
arrived in India as a factor for the East India Company, not much more than a glorified clark and
shopkeeper, at the lower end of SL3. By showing a cool head in a crisis, taking charge where he
could, and rigorously following the Gentlemen’s Code, Clive gained a commission in the army, the
title of First Baron Clive of Plassey, a knighthood in the Order of the Bath, and eventually the rank
of Major-General and the post of Commander-in-Chief of India. In the process, he rose to SL5,
and left estates to his son that resulted in Edward Clive being elevated to Baron Powis of Powis
Castle, Baron Herbert of Chirbury, Viscount Clive of Ludlow, and finally the Right Honourable
Earl of Powis, with a seat in the House of Lords.
Accumulation of wealth and the ability to afford the lifestyle of a higher SL allows the
person to rise, but only to SL 4. To rise to SL 5, the character must be ennobled, which requires
performing some kind of service to the Empire that puts the character on the Honours List, or
the equivalent, such as the tsar elevating the character to boyar. Gaining high political office, such
as becoming the new nawab of the Awadh state, likewise advances the character to SL5. Loss of
wealth or office or rank may cause a slide downward, especially if the loss was caused by socially
disapproved actions such as theft or sexual misconduct on the part of the character.
The effect of wealth is not immediate. Maintaining the lifestyle of a higher SL must be
sustained for a number of months equal to the destination SL. Thus, a businessman of SL3
achieving the lifestyle of the merchant class, SL4, must maintain that lifestyle for 4 months before
rising in SL. Going down in lifestyle, unless catastrophic, takes a number of months equal to the
current SL. Thus, a merchant of SL4 falling on hard times would have 4 months’ grace to recover
their lifestyle before sliding down to SL3.
Gain or loss of rank is public, and has an immediate effect. An officer receiving a promotion
to flag rank, which tends to come with a title if the officer doesn’t have one already, advances to
SL4, and possibly SL5 depending on the title, at the end of the ceremony. An officer being sent
down to the ranks drops in SL the moment their insignia is taken off their shoulders and put on
their sleeves. The following table shows a few suggested SL adjustments. See the Scandal section,
next, for more details on SL loss.

SL Adjustment Table
Event SL Adjustment
Receiving a Military Commission +1 SL if less than 4. Taking military service
should never push SL to 5.
Loss of Military Rank -1 SL
Loss of Military Commission -2 SL
Military Gain of Rank (Staff to Flag) +1 SL, allows rise to SL5 if promotion
includes a title
Knighthood or Order of Peerage Advance to SL5
Stripped of Peerage -2 SL
Scandal, whether or not criminal charges See the next section
ensue
Criminal Charges being brought -1 SL if SL is greater than 2
Criminal Conviction -1 SL if SL is greater than 1

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SOCIETY & SOCIAL LEVEL

Scandal
When someone breaks societal rules or taboos in a way that people find shocking, scandal
ensues. The person becomes a source of gossip, a subject for the tabloid press, and (to varying
degrees) a pariah. Depending on the act that precipitated the scandal and the SL of the person,
they may find their family, friends, and allies dropping away, at least until the situation is resolved,
but possibly for much longer.
Temporary or Permanent SL loss can put the character at a negative SL. Characters with
negative SL have achieved Infamy, explained in the next section. For now, suffice it to say that
Infamy severely interferes with the ability to function in society, and that even the lowest SL1
criminal will feel justified in rejecting someone with Infamy.
Degrees of Offense
The nature of the offense can be described as a matter of degree, from Minor up to
Unforgivable. The following definitions apply, and provide basic information as to how the offense
will be handled in the courts, in public opinion, and among the offender’s family and friends.
Minor: A trifling insult, best forgotten. A quick apology may clear this up, although people
may remember the insult long after it is ostensibly forgiven. The higher the SL, the longer the
person will hold a grudge over an insult. No laws have been broken, and no blood has been spilled.
Moderate: A misdemeanor may have been committed. A small financial loss may have
occurred. Apologies simply won’t suffice. Restitution must be made. If a court case results, it will
remain in the lower chambers. A few years on and nobody will remember any of this.
Serious: Simple restitution is no longer sufficient. The offender must compensate the victim
for pain and suffering. Reputational loss may have been inflicted. The offender may be charged with
an offense. Friends and family rally to the support of the victim. Physical injury may have occurred,
or may be inflicted by the victim or their allies seeking to get their own back. This event will be
remembered for months and possibly years.
Dire: Considerable injury has been done, whether physical, financial, reputational, or any
combination thereof. The perpetrator will require intervention from the highest levels to keep them
out of the dock. The restitution required could easily devour the family fortune, and result in
considerable effort being required of the offender. An insult of this level results in a duel, whether
it’s a knife fight in an alley or pistols at dawn. Such a high degree of honor is involved that it can
only be paid for in blood. The offender may be shamed and shunned for years, or even the rest of
their life, and the story will not die down for a generation.
Unforgivable: The offender is executed or exiled. No amount of restitution will ever be
sufficient. The victim, if there is one, may commit suicide out of shame, or may spend the rest
of their life consumed with bitter rage. The offender’s family lose friends and allies and may have
to relocate. Family standing may be lost. A hundred years later, the history books will still be
discussing the matter.
SL Loss Due to Scandal
The higher the SL of the person and the greater their transgression, the more impact on their
lives (and those around them) the scandal will have. SL loss may be Temporary or Permanent. The
greater the scandal, the greater the loss of SL, and the more likely a Permanent loss will follow.
SL lost to scandal may be regained, but requires considerably more effort, as redeeming a tarnished
reputation is much harder than building a new one. No SL can be regained until the Temporary
loss period expires.
The first table below shows Temporary SL Loss, along with the duration of the effective loss,
organized by the degree of the offense and the SL of the perpetrator. Temporary and Permanent SL

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loss are cumulative. If the period of Temporary SL loss overlaps into the time the Permanent Loss
begins, both are in effect. If this puts the person at a negative SL, they become Infamous, explained
in the next section. When the Temporary loss expires, and the SL is regained, the Permanent loss
still remains. If the person’s SL rises above zero at that time, they lose their Infamy, but still suffer
from their fall from grace.

Temporary SL Loss Due to Scandal


Offense SL1 SL2 SL3 SL4 SL5
Degree
Minor 1 / 1 day 1 / 2 days 1 / 3 days 1 / 4 days 1 / 5 days
Moderate 1 / 1 week 1 / 2 weeks 2 / 3 weeks 2 / 5 weeks 2 / 8 weeks
Serious 1 / 1 month 2 / 2 months 2 / 3 months 3 / 5 months 3 / 8 months
Dire 2 / 6 months 2 / 1 year 3 / 2 years 3 / 4 years 4 / 6 years
Unforgivable 3 / 2 years 3 / 3 years 3 / 5 years 4 / 8 years 5 / Never
Permanent SL loss incurs when the person does something particularly heinous. The following
table shows the amount of Permanent SL loss based on the SL of the perpetrator and the severity
of the offense. SL permanently lost to Scandal can be recovered, but requires substantial effort, as
previously noted.

Permanent SL Loss Table


Offense Degree SL1 SL2 SL3 SL4 SL5
Minor 0 0 0 0 0
Moderate 0 0 0 0 1
Serious 0 1 1 1 1
Dire 0 1 1 1 2
Unforgivable 1 1 2 2 3

Infamy
The difference between fame and infamy, reputation and notoriety, lies in who might be willing
to associate with the person in question, and under what circumstances. His Grace the Duke of
Wellington received invitations to society functions at the very highest level. Everyone knew of him,
and more people claimed to know him than he could have ever met. Everyone knew of George
Gordon, Lord Byron, as well, but considered him “mad, bad, and dangerous to know”. Many people
who had met him denied that they had done so. The Duke was invited to grand balls and functions
with the most respected members of society, even when his political agenda in his later years led to
mobs smashing his windows and the fall of his government. Lord Byron was invited to salons for
shock value, and to weekends in the country full of laudanum and wild behavior, when he wasn’t
hosting such events himself. Having brazened out a series of SL losses, and refusing to apologize
for his lifestyle, Lord Byron went into exile with his SL below zero, having achieved Infamy.
Someone famous receives offers of discount, goods, and services from people anxious to
attach that person’s good name to their business. The infamous person receives similar offers
by people afraid of association or of the person themselves, or wishing to be associated for the
shock value, or because their clientele is of a similar disreputable nature. For example, a laudanum

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manufacturer could have profited from an endorsement by Lord Byron.


A negative SL automatically confers Infamy. It can also arise from having survived Scandal
more than once, and having shown little or no remorse. People tend to harbor a sort of grudging
admiration for those who refuse to conform and continue to defy society’s expectations. In game
mechanics, Infamy occurs after an SL loss, either Temporary or Permanent, reduces the person’s SL
below zero, into negative numbers. The Gamemaster must judge on a case by case basis whether
an Infamous person is shunned, or gains a new sort of attention, either from those wishing to be
thought daring for their association, or from other disreputable people who now find the Infamous
person acceptable.
The Infamous may be insulted, derided, or otherwise treated cavalierly by anyone with a
positive SL without penalty. Society has already disapproved of the person. Displaying an openly
disapproving attitude toward them conforms to the judgement of society as a whole. Among
the Infamous, a sort of scoundrel’s code applies, where insults can still be taken seriously, and
satisfaction demanded, based on the insult and the person. Someone who has become Infamous for
being a drunken wastrel can hardly object to being called such when it is provably true, after all.
Insulting their mother, who has never done wrong and suffers because of the outrageous behavior of
her child, may result in weapons being drawn.

The Price of Fame


The average person may walk down the street unmolested, if one ignores the shouts of
coster-mongers, the importunements of prostitutes, and the pleas of urchins and beggars. Not so
the famous or infamous. They are recognized wherever they may go, are pointed out discreetly or
rudely, and cannot so much as buy a copy of the paper without causing a stir. Once a person gains
a certain measure of Renown, regardless of their SL, they are never left alone again. Even when
fame’s glittering star or infamy’s smokey torch gutter out, the tabloids still speculate as to the fate
of those who once strode the public stage.
As a simple mechanic to represent this, make a Test using the character’s Renown + SL
(change negative SL to positive) against their Social Defense. If successful, their sojourn is
interrupted. The more successes scored in the Test, the greater the nuisance. With only one success,
the person finds themselves asked their opinion on a subject they are known to be interested in
or involved with. More successes increase the annoyance, to gushing autograph seekers, people
offering business propositions of dubious provenance, and suggestions of highly improper liaisons.
Of course, this sort of importunement should not occur every time the well known person ventures
beyond their door, but as Renown + SL rise, the incidence should become frequent enough to cause
an adjustment in estimates of travel time.

The Burden of the Crown


With high SL comes great responsibility. Titles confer office, which in turn requires decisions
to be made. Gone are the feudal days when a baron sat in judgment of their demesne, but new
duties have arisen. Some of these are ceremonial, some administrative, and some legal.
The holder of a title must at some point be ceremonially confirmed in the title, at their age
of majority if they were born to the purple, or at the time of bestowment if they were raised to it.
They must attend the confirmations of their peers and immediate superiors. Members of the chivalry
are encouraged to be present when a new Knight or Dame is inducted into their ranks.
Every noble in the Empire does their utmost to be present at the crowning of a new sovereign.
Full regalia is de rigueur, with all of the ribands and medals and ermine-trimmed cloaks. These
events cost a considerable sum, not only in pounds sterling but in time, effort required for travel,

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and interruption of other business. Failure to attend to these rituals will be regarded as bad form at
best, and can result in loss of titles and the SL that goes with them.
While country barons no longer hold court, they still must see to the financial and physical
well-being of their estates. Any landed noble who does not attend the sheep shearing or the harvest
festival will lose the support of their people. Time must be set aside in the spring to walk the hedges
with the greenskeeper and approve of the maintenance, in the fall to consult with the herdsmen
and review the breeding plans for the livestock, and at various points in the year to see in person
the health or lack thereof of the land. The books must be approved. Of course, a professional
accountant does the sums, but the nobility must make decisions at the strategic level, and sign off
that they have looked over the accounts and found them acceptable. Merchants and nobles have this
in common, that they are both people of business, although that business is of somewhat different
natures.
As the title holder for the lands, the person whose name is on the deeds and the county register,
the noble is held responsible for taxes, maintenance, contracts, and enforcement of ordinances and
special decrees. The noble may have inherited a royal decree from their distant ancestor that once
a year, a sheep fair must be held on the green outside the castle. The green may now be the lawn,
and the long-gone castle replaced by a manor house, but the farmers still raise sheep, the land still
exists, and a royal decree is still valid until a sitting monarch rescinds it. The sheep fair must be
held. If a court dispute arises over the land’s use or boundaries or ownership or tenancy, the noble
must either appear in court or (more likely) send a barrister on their behalf. Counsel must then be
retained, briefed on the situation, provided with the relevant documents, consulted as to the progress
of the suit, and finally paid once the whole horrid business is resolved.
With luck, the lands and other holdings that come with a title generate income, possibly
enough to offset all the expenses that the position incurs. A stipend from the Crown may be present,
although those tend to be just enough to cover the ceremonial dress and the costs of appearing
at the necessary rituals. Odds are the noble has to spend a good deal of time managing their
investments, seeing to their own financial support, as well as the support of their holdings.
So it’s not all fancy-dress balls and riding to the hounds,. There’s a great deal of dreary and
tedious business that comes with holding a title. Achieving a high SL, like any other considerable
achievement, comes with a price, in this case, the one known as the burden of the crown.

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Chapter 8

1879 Players Guide

Skills
Skill is the unified force of experience, intellect and passion in their operation.
– John Ruskin

S kills add a bonus to one of your character’s Attribute Steps, providing


an advantage when making things, engaging in combat, and so on. Skills allow a
character to perform actions that require training or expert knowledge, and to make
informed decisions based on available information during an adventure.
There are four types of skills: Artisan, General, Knowledge, and Language. Artisan Skills
represent the arts and crafts. General Skills allow your character to perform everyday actions.
Knowledge Skills represent how much your character knows about the world. Language Skills
determine the spoken or written languages in which your character is fluent.

Learning & Improving Skills


Because both physical and mental effort are required, Skills take time and work to learn.
A character must train and practice to learn a new Skill or to improve a Skill already known.
Sometimes the character must pay an instructor for training, and buy practice materials.
Skill Ranks assigned during character creation assume that the character picked up the Skill
during adolescence. To add Ranks later in life, the character must find and learn from a suitable
tutor. If your character has the Adventure Points needed to learn a new Skill, or gain a Rank in a
Skill, and access to a tutor or other source of training, the Skill can be learned or improved. See
Improving Skill Ranks, pg.262, for more information.

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Using Skills
Skill Ranks add a bonus to one of the character’s Attribute steps, as shown in the Skill’s
description. For example, a character with the Melee Weapons Skill adds their Skill Rank to their
Dexterity Step to find that Skill’s Step number. A character with a Dexterity Step 6 and Melee
Weapons Skill at Rank 5 would use Step 11 when wielding a melee weapon (6 + 5 = 11).
The Target Number for the Test is usually based on the target’s Social, Mystic, or Physical
Defense. Other Target Numbers appear in the individual Skill descriptions.

Default Skill Use


Some Skills represent abilities that every person knows a bit about, but that some have
specialized training or extensive practice in. If a Skill indicates “Default Use: Yes”, then untrained
characters can use the Skill by making a Test using only the base Attribute. Despite the ability to
default to an Attribute, the Target Numbers for many Skill Tests make it difficult to reliably succeed
when defaulting. Any requirements based on Rank, such as duration or range, are considered to be
equivalent to the character possessing the Skill at Rank 1.

Moran, a dwarf Sailor, is negotiating for a better price on an item he wants from a local
merchant. After determining whether the item is available to be bought, and a base price for
it, Moran attempts to bargain for the goods. He does not know Haggle, but it is a default
Skill, so he can attempt to use it. Moran gets one chance to make a successful Charisma Test
to negotiate a better price. Smiling, the merchant listens to the dwarf’s stumbling attempt at
explaining why he should pay less for the item, then waves it off and reiterates the price.

Skill Tests
To make a Skill Test (usually referred to by the name of the Skill, for instance, an Etiquette
Test), the character rolls the Action Dice indicated by the Skill Step. For the Test to succeed, the
result must be equal to or greater than the Target Number (TN). If the result exceeds the TN, the
character achieves extra successes for each five points, which may increase or otherwise beneficially
change the effect of the character’s Skill use. For example, if the TN for the Test is 8, and the
character rolls a 13, they get one extra success, which may make the action more effective or longer
lasting.
Some Skills replace or substitute their Step for a step number used in another type of Test.
For example, the Crushing Blow Skill replaces the character’s Strength Step with the Skill Step
for the purpose of determining damage. If a character has multiple Skills that replace the same
type of Test, they may only benefit from the use of one of them. Using two would mean replacing
the original Step once, and then replacing the new Step again. If the character had two Skills that
substituted for their Strength Step, such as Crushing Blow and Down Strike, they would have to
choose which Skill to use.

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Skill Duration
The effects of some Skills vary in duration. Some take effect immediately, with no duration,
such as Melee Weapons. Many have a duration determined by multiplying the Skill Rank by a given
time unit (rounds, minutes, hours, days, and so on). For example, the effect of Engaging Banter
lasts for a number of minutes equal to the character’s Engaging Banter Rank. In most cases, if the
character using the Skill is knocked unconscious, the Skill’s effect ends.

Dispelling Skills
If a Skill is powered by magic, player and Gamemaster characters can interrupt or end an
opponent’s use of the Skill by using magic-disrupting abilities. The Target Number for dispelling
a Skill is based on its Skill Rank. Only those Skills with an extended duration can be dispelled
this way. Some Skills are more or less resistant to being dispelled. These Skills note the Dispel
Difficulty in their description. See Dispelling Magic, pg. 367, for more information.

Skill Range
Many Skills have a variable range based on the Skill Rank, or a Test result to determine a
viable target, measure their effects, or determine the area affected. The Skill description will note
this where it applies.

Artisan Skills
Of the four types of Skills available, Artisan Skills are the most subjective in their results.
Production of creative work may or may not earn money or get the character out of trouble. It
certainly will invite critique, as everyone has an opinion on a painting or a song, whether or not they
themselves can create such. Use of Artisan Skills tends to require extended effort, work performed
over time, to create the final product. The Gamemaster may call for the Artisan Skill Test at
the beginning or end of that time, depending upon whether the Gamemaster wants to check for
inspiration at the start or dedication at the conclusion.

Using Artisan Skills


If advancing the story requires that a character create a sculpture or painting, write a song or
poem, or create some other form of artwork, the character may use an appropriate Artisan Skill to
do so. See Artisan, pg. 182, for examples of typical Artisan skills.

Making an Impression
Gamemasters can also treat the Artisan Skill as a way of making an impression. The
Gamemaster compares the result of the character’s Artisan Test against the highest Social Defense
among the characters present. Success improves their attitudes by one degree. A Rule of One result
worsens their attitude by one degree.

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General Skills
General Skills allow your character to perform a variety of actions; basically anything that
doesn’t have to do with creativity, interpersonal communication, or remembering lore. Your character
might use the Acrobatic Strike Skill to provide an edge in combat, or the Conversation Skill to
worm vital information from a possibly reluctant contact. Characters frequently end up in situations
where they need a General Skill — assuming, of course, they’ve had the time to acquire it.
Some of the General Skills described in this chapter have magical requirements, and are only
available to appropriate characters. Some have constraints as to physical or mental ability, while
others are peculiar to a race or culture and cannot be learned by non-natives. Skills with these
constraints are noted as such at the top of the description.

Knowledge Skills
Your character has lived in the Gruv or on Earth for their entire life, and so will know more
about it than you possibly can. Knowledge Skills represent that experience. They serve two main
purposes:
• They simulate your character’s knowledge of the world. The Gamemaster reveals or adds
to this knowledge when it will advance the story.
• They allow you to further define your character, giving them unique quirks and interests.

In a game session, Knowledge Skills come into play when something your character might
know would help you make an informed choice about what to do next. Your character may know a
tremendous amount about the world, but the player will only learn that knowledge when the story
dictates the need.

Using Knowledge Skills


Using Knowledge Skills works the same as using other Skills. The exact nature of each
Knowledge Skill can have a narrow focus or broad perspective, and knowledge of any area may
cover huge amounts of information with different levels of insight. As a result, there are different
ways for players and Gamemasters to use Knowledge Skills during the game, and different ways to
interpret Knowledge Skill Test results.

A character typically uses a Knowledge Skill in one of two ways:

• To determine if a specific fact is known


• To see how much is known about a given subject

Both require a Knowledge Test to be made. Learning a specific fact involves beating a given
Target Number. Finding what body of knowledge a character has is an open roll, with extra successes
representing more knowledge.
The use of Knowledge Skills does not reflect a character’s only knowledge about any given
situation. It is remembering the right thing at the right moment, or drawing conclusions between
knowledge and situation. As such, a character may know something they failed to “remember” earlier.

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Practical Knowledge
Optional Rule: Gamemasters may want to incorporate practical knowledge into Artisan
or General Skills, allowing them to be used as Knowledge Skills. For example, they may
want to make basic knowledge of melee weapon design available to all characters who know
the Melee Weapons Skill, or may want to allow all characters with the Singing Skill to
know a little about music, without requiring separate Knowledge Skills to be learned. The
Gamemaster should limit the applicability of these practical Knowledge Skills by only
allowing them to cover knowledge that is directly related to the subject, and nothing that
exists more than one step away.
To implement this, the character simply determines an impromptu Knowledge Skill
Step by adding the Rank of the Skill in question to their Perception Step, using the Skill as
if it were a Knowledge Skill. The character then makes a Test as normal.

Winston knows the Dancing Skill at Rank 5 and has a Perception Step of 6.
He is an accomplished dancer and has practiced many dances of his native Britain, but
is now in a situation where a Saurid tribe from the Western Forest has invited him to
join in their fertility dance—one he hasn’t done before (and isn’t quite sure he should).
The Gamemaster tells him to make a Knowledge Test with a Step 11, using
his Dancing Skill with PER instead of the usual DEX, allowing Winston to use his
knowledge of dance to look for typical rhythmic patterns and steps performed by
Terrestrials from the United Kingdom. The Gamemaster judges Winston’s Skill to be
closely related, but as the Saurids’ tribal dances in general are unfamiliar, requires him
to achieve at least two successes. Winston needs to roll an 11 to succeed, which means
he’ll need an actual roll of 16, so that the +5 gives him an extra Success. Winston gets
a 17, and manages to figure out the fertility dance well enough in a minute or two of
study that he could participate, if he’s willing to endure the potential scandal later on.

Making Knowledge Tests


When making a Knowledge Test, the player rolls the Skill Step (Rank+PER) against a Target
Number determined by the Gamemaster. The Gamemaster decides how well the character’s Skill
covers the subject of the Knowledge Test, and determines whether the desired information is a well-
known fact in that area of expertise or information known only to a few insiders.
If the character is looking for a fact, the Gamemaster’s decision results in a Target Number,
and possibly a number of successes to be achieved. This can be re-interpreted into a new Target
Number. For example, if a Botany (7) Test requires three successes because the information is not
well-known even among botanists, a Botany (17) Test might be asked for instead, as a 17 scores
three successes against a Target Number of 7.
If the character tries to learn as much as possible about a subject, the Target Number is
determined the same way, but no specific number of successes are required. Instead, extra successes
give the character additional information. Adventures and other sourcebooks will often suggest a
number of Knowledge Skills and associated Target Numbers along with a table showing what a
character achieving different successes learns.
For example, if a character tries to remember all sausages important to Polish cuisine, a
Polish Cuisine (5) or a Central European Cuisine (9) Test might be called for. One success with

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either Skill would allow the character to learn the five most important Polish sausages, while two
successes would allow them to learn both the five most important, plus another four less important
sausages, and so on. Although the Skills and Target Numbers differ, the knowledge gained would
be the same if identical numbers of successes were achieved.

Knowledge Relation
Before making a Knowledge Test, the Gamemaster determines how related the Knowledge
Skill and the subject at hand are. The relation of Skill and knowledge determines the base Target
Number of the Knowledge Test, as shown on the Knowledge Test Table (below). There are five
broad categories for the relation a Knowledge Skill has to a subject:
To-the-Point Skills match the knowledge sought after exactly and are often very specialized
Knowledge Skills. For example, the Current Politics Knowledge Skill indicates that the character
keeps up-to-date on the day to day politics to the very detail.
Closely Related Skills cover the knowledge sought very closely, either by covering a slightly
larger focus or a strongly related field of expertise. For example, the (City) Politics Knowledge Skill
is still a good source of knowledge about the politics of a particular city.
Related Skills are the most common Knowledge Skill found and cover a wider area of
expertise, but the Skill and knowledge sought are still related. For example, both the (Nation)
Politics and (City) History Skills would allow some access to knowledge about the policies and
politics of a city.
Hardly Related Skills might contain bits of relevant information where the desired knowledge
is concerned. For example, the Military Knowledge Skill might cover some of the knowledge
connected to politics, since there is some crossover between politics and the military.
Unrelated Skills cannot be used to learn anything about a given subject. For example, the
Tavern Cuisine Knowledge Skill does not allow one to learn any facts about a politician at all, even
if he frequently eats tavern food. They do not allow any Knowledge Tests to be made.

Knowledge Test Table


Type of Information Target Number
To-the-point 5
Closely Related 7
Related 9
Hardly Related 12
Unrelated NA
Knowledge Obscurity
Once the relationship of the Knowledge Skill and the field of expertise are determined, the
Gamemaster decides how successful the Knowledge Test has to be to learn a specific fact or to what
extent a character’s Knowledge Test result covers it. The more obscure a piece of knowledge, the
higher the Target Number or the more successes it requires.
General information requires a single success. For example, the approximate date and rough
circumstances of King Nbomani’s ascension to the Zulu throne are General information within the
subjects of Nbomani’s person, Zulu politics, or the Zulu Protectorate in general.
Detailed information requires two successes. For example, Nbomani’s accurate age and the
day he ascended to the throne are Detailed information.

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Intricate information requires three successes. The stances that the Zulu Protectorate’s chiefs
and chieftains took towards the succession and their immediate reactions and displays during the
coronation ceremony are Intricate information.
Obscure information requires at least four successes. Obscure information is typically secret
knowledge, available only to insiders. The details of Mbuyazi’s killing of his brother Cetshwayo in
the Battle of Ndondakusuka and the Zulu Nation chiefs’ reactions to learning of it are only known
to members of the royal family and close friends, and is obscure information.

Knowledge Obscurity Table


Knowledge Obscurity Successes Required
General 1
Detailed 2
Intricate 3
Obscure 4
Knowledge Skill Limits
Knowledge Skills give your character facts, not abilities. They do not allow your character
to perform a task. For example, knowledge of art does not make your character a painter. Your
character may know everything about every ship ever built and remain unable to sail one out of
harbor. Knowledge Skills let you determine what your character might want to do next. They do
not necessarily enable your character to put a plan into action.
A character successfully using a Knowledge Skill knows information that applies to their
current situation. The Gamemaster gives the information to the player, allowing the character
to act knowledgeably. If the Gamemaster considers the information the character is looking for
unimportant to the adventure, using a Knowledge Skill will likely provide little information. Quite
simply, players cannot expect the Gamemaster to know or create every possible fact about the world,
nor every bit of knowledge they have to help them out in each and every circumstance.

Language Skills
Language Skills allow a character to speak, read, and write different languages. All characters
begin the game with Ranks in the Speak Language and Read/Write Language Skills (unless the
character is illiterate). Each Rank represents a language the character knows.
Learning new languages differs slightly from the process of learning other Skills. To learn
a new language, the character increases their Rank in the appropriate Skill (see Improving Skills,
pg. 262). They then spend at least one month studying the language with a teacher or native speaker.
If learning to read and write the language, the teacher must be literate in the language. At the end
of this time, the character makes a Skill Test against the Learning Difficulty of the language.
If successful, they learn the language. If the Test fails, they may make an additional attempt
after studying the language for another month. Degrees of fluency are not covered in the 1879
mechanic, as being more complicated than necessary for playing the game.

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Game Terms
The Skill descriptions describe how to use each Skill. The text also describes the effects of
the Skill, and boldface entries above each description summarize important game information. This
information falls into the following categories.

Step Number
The Skill Step is usually determined by adding the character’s Skill Rank to the Attribute
Step listed under the “Step:” notation. If the Skill requires the character to make a Test, the Step
number is used to determine the dice the player rolls. For example, a character with a Perception
Step of 6 and the Awareness Skill at Rank 3 would have an Awareness Step of 9 (6 + 3 = 9). The
Step/Action Dice Table shows that Step 9 uses D8+D6 Action Dice. Some Skills use only a
Skill Rank. No Attribute Step is added to the Skill Rank in this case. Some Skills do not require
a Test. Their effect is determined differently, as detailed in the Skill description.

Action
Different Skills require a character to perform different types of Actions. These indicate
different amounts of effort the character has to put into using that Skill (and many other abilities).
The type of Action required to use a Skill is indicated in the “Action:” notation in the Skill’s
characteristics. A Skill requires the indicated Action every time it is used, which normally means
every time a Test is made. There are five types of Actions: Standard, Simple, Free, Sustained, and
NA (Not Applicable).
Standard Actions require most of the character’s attention or govern much of what they can
do in one combat round. A character can use only one Standard Action per combat round. Note
that some Skills explicitly allow several Tests be made as part of using that Skill. For example,
characters with the Frenzy Skill make several Attack Tests as part of using the Skill, because the
rules for that Skill allow it.
Simple Actions require little effort. There is normally no restriction to the number of Simple
Actions a character can perform. Simple Actions differ from Free Actions (see below) in that they
are usually independent from other Actions the character makes, but often indicate some sort of
obvious activity to be performed, such as speaking, moving, or making gestures.
Free Actions, like Simple Actions, are not limited, but are not usually independent from other
actions. They are typically used as part of a character’s general defensive or enhancement abilities.
For example, using a Skill that enhances Damage Tests is often a Free Action, resulting from the
initial attack that used a Standard or Simple Action. Except where otherwise noted, Free Actions
are usually not indicated by any special visible effects, but may intensify an existing visible effect.
For example, all characters continuously dodge and evade in combat, which is represented by their
Physical Defense. A character using Avoid Blow to dodge attacks might look as if they did so with
more effort than normal. Free Actions are normally the only type of Action a character can use when
it is not their turn. They are often reactions to other Actions in this capacity.
Sustained Actions take more than one round to perform, and use the character’s Standard
Actions over the course of several consecutive rounds, minutes, or hours, as indicated in the Skill
description. They usually apply more special rules to how they are used than other Skills, or
require the player and Gamemaster to determine how many Standard Actions are used. Sustained
Actions often require complicated activities before they can be used, and these may differ from

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use to use. While some Skills might require efforts over multiple rounds, they are only Sustained
Actions if they actually require a Standard Action to be used several times in a row before the
Skill takes effect. For example, the Book Memory Skill requires only one Standard Action, despite
the character only being able to memorize a specific number of pages per minute. However, the
memorization takes place after the Book Memory Test is made. The Forge Skill, on the other hand,
requires the character to work on a weapon for an extended period of time before making the Forge
Test, and therefore uses a Sustained Action.
Some Skill Actions are shown as NA or Not Applicable. These Skills do not use Actions.
They are usually active all of the time and typically do not use Skill Tests.

Karma
Some Skills require a character to spend Karma, providing the necessary magical energy
to fuel the Skill. These Skills are noted by the word “Yes” in the “Karma:” notation in their
description. If a Skill requires Karma, the character must spend a Karma Point when using the Skill.
If the Skill is a Profession Skill or Core Skill for a character, and requires Karma, one point must
be spent, but the player may choose whether or not to spend a second Karma Point. Otherwise,
unless specifically stated, a character can spend only one Karma Point on a Skill Test.
If a character has no Karma Points, they may use a Recovery Test to generate the magical
energy required. If a character has no Karma Points or Recovery Tests, they cannot use a Skill that
requires Karma.
When adding Karma to a Skill Test, roll the Karma Die and add it to the result from the
Skill’s Action Dice. If the Skill does not require a Skill Test, but adds its Rank as a bonus to
another Test, the Karma Point is spent on every use of the Skill and the Karma Die rolled with
the enhanced Test. If the Skill use does not involve any Test, the Karma Point is simply used to
fuel the Skill’s effect, and no Karma Die is rolled.

Strain
Skills that cause Strain require an extra bit of effort to fuel their use. The “Strain:” notation
shows the number of Stun Damage Points the character takes each time the Skill is used. A
character always takes full, unmodified damage from Strain — no armor provides protection — and
may take Strain damage multiple times for a single Skill during a round.

Malgat, a Saurid Tribal Warrior, knows the Frenzy Skill at Rank 3. She may make up
to three attacks per round using this Skill. Frenzy has a Strain cost of 1. If Malgat used Frenzy
to make three attacks, she would take 3 Strain damage.
Tier
Tier indicates the point in character advancement when the Skill may become available as
well as determining the base cost. A Novice Skill would be available to any character, and could be
purchased at the cost appropriate to the Novice Tier. A Journeyman Tier Skill will not be available
for purchase to characters that have only achieved the Novice Tier, and so on.

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Skill Descriptions
When using this Skill during a theatrical
Acrobatic Defense performance, the character makes an Acting
Step: Rank + DEX Default: No Test and compares the result against the Social
Action: Simple Karma: No Defense of each member of the audience. For
Strain: 1 Tier: Novice large audiences, the Gamemaster may choose to
The character performs flips, somersaults, use the average Social Defense of the audience.
or similar acrobatic maneuvers, making them The number of successes determine how much
harder to hit. They must be able to move and each audience member enjoys the performance.
have sufficient space to perform maneuvers in. Acting can be used as an Artisan Skill.
The character makes an Acrobatic Strike Test
against the highest Physical Defense of any Air Speaking (Magic)
opponents in close combat range (2 yards) and Step: Rank + PER Default: No
must then attack one of the opponents in close Action: Simple Karma: No
combat. If both the Acrobatic Strike Test and Strain: 1 Tier: Novice
the Attack Test are successful, the character adds The character communicates without
their Acrobatic Strike Rank to their Physical vocalizing, moving their lips and mouthing the
Defense against the opponents for the remainder words they want to speak, and makes an Air
of the round. If the character is Knocked Down Speaking Test. The desired targets hear the
or otherwise finds their movement restricted, character speaking as if they were conversing
they lose this bonus. Acrobatic Defense cannot normally, regardless of other noise in the area.
be used in the same round as Anticipate Blow. No one other than the targets hear the character’s
voice. The maximum number of targets that can
Acting be affected is equal to the Test Result, and all
Step: Rank + CHA Default: No targets must be within Rank x 10 yards.
Action: Sustained Karma: No The character speaks in a language they
Strain: 0 Tier: Novice know. If those listening do not know that
The character plays the role of another language, they cannot understand what is being
person, real or fictional, in a stage production, said.
or otherwise pretends that they are someone
else. Actors can portray emotions they do not Alchemy (Magic)
feel, persuading listeners and watchers that Step: Rank + PER Default: No
the emotions are genuine. Though the Acting Action: Sustained Karma: No
Skill does not allow a character to physically Strain: 0 Tier: Novice
alter their appearance, the character can mimic This Skill requires an alchemist’s field
voice and speech patterns, copy gestures and kit or access to an alchemist’s workshop.
movements, and convey energy, attitudes, and The Alchemy Skill includes an understanding
mannerisms appropriate to the role. of the fundamentals of chemistry, the magical
The character makes an Acting Test principles and formulas used to create magical
against the target’s Social Defense. If successful, concoctions, the knowledge needed to gather
the target believes the character to be the type ingredients, and the ability to test and analyze
of person they are portraying. If the character substances, including potions, that a character
pretends to be a specific person whom the target might discover in the course of adventuring.
knows, the character needs at least three successes Gathering Ingredients: Creating most
to convince the target of their authenticity. alchemical concoctions requires herbs, roots,
leaves, minerals and animal parts. Characters
may purchase ingredients from herbalists or

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other alchemists, or may gather them on their Animal Bond


own. This usually requires at least one day of Step: Rank + CHA Default: Yes
work. At the Gamemaster’s discretion, some Action: Standard Karma: No
concoctions may require exotic ingredients that Strain: 0 Tier: Novice
characters must travel far and wide to find. The character develops a bond of trust
Once a character has gathered the necessary with an animal. The player makes an Animal
ingredients, they may begin combining them. Bond Test against the animal’s Social Defense.
Creating Potions and Salves: Creating an If successful, the animal takes a Neutral Attitude
alchemical recipe takes at least a day’s work. toward the character. The 1879 Gamemaster’s
The character makes an Alchemy Test against Guide has more information on Attitudes. The
the appropriate Target Number for the desired character may make additional Tests to further
result. If successful, the potion or other resulting improve the animal’s Attitude, but must spend
substance is finished and immediately usable, at least one week with the animal between Tests,
creating one dose per success or one dose with treating it well during that time. Each subsequent
the extra successes turned into bonuses for improvement requires an additional Success
the effect. If the Test fails, the result is inert on the Animal Bond Test (so it requires two
and useless. Gamemasters may allow player Successes to improve from Neutral to Friendly).
characters with the Alchemy Skill to create new Once the animal’s Attitude increases to
potions with unique effects. Base the difficulty Loyal, it willingly takes risks for the character
for such creations on similar potions, with a +3 and expects appropriate rewards for doing so.
modifier to reflect the difficulty of creating new (This is more easily accomplished for an animal
potions. than for a person. For example, all a dog really
Creating Poisons: Alchemists can brew wants is lots of affection and enough food.)
poisons (see the 1879 Gamemaster’s Guide). The A Loyal animal will accompany the character
base difficulty for brewing a poison is equal to on adventures if so desired, and is referred to
the poison’s Mystic Defense or Step Number, as an animal companion. A character can only
whichever is higher. The process works the maintain a number of animal companions equal
same way as creating potions. Most alchemists to their Rank in Animal Bond.
working in cities will not sell poisons openly. An animal will not maintain a better
Many alchemists, however, will sell them under Attitude towards a character than the character
the counter to favored or known customers. This shows to it. As a result, mistreatment, neglect,
is especially true in cities like Kiev, where the or abandonment can offset the Skill’s effects,
skills of a capable poisoner are constantly in worsening the animal’s Attitude towards the
demand. character. If an animal companion’s Attitude
Analysis: A character who possesses a drops below Loyal, Skills or abilities that target
potion or substance of unknown properties animal companions will no longer work.
may attempt to analyze it. This requires a few This Skill can only be used on non-
drops of the substance and about an hour’s sentient, natural creatures. It cannot be used to
time for analysis. The player makes an Alchemy improve the attitudes of constructs, spirits, or
Test against the result of the Test used to sentient beings of any kind.
create the potion or other substance, or the
substance’s Mystic Defense, at the choice of the Animal Handling
Gamemaster. One or two successes reveals the Step: Rank + WIL Default: Yes
substance’s general purpose, such as for healing, Action: Standard Karma: No
harm, or an antidote. Three or more successes Strain: 0 Tier: Novice
reveals the exact effects of the potion or poison. The character works with domesticated
animals, for example as a rider commanding
horses, a driver urging mules to move, or a
handler getting dogs to attack. Making an

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SKILLS

animal perform any action beyond its normal Animal Talk (Magic)
activities requires the character to make an Step: Rank + PER Default: No
Animal Handling Test against the highest Social Action: Standard Karma: Yes
Defense among the target group, +1 for each Strain: 0 Tier: Novice
additional animal. If successful, the animals The character comprehends animals and
perform the requested action. The Animal non-sentient creatures, speaking with them by
Handling Skill requires the character to have at imitating their own forms of communication
least a Neutral Attitude with all of the animals and making an Animal Talk Test against the
being commanded. Animals with a Neutral target creature or animal’s Mystic Defense.
Attitude will not put themselves in dangerous If successful, the character can speak to and
situations. Animals with a better attitude towards understand the target for a number of minutes
the character might. See the Animal Bond Skill equal to their Animal Talk Rank. This Skill
(pg.179) for details. does not compel the animal or creature to
communicate with the character. It merely
Animal Possession (Magic) makes communication possible. While the
Step: Rank + WIL Default: No Gamemaster is advised to treat animals as if they
Action: Standard Karma: No were Gamemaster characters, using the rules for
Strain: 2 Tier: Novice Social Interactions (see the 1879 Gamemaster’s
The character moves their spirit into the Guide), the Gamemaster should keep in mind
body of an animal by touching it and making that animals aren’t as intelligent as people and
an Animal Possession Test against the animal’s perceive the world differently.
Mystic Defense. If successful, the character’s
spirit takes possession of the animal’s body. The Animal Training
character controls the animal’s body for a number Step: Rank + CHA Default: Yes
of hours equal to their Animal Possession Rank, Action: Sustained Karma: No
or until animal and character touch again with Strain: 0 Tier: Novice
the intent of ending the effect. While using this The character trains an animal to obey
Skill, the character’s physical form slumps into simple commands such as “scout ahead,” “smell
a coma-like state. The character retains their own that,” and “go home,” as well as the more usual
intellect while in the animal’s body, but cannot “stop,” “heel,” “fetch,” and “kill.” An animal
perform any actions that the animal is normally can be taught a maximum number of commands
incapable of, such as speaking. If the animal equal to the character’s Animal Training Rank.
body is killed during this time, the possession Each command requires a separate successful
ends immediately. Any damage inflicted on the use of Animal Training. The animal must hold
animal’s body during the possession is applied a Friendly or better Attitude towards the trainer.
to both the animal and to the character (no The character spends a week with the
armor provides protection). animal, working with it for a minimum of one
When the duration of the Skill ends, hour per day, teaching it the new command,
the character’s spirit returns to their own body and reviewing any commands it already knows.
automatically. An unwilling animal may attempt At the end of this time, the character makes
to resist the Skill at the time of possession by an Animal Training Test against the creature’s
making a Willpower Test against the character’s Social Defense. If successful, the animal
Animal Possession Step. If successful, the animal understands and obeys the command. Trained
prevents the possession from occurring, although animals only respond to commands given by
the character can try again. If the animal fails characters they are Friendly with, including their
to resist, the Skill functions normally, and the trainer.
animal may take no further actions of its own The animal remembers the commands it
volition until the possession ends. has learned for a number of months equal to the
character’s Animal Training Rank. If a character

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tries to maintain too large a collection of trained normally required for a Reserved Action attack.
animals, they will find their training slipping (The adjustment is still made to other Target
unless they constantly work with the animals. If Numbers while holding the Reserved Action).
the character neglects an animal’s training, it will Instead, the character adds their Anticipate Blow
forget all of its training within a month of the Rank as a bonus to the first Attack Test made
Skill duration ending. against the opponent that round. Anticipate
Instead of teaching the animal commands, Blow does not convey any additional attacks.
the character can grant the animal a +1 bonus Any attacks used for the interruption must be
to a Skill or ability that the animal knows, provided by other Skills or Abilities.
including their natural attack step. This bonus Francois successfully uses his
can also be applied to a mount’s Spook Test, Anticipate Blow Skill against two opponents.
increasing its WIL by +1 Step against spooking. He decides to Reserve his Action until he
The bonus against spooking can accumulate, up is attacked, to benefit from the Attack Test
to the trainer’s Animal Training Rank. Thus, if bonus Anticipate Blow provides. When the
the trainer has the Animal Handling Skill at first opponent tries to attack him, Francois
a Rank of 5, over the course of five weeks of interrupts, shouting “Voila!” and attacking
training, the mount can gain a +5 bonus to its his opponent instead. He would normally
WIL to avoid spooking. add +2 to the Target Number of all of his
This sort of training is frequently used for actions when he takes his Reserved Action,
war horses and other battle-ready mounts. but the Anticipate Blow Skill negates this
At the Gamemaster’s discretion, the effect and gives a bonus to his first counter-
character can use this ability to teach the animal attack. Francois makes a Melee Weapons
companion Skills the animal doesn’t know, but Test using his Standard Action as his first
would conceivably be able to perform. These attack, and adds his Anticipate Blow Rank
enhancements must be maintained the same way of 6 as a bonus to that Test. He then
as other commands. uses his Second Attack Skill, to press his
advantage, but neither receives a bonus to
Anticipate Blow the Test nor increases his Target Number.
Step: Rank + PER Default: No He then decides to use Taunt against
Action: Simple Karma: No his second opponent. As this is not a
Strain: 1 Tier: Novice physical attack, the Target Number for
If the character has a higher Initiative Test the Taunt Test is increased by +2, despite
result than their foe, they may choose to try and Francois having used Anticipate Blow
strike first. The character makes an Anticipate successfully against that opponent. After
Blow Test against the opponent’s Mystic his turn has ended, Francois’s opponents
Defense. If successful, the character adds their can now attack him, but they do so against
Anticipate Blow Rank to their Physical Defense his Physical Defense +6, due to the bonus
against that opponent’s attacks until the end conveyed by using Anticipate Blow.
of the round. The character can use this Skill
against a number of different opponents equal to Arcane Mutterings
their Anticipate Blow Rank each round, taking Step: Rank + CHA Default: No
the strain for each opponent targeted. Action: Standard Karma: Yes
After one or more successful Anticipate Strain: 0 Tier: Novice
Blow Tests, the character may announce a The character confuses others by muttering
Reserved Action (pg. 234) for later that round, dire, largely incomprehensible warnings and
using it to interrupt the attack of an opponent making an Arcane Mutterings Test against
successfully targeted by Anticipate Blow. When the highest Social Defense among the target
doing so, they do not take the +2 adjustment group, +1 for each additional character after the
to the Target Number for physical attacks first. If successful, the target characters become

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SKILLS

confused and are considered Harried for a


number of rounds equal to the character’s Arcane Typical Artisan Skills
Mutterings Rank. Due to the disconcerting
nature of the Skill, this penalty also applies to Acting
the target’s Social Defense. Basket Weaving
During this time, the character must Carving
continue to murmur imprecations or the effect Composition (prose writing)
ends. If the character achieves an extra success, Cooking
those affected by the Skill will take no hostile Court Dancing
actions against the character or their obvious Craftsman
companions, so long as no one takes any Dancing
hostile action against them. Arcane Mutterings Drawing
is ineffective against targets already engaged in Embroidery
combat. As the warnings are mumbled and hard Entertainer
to understand, the targets do not have to speak Juggling
the language the character is using. Mapmaking
Musician
Artisan Painting
Step: Rank + CHA Default: No Poetry
Action: Sustained Karma: No Sculpting
Strain: 0 Tier: Novice Singing
This Skill serves as a template for most Storytelling
Artisan Skills, and can be recorded as Artisan, Tattooing
Artisan (Art form), or Art Form. Each Artisan Wardrobe and Style
Skill represents an art or craft practiced by
the character as a creative pursuit. Practicing
an Artisan Skill, however, does not necessarily
make the character an artist or entertainer. For Artist
example, a character with the Artisan Skill of Step: Rank + CHA Default: No
Canvas Painting may paint pictures every other Action: Sustained Karma: No
day, but may lack the impact of a true artist’s Strain: 0 Tier: Novice
work, or simply do it as a hobby and not a Artists produce physical works of art,
profession. such as paintings or sculpture, that evoke an
The Target Number for most Artisan emotion in those who see it. The character
Skill Tests is 5, making it relatively easy for makes an Artist Test and records the Test result.
novice characters to succeed. This ease reflects To determine the impact of the work, observers
the fact that most everyone practices some form make a Perception Test against their own Social
of Artisan Skill, such as aristocratic ladies who Defense, with a bonus equal to the artist’s Artist
embroider or soldiers who tell stories or sing. Rank. The number of successes determines how
Listed below are a number of common Artisan well the observer remembers the work of art.
Skills (some of which are also General Skills, The previously recorded Artist Test is then
described separately). compared to the observer’s Social Defense to
As with Knowledge Skills, players may determine what depth of meaning and emotional
invent any Artisan Skill they please for their resonance they experience from it.
character, subject to Gamemaster approval. Higher Success Levels create a richer and
more memorable experience for the observer.
Examples of the fine arts include painting,
poetry (written), sculpture, and writing. A
character may acquire the Artist Skill multiple

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times to learn different types of art. This Skill Athletics


can be used as an Artisan Skill. Step: Rank + DEX Default: Yes
Action: Simple Karma: No
Emily Plattwort is a landscape painter Strain: 0 Tier: Novice
from Devonshire with the Artist Skill at The character has training in sports and
Rank 6. Emily paints what she personally other physical pursuits. Athletics Tests may be
judges to be one of her best works. After made to play a game, such as cricket or rugby, to
finishing the painting, she makes an Artist make running or standing broad jumps, to throw
Test with a result of 17. Some time later, objects other than weapons, or to perform other
Simon de Beauville, the notorious arts typical athletic pursuits. Note that Swimming
Fiddler, acquires the painting, looking at is covered under its own Skill. The TN and
it ostensibly to judge its merits before usefulness of the Skill must be determined by
he tries to put a financial value on it. To the Gamemaster on a case by case basis.
make his Perception Test, Simon adds his
Perception Step of 6 to Emily’s Artist Avoid Blow
Rank of 6, for a total step of 12. Simon Step: Rank + DEX Default: Yes
rolls 2d10 against a Target Number of 7, Action: Free Karma: No
his own Social Defense, for his Perception Strain: 1 Tier: Novice
Test to appreciate the painting, with a result The character avoids injury by dodging
of 19, for two extra Successes. Simon finds attacks. When attacked in close or ranged
Emily’s painting to be one of the most combat, the character makes an Avoid Blow Test
memorable he has ever seen. against their opponent’s Attack Test result. If
Comparing Emily’s Artist Test result successful, the character sees the attack coming
of 17 against Simon’s Social Defense also and dodges or parries it at the last moment.
results in three successes. Simon decides Firearm attacks require an extra success to
that Emily’s work is far too good to be dodge, due to the speed of the projectile and
sold to a commoner! He decides to stash it the difficulty of predicting its trajectory, and can
away in the hope of finding a worthy patron only be dodged at close or medium range. Long-
to whom he can sell it later - that is, if he range firearms attacks cannot be Avoided due to
can bear to part with it. the nature of the attack.
The character can avoid a maximum
number of attacks equal to their Avoid Blow
Astral Sight (Magic) Rank each round, but may make only one
Step: Rank + PER Default: No attempt per Attack Test. A character cannot use
Action: Simple Karma: No Avoid Blow if they are Blindsided or Surprised
Strain: 1 Tier: Novice by their attacker.
The character sees into the astral plane to
a distance equal to their Astral Sight Rank × 10 Awareness
yards and for a number of rounds equal to their Step: Rank+PER Default: Yes
Astral Sight Rank. Details on perceiving astral Action: Simple Karma: No
space and the Target Numbers associated with it Strain: 0 Tier: Novice
are explained in the Workings of Magic chapter; The character has trained to be more
see Using Astral Sensing, pg. 341. Examining aware of their surroundings, noticing things
magical items using Astral Sight in this way that they might otherwise miss. When trying to
does not provide any information about the spot someone or something, including hidden
item’s powers or how to use them. vaults, secret doors, or disguised or concealed
characters who are actively avoiding attention,
the character makes an Awareness Test against
the Mystic Defense of the target instead of a

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SKILLS

Perception Test. If successful, they notice the Bribery


target of their search, if it is Visible at short Step: Rank + CHA Default: Yes
range (see the 1879 Gamemaster’s Guide). With Action: Standard Karma: No
three or more successes, the character notices Strain: 0 Tier: Novice
the target at medium range. Unless the character Though most societies publicly disapprove
has a Profession ability that indicates otherwise, of bribes, many people are more than willing to
this Skill does not enable them to find traps take them. Bribery is the Skill of discreetly
or wards. buying favors, or influencing someone’s
judgment by offering them illicit compensation.
Battle Bellow The character makes a Bribery Test against the
Step: Rank + CHA Default: No target’s Social Defense, +1 for each additional
Action: Simple Karma: No character. If successful, the target will do the
Strain: 1 Tier: Journeyman favor asked.
The character shouts challengingly with Small favors require a small amount of
all their might, either bolstering the resolve cash, for example, 5 shillings or the equivalent
of comrades or intimidating enemies, within a of a couple hours’ wages for a target of low
distance equal to the Battle Bellow Rank x6 Social Level, and perhaps several pounds or a
yards. The character decides whether they are nice trinket for someone of high Social Level.
targeting friends or foes, then makes a Battle For larger favors, a bribe equal to at least a day’s
Bellow Test against the highest Social Defense earnings for the target will be required. Anything
among the target group, +1 for each additional truly grandiose will only be done for the cost of
character. If successfully targeting friends, personal connection, requiring the character to
affected characters add +1 to their Social Defense have cultivated a friendly Attitude with the target
per success achieved. If targeting foes, affected beforehand. At the Gamemaster’s discretion, a
characters suffer a –1 penalty to their Action character willing to offer larger-than-necessary
Tests per success achieved. The effect lasts for a bribes may receive a bonus to their Bribery Test.
number of rounds equal to the character’s Battle
Bellow Rank. Targets who are immune to fear Call Animal Companion (Magic)
are immune to this Skill’s effects. Step: Rank + WIL Default: No
Action: Standard Karma: No
Battle Shout Strain: 1 Tier: Journeyman
Step: Rank + CHA Default: Yes The character magically calls an animal
Action: Simple Karma: No companion, previously established with the
Strain: 1 Tier: Novice Animal Bond Skill, by making a Call Animal
The character shouts aggressively, Companion Test against the animal’s Mystic
intimidating a single foe within a distance Defense. If successful, the animal senses the
equal to the Battle Shout Rank x2 yards. The character’s call and attempts to make its way to
character makes a Battle Shout Test against their him as fast as possible.
opponent’s Social Defense. If successful, the The animal companion must be within the
target incurs a penalty equal to the character’s character’s Call Animal Companion Rank×100
Battle Shout Rank to all Action Tests until the yards to hear the call.
end of the following round. Reduce the penalty This Skill only applies to animal
by –1 for each additional successful Battle Shout companions with a Friendly or better Attitude
Test made against the same target during the (see the 1879 Gamemaster’s Guide).
encounter. Targets which are immune to fear are
immune to this Skill’s effect.

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Charge Attribute Sum Design Target Number


Step: Rank + STR Default: No 0-20 7
Action: Free Karma: No 21-40 10
Strain: 0 Tier: Novice 41-60 13
The character increases the effectiveness 61-80 16
of a successful Charging Attack, using their 81-100 19
Charge Step in place of their Strength Step 100-150 22
for the Damage Test. The character must be 151-200 26
mounted, and the normal rules for Charging 201-300 30
Attacks otherwise apply (see Mounted Combat, 301+ 35
pg. 253). The character may make a Charge Test
in place of a Strength Test to avoid losing their The character may oversee construction of
weapon or being dismounted by lance or spear the project, or hand it off to someone else.
attacks. The character’s mount does not benefit The work requires one week per Attribute point
from this Skill. for the finished product. This time may be
shortened by spending extra successes from the
Civil Engineering planning stage, at a rate of one Attribute point
Step: Rank+Per Default: No and week per success. At the end of each week,
Action: Sustained Karma: No the character must make an Engineering Test
Strain: 0 Tier: Novice against the remaining Attribute points of the
The character can design and oversee project. If successful, one point is deducted from
the construction of large mechanical and the total, and the remaining points roll into the
architectural works, such as locomotives, bridges, next week. Extra successes may be exchanged for
and steamships. The character must spend a Attribute points on a one to one basis.
number of days equal to the sum of the project’s A Rule of One result indicates that the
attributes drawing up the plans. For example, week’s work has been done wrong, and must be
if the character is designing a steamship, the undone and redone, adding two weeks to the
ship’s Speed Step, Maneuverability, Firepower project and incurring additional costs equal to
Attribute, Hull Attributes (Armor, Ramming, twice the Cost Per Point. At the Gamemaster’s
and Cargo/100), and Destroyed Rating must be discretion, a Rule of One result may have other
added together to produce the number of days detrimental effects, such as a labor strike, or
the plans will require. At the end of that time, an error that cannot be corrected that ruins the
the character makes an Engineering Test against entire project.
a Target Number based on the Attribute Sum,
shown on the following table. A success indicates Albert Poincare’ sets about creating
that functional plans have been created. Extra a new steamship that will rival those of
successes can be used for raising the project’s the British. He wants to give it a Speed
attributes, one success per attribute point, or Step of 11, and a Maneuverability of 9,
saved against the construction. A Rule of One to make it quick and agile. He gives it
result indicates a fatal flaw in the plans that will 15 points of Hull Armor and a Ramming
be obvious to the first qualified person to review of 10, as it’s not a warship, but needs
them, rendering the plans useless. Cost of the to be able to survive attempts at piracy.
project is generally equal to the total cost if Since the steamship is being designed for
purchased on the market, due to a combination commercial use, he gives it 300 units of
of materials and labor. The cost may be reduced Cargo space. He wants the ship to be
with extra successes. Divide the cost by the sum sturdy, and sets its Destroyed Attribute
of the Attribute points, giving the Cost Per at 65. Finally, he gives it 16 points of
Point. The result is the amount of cost that Firepower, so that it can fend off would-be
may be eliminated by spending an extra success. pirates on its own. The ship’s Attribute

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SKILLS

Sum is 11+9+15+10+3+65+16, for a total Rate). If the Test fails, the character makes no
of 129. Mssr. Poincare’ needs a 22 on his progress. On a Rule of One result, the character
Engineering Test to successfully design loses his grip and falls, possibly suffering Falling
such an ambitious vessel. Fortunately, damage (see the 1879 Gamemaster’s Guide).
he has achieved the Warden Tier, as no Climbing uses a Standard Action in every round
Journeyman would even attempt such a spent climbing.
thing, and has a total Engineering Step At the Gamemaster’s discretion, Climbing
of 20 (his Engineering Rank of 11 plus may be used on a Knockdown Test when taking
his Perception Step of 9). He rolls up damage while climbing.
on the d10, for a total Test result of 37.
This gives him a total of four successes. Clockwork
He could use the extra three successes to Step: Rank + PER Default: No
reduce the cost of the project, but opts to Action: Standard Karma: No
retain them for overseeing the construction, Strain: 0 Tier: Novice
reducing the construction time from 129 The character may design and build
weeks to 126. Yes, steamships can take complex mechanical objects that operate by gears
years to build. In this case, with Mssr. in an automatic faction, using a physical source
Poincare’s Engineering Skill applied, and of energy such as weights, springs, or steam.
a few extra successes along the way, the These devices may range from pocket watches
construction requires 101 weeks, and the to wind-up musicians, as long as they operate
Longine is launched not quite two years according to a regular movement of interlocking
after construction starts. Coming in early machinery. Devices may be restricted to a single
and on budget earns Mssr. Poincare’ function, or may have multiple functions using
considerable renown, and may help advance cam-based programming, and perform complex
his Social Level. operations in each. Each function added requires
one additional success on the Clockwork Test.
Claw Shape (Magic) Adding the capability for multiple functions, such
Step: Rank + STR Default: No as adding a cam system that allows functions to
Action: Simple Karma: Yes be switched out by changing a set of irregular
Strain: 0 Tier: Novice disks, likewise requires one additional success.
The character transforms their hands into Characters may also add functionality to an
fearsome claws, using their Claw Shape Step for existing device. Again, additional successes are
Damage Tests in unarmed combat until the end required to incorporate more than one function
of the round. Each use of Claw Shape within a or capability at a time.
round requires Karma.
Cobra Strike
Climbing Step: Rank + DEX Default: No
Step: Rank + DEX Default: Yes Action: Free Karma: No
Action: Standard Karma: No Strain: 1 Tier: Journeyman
Strain: 0 Tier: Novice The character attacks suddenly and
The character traverses up or down vertical unexpectedly. When entering the first round of
surfaces and objects by making a Climbing Test close combat with an opponent, the character
against the Difficulty of the surface being scaled, may substitute their Cobra Strike Step for
as determined by the Gamemaster (see the 1879 their Initiative Step. If the character’s Initiative
Gamemaster’s Guide). Test result is higher than their opponent’s, they
If successful, the character can move up or catch their opponent off-guard, preventing the
down a number of yards equal to their Climbing opponent from using any defensive abilities,
Rank each round, +1 yard for each additional such as Avoid Blow or Riposte Skills, against
success (to a maximum of their Movement the first Attack Test made that round. Abilities

186
Chapter 8

that function independently of the character afterward equal to the character’s Conversation
remain unaffected. Rank. The target’s Attitude cannot be improved
further while the Skill is in effect. On a Rule
Conceal Object of One result, the Attitude of the target group
Step: Rank + DEX Default: Yes drops by one degree (for example, from Neutral
Action: Standard Karma: No to Unfriendly), remaining such for the duration
Strain: 1 Tier: Journeyman of the conversation and for a number of hours
The character hides one or more objects afterwards equal to the character’s Conversation
on their person. A reasonable attempt to conceal Rank. The character can use this Skill with a
the object must be made. This Skill is often maximum number of characters equal to their
used to conceal weapons, so its effects are Conversation Rank at one time.
measured by weapon Size (pg. 277), but other
objects can be hidden just as easily, with the Craft Armor
Gamemaster assigning an appropriate Size to Step: Rank + PER Default: No
them. No object can be greater in Size than Action: Sustained Karma: No
the character’s one-handed weapon Size limit. Strain: 0 Tier: Novice
Objects up to a combined Size equal to the This Skill allows the character to create
character’s Conceal Object Rank may be hidden new armor and shields. The work must be
using this Skill. carried out at a properly equipped forge or
The character makes a Conceal Object armorer’s shop. Outside of a proper workshop,
Test, the result being the Detection Difficulty the character can only make minor repairs. At
for attempts made to find the item. Items of the Gamemaster’s discretion, the forge’s quality
Size 1 (Size 2 for trolls) are hidden from all may affect the amount of time required to use
kinds of searches. Larger items are only hidden this Skill. The material cost of creating a set of
from visual inspections. As long as an item armor or a shield is generally half of the price
is concealed, the character gains the benefit shown in the Equipment chapter, (pg. 273).
of Surprise when producing it for a fitting To make new armor, the character makes a
purpose, such as drawing a weapon to attack. Craft Armor Test against the armor’s combined
Characters may use this Skill to regain Surprise Physical + Mystic Armor ratings, +5, thus if the
when using the Surprise Strike Skill. The completed armor is to have a Physical Armor
target of a concealed weapon attack is entitled rating of 5 and a Mystic Armor of 2, the Target
to a Perception Test to avoid being Surprised Number will be 12 (5+2+5). The character must
(pg. 249). accumulate a total number of successes equal to
the armor’s Physical Armor rating to complete
Conversation the work. Each Test requires one week of effort
Step: Rank+CHA Default: Yes prior to making the Test. To craft shields, the
Action: Sustained Karma: No armorer needs half the number of successes,
Strain: 0 Tier: Novice rounded up.
The character takes part in social If the character fails a Test, no progress
conversations, using quips, clever timing, and other is made, but the only thing lost is time. The
verbal tricks to make a favorable impression. The character may continue to work. A Rule of
character makes a Conversation Test against the One result, however, ruins the armor or shield
highest Social Defense among the target group, completely. Both the materials and time invested
+1 for each additional character. If successful, are wasted.
the Attitude (see the 1879 Gamemaster’s Guide)
of the target characters rises favorably toward Crafting a set of hide armor
the character by one degree (for example, (Physical 5; Mystic 1) requires five
from Neutral to Friendly) for the duration of successes against a Target Number of 11
the conversation and for a number of hours (5 + 1 + 5 = 11). Hans gains one success after

187
SKILLS

his first week of work, two successes after field may affect the amount of time required
his second week, and two more successes to use this Skill, or impose a penalty on the
after his third week, and takes three weeks Target Number. The material cost of creating
to make the armor. Crafting a set of plate a device is generally half of the price shown in
mail armor (Physical 9; Mystic 0) requires the Equipment chapter (pg.273). For devices not
nine successes against a Target Number of defined in this book, the cost should be a base
14 (9 + 0 + 5 = 14). Hans does better with of £10 plus £50 per Tier of the Spell or Rank
plate, achieving two successes his first of the Power incorporated. The Gamemaster
week, three his second, two his third, and may adjust the cost and the difficulty of
three after the fourth week, putting him obtaining the materials required as appropriate
one success over and finishing the armor to the device and its capabilities. For on the
at the end of the fourth week. Crafting fly device creation in the field, the Gamemaster
a body shield (Phys 5; Myst 0) requires may require an initial Skill Test to gather the
three successes against a Target Number materials needed, and may or may not allow a
of 10 (5 + 0 + 5 = 10). Hans achieves three second Skill Test to try to create the device
successes on his first Test, knocking out based on the result of the first Test.
the body shield in just one week. To make a new device, the character
makes a Craft Device Test as follows:
Damaged armor and shields can be
repaired using this Skill, against a Target • If a spell effect is being incorporated,
Number equal to half that required to create the against the Dispel Difficulty +3. A device
item. Each success on the Test repairs one point meant to throw lightning would use the
of Physical or Mystic Armor (see Repairing Novice Tier spell Bolt (pg.373), under the
Damaged Armor, pg.293). Galvanic Discharge KAV (see the Galvanic
This Skill can be used as an Artisan Skill. Order spell list, pg.472), giving the device
a Target Number of 16 (the spell’s Dispel
Craft Device (Magic) Difficulty of 13 + 3).
Step: Rank + PER Default: No • If a Power naturally occurring in a creature
Action: Sustained Karma: No or spirit is being incorporated, against the
Strain: 0 Tier: Novice Rank or Force Rating of the Power plus
Note: This ability is not considered the appropriate Attribute Step, doubled.
magical in-game. People in the game world A device meant to extract water from the
believe that device crafting is an application target would use the Remove Element spirit
of poorly understood scientific principles by Power. Using the equivalent ability of a
fringe scientists, whose work for reasons not Force 3 water spirit, this gives a Target
immediately understood cannot be replicated Number of 16 (Force 3 + WIL 5 for the
except by other fringe scientists of the same spirit equals 8, times 2 is 16).
School. From a game mechanic standpoint, use • If the device is meant to augment the
of this Skill falls under Enchanting (pg.411). normal function of a non-magical system,
From an in-character standpoint, it falls under such as an overthruster meant to double
Weird Science. the power output of a steam engine, against
The character may create and repair the combined Physical Defense and Barrier
complex devices, and incorporate spell effects, Rating of the system. The overthruster
special powers, or abilities into them. The work would have a Target Number of 17, since
is normally carried out at a properly equipped the steam engine has a Physical Defense of
workshop. In the field, the character takes a -3 8 and a Barrier Rating of 9.
Step penalty to the Skill Test for lack of proper
facilities. At the Gamemaster’s discretion, the The character must accumulate a total of
workshop’s quality or tools available in the five successes to complete the work. Each Test

188
Chapter 8

requires a minimum of one hour of effort prior against a Target Number of 13 (8 + 5 = 13).
to making the Test. The character may gain a +1 Crafting rifle bullets (Damage 5) requires at
Step bonus to the Test for each full day of effort least one success against a Target Number
put in, up to a maximum of their Skill Rank. If of 10 (5 + 5 = 10) and creates a number
the character fails a Test, no progress is made, of rounds equal to the character’s Rank
but the only thing lost is time. The character times the number of successes. Thus, if the
may continue to work. A Rule of One result, character has a Rank of 4, and achieves two
however, ruins the device completely. Both the successes on the Test, they create 8 bullets.
materials and time invested are wasted.
Damaged guns can be repaired using this
Craft Firearm Skill, against a Target Number equal to half that
Step: Rank + PER Default: No required to create the firearm. Each success on
Action: Sustained Karma: No the Test repairs one point of Damage Step (see
Strain: 0 Tier: Novice Repairing Damaged Weapons, pg.278).
The Skill allows the character to create This Skill can be used as an Artisan Skill.
new firearms or repair old ones, including
making or reloading ammunition. The work Craftsman
must be done at a properly equipped gunsmith’s Step: Rank + DEX Default: No
workshop. Outside of an appropriate workshop, Action: Sustained Karma: No
the character can only make minor repairs. At Strain: 0 Tier: Novice
the Gamemaster’s discretion, the workshop’s Characters use Craftsman skills to make
quality may affect the amount of time required or repair items not covered under specific Skills
to use this Skill. The material cost of creating listed elsewhere in this chapter. For example,
a firearm is generally half of the price shown in making a gun requires the Craft Firearm Skill,
the Equipment chapter, pg.273. but making a holster requires the Craftsman (or
To make new firearms, the character makes specific Leatherworking) Skill. The time required
a Craft Firearm Test against the gun’s Damage to make the item varies from a few hours for
step + 5, and must accumulate a total number a simple item, to weeks or even months for
of successes equal to the gun’s Size over a series large or intricate items. The character makes a
of Tests. Each Test takes one day to perform. If Craftsman Test against the Target Number of
the character fails the Test, no progress is made, making or repairing the item. Simple, everyday
but the character may continue to work the next items have a Target Number of 2. Ordinary
day. The only thing lost is time. A Rule of One items have a Target Number of 5. Unusual
result, however, ruins the firearm completely. or exotic items have a Target Number of 8
Both the materials and time invested are wasted. or more. If the item is unusually complex, or
Bullets require one Test against the requires expensive or rare materials, or both,
Damage Step of the gun they are made to fit. the character may need to accumulate multiple
The character produces a number of standard successes at the Gamemaster’s discretion.
rounds equal to their Craft Firearm Rank times The character can only make or repair an
the number of successes on the Test. Producing item if they have access to the proper tools and
Gehrlaus, express, or other specialty rounds materials for the task. A successful Test means
consumes one success on the Test, so that the the character has successfully made or repaired
character needs two successes to produce any the item. If the Test fails the character can try
rounds at all. again. The only thing the character has lost in
the first attempt is time. A Rule of One result
Crafting a derringer (Size 1, Damage means the attempt failed miserably, destroying
2) requires one success against a Target the item beyond salvation.
Number of 7 (2 + 5 = 7). Crafting a carbine Common crafts include Baker,
(Size 6; Damage 8) requires six successes Blacksmith, Cooper (barrel maker), Mason,

189
SKILLS

Tailor and Woodworker. The Skill is usually


given the name of the craft when learned, instead
of the generic Craftsman, and applies only to the
work of that specific craft.
This Skill can be used as an Artisan Skill.

Craft Weapon
Step: Rank + PER Default: No
Action: Sustained Karma: No
Strain: 0 Tier: Novice
The Skill allows the character to create
new weapons or repair old ones, including
making ammunition for missile weapons (arrows,
bolts, quarrels, etc.). The work must be done
at a properly equipped forge, workshop, or
armory. Outside of an appropriate workshop,
the character can only make minor repairs. At
the Gamemaster’s discretion, the workshop’s
quality may affect the amount of time required
to use this Skill. The material cost of creating
a weapon is generally half of the price shown in
the Equipment chapter, pg.273.
To make new weapons, the character
makes a Craft Weapon Test against the weapon’s
Damage step + 5, and must accumulate a total
number of successes equal to the weapon’s Size.
Each Test takes one day to perform. If the of successes. Thus, if the character has a
character fails their Test, they make no progress, Craft Weapons Rank of 3 and achieves 3
but may continue to work; the only thing lost is successes, they create 9 bolts.
time. A Rule of One result, however, ruins the
weapon completely—both the materials and time Damaged weapons can be repaired using
invested are wasted. this Skill, against a Target Number equal to half
Bolts, arrows and other missiles require that required to create the item. Each success on
one Test against the Damage Step of the weapon the Test repairs one point of Damage Step (see
they are made to fit. The character produces a Repairing Damaged Weapons, pg.278).
number of standard missiles equal to their Craft This Skill can be used as an Artisan Skill.
Weapon Rank times the number of successes
on the Test. Creature Analysis
Step: Rank + PER Default: No
Crafting a dagger (Size 1, Damage Action: Simple Karma: No
2) requires one success against a Target Strain: 1 Tier: Novice
Number of 7 (2 + 5 = 7). Crafting a pole-axe The character uses accumulated knowledge
(Size 6; Damage 8) requires six successes to make an educated guess about a creature they
against a Target Number of 13 (8 + 5 = 13). are observing. Make a Creature Analysis Test
Crafting medium crossbow bolts (Damage against the target’s Mystic Defense. If successful,
5) requires at least one success against the character’s player can ask a specific question
a Target Number of 10 (5 + 5 = 10), that would reveal one of the creature’s game
and creates a number of bolts equal to statistics or abilities for each success achieved,
the character’s Rank times the number such as, “What is its Physical Defense?” or

190
Chapter 8

“What is its Death Rating?” The question must Enhancing the ship’s performance requires
be about a specific trait. General questions such Mechanics. Steering it through hazardous
as “How tough is it?” should warrant equally situations requires Pilot Airship.
vague answers (“Pretty tough”).
The Gamemaster should disallow Crew Ship (Sail/Steam)
questions comparing more than one statistic, Step: Rank + DEX Default: No
such as “Is this beast tougher than I am?” Action: Sustained Karma: No
or “Which is higher, its Physical or Mystic Strain: 0 Tier: Novice
Defense?” Characters often use this Skill to The character knows how to work as crew
size up an unknown creature’s Mystic or Social aboard either a sailing vessel (including both
Defense to determine how well non-combat those driven by sail and those driven by oars)
Skills, such as Dominate Beast, will work on it. or a steamship, specified in the Skill name
At the Gamemaster’s discretion, using this Skill in parentheses. Deckhand positions require
yields insights about a creature’s vulnerabilities Crew Ship at Rank 1 or higher. Positions of
that can prove useful to an adventuring group command require greater ability. Controlling the
about to tangle with an unknown beast. ship in maneuvers requires the Pilot Ship (Sail/
Steam) Skill (pg.213) in addition to Crew Ship.
Crew Airship The higher a character’s Crew Ship Rank, the
Step: Rank + DEX Default: No bigger the ship that can be commanded and the
Action: Sustained Karma: No higher the position the character can fill within
Strain: 0 Tier: Novice a ship’s crew.
The character knows how to work as crew The character makes a Crew Ship Test
aboard an airship. Deckhand positions require to help operate the vessel. If successful, they
Crew Airship at Rank 1 or higher. Positions of effectively do the work of one crew member
command require greater ability. Controlling the for each success achieved. For a ship to remain
airship in maneuvers requires the Pilot Airship under control under normal conditions, at least
Skill (pg.212) in addition to Crew Airship. The 25 percent of the crew must make successful
higher a character’s Crew Airship Rank, the Crew Ship (5) Tests each hour. For example, a
bigger the ship that can be commanded and the vessel with a crew of twenty needs at least five
higher the position the character can fill within crewmen to succeed at their Crew Ship Test for
a ship’s crew. normal operation. This might be an equivalent
The character makes a Crew Airship Test number, such as one succeeding, and another
to help operate an airship. If successful, they achieving three extra successes, thereby doing
effectively do the work of one crew member the work of four crew.
for each success achieved. For an airship to If 25 percent of the crew make successful
stay airborne under normal conditions, at least Tests, the ship is kept from drifting. If at least
25 percent of the crew must make successful 50 percent of the crew make successful Tests,
Crew Airship (5) Tests each hour. For example, a sailing vessel can sail with the wind, and a
an airship with a crew of eight needs at least steamship can maintain a steady course and
two crewmen to succeed at their Crew Airship achieve half speed. If 75 percent of the crew
Test for normal operation. This might be an are successful, a sailing vessel can sail against
equivalent number, such as one achieving three the wind, steamships may achieve flank speed,
extra successes, thereby doing the work of four and both sail and steam vessels may perform
crew. If at least 50 percent of the crew make maneuvers.
successful Tests, the airship can maneuver at Enhancing the ship’s performance requires
its current altitude, dive, or climb slowly in Mechanics. Steering it through hazardous
a straight line. If 75 percent of the crew are situations requires Pilot Ship.
successful, the airship can speed up, maneuver
while climbing, or perform aerobatics.

191
SKILLS

Crew Vehicle Cryptography


Step: Rank + DEX Default: No Step: Rank + PER Default: No
Action: Sustained Karma: No Action: Standard Karma: No
Strain: 0 Tier: Novice Strain: 0 Tier: Novice
The character knows how to work as crew The character understands codes,
aboard a surface vehicle, such as a steam coach, including making and breaking them, and can
a locomotive, or a steam tank. Crew positions secure information by encrypting it and reveal
require Crew Vehicle at Rank 1 or higher. information by decrypting it.
Positions of command require greater ability. To encrypt text, a telegraphy signal,
Controlling the vehicle in maneuvers requires Engine code, or other information, the character
the Pilot Vehicle Skill (pg.213) in addition to makes a Cryptography Test against the Mystic
Crew Vehicle. The higher a character’s Crew Defense of the information to create the cipher
Vehicle Rank, the bigger the vehicle that can key and encrypt the information. The base
be commanded and the higher the position the Mystic Defense of any document is 5, but may
character can fill within a vehicle’s crew. be increased by the information’s complexity.
The character makes a Crew Vehicle Test The Gamemaster must consider the Task
to help operate the vehicle. If successful, they Difficulty table and the complexity and nature of
effectively does the work of one crew member the information and compare to the character’s
for each success achieved. For a vehicle to remain Professional and Cryptography Ranks.
under control, at least 25 percent of the crew Encryption requires five minutes base time plus
must make successful Crew Vehicle (5) Tests five minutes per page of text or equivalent. The
each hour. For example, a vehicle with a crew result of the Cryptography Test becomes the
of five needs at least one crewman to succeed at Code Rating of the encryption. The Mystic
their Crew Vehicle Test for normal operation. Defense of the encrypted information is equal to
This might be an equivalent number, such as the Cryptography Rank of the character, +1 for
one of a crew of sixteen achieving three extra each extra success scored on the Cryptography
successes, thereby doing the work of four crew. Test. The time required may be shortened by
If 25 percent of the crew make successful one minute per extra success.
Tests, the vehicle is kept operational. If at least To decrypt encoded information, the
50 percent of the crew make successful Tests, character has three options. If the key to the
the vehicle may perform simple maneuvers and cipher is known, the character may simply spend
achieve half speed. If 75 percent of the crew are five minutes per page of text or the equivalent to
successful, the vehicle may achieve flank speed, work through the decryption process. This time
and may perform complex maneuvers. may be shortened by making a Cryptography
Enhancing the vehicle’s performance Test and spending extra successes to reduce the
requires Mechanics. Maneuvering it requires time by one minute each, but if the Test fails,
Pilot Vehicle. the character must either make another Test or
go back to the longer, if easier, method. If the
Crushing Blow key to the cipher is not known, the character
Step: Rank + STR Default: No must attempt to break the code, making a
Action: Free Karma: Yes Cryptography Test against the Code Rating
Strain: 1 Tier: Journeyman of the encryption. A success reveals the key to
The character inflicts fearsome damage on the cipher, and the character may then decrypt
an opponent from a successful close combat the information at a rate of five minutes per
attack. Substitute their Crushing Blow Step for page equivalent. Each codebreaking attempt
their Strength Step for the Damage Test. requires ten minutes, but may be shortened
by one minute per extra success. The character
may only make a number of attempts equal to
their Cryptography Rank before being defeated

192
Chapter 8

by the encryption. Certain spells and Weird usually helps to get the parties working together
Science devices may be used to try to decrypt to approach the matter from a mutual perspective.
the information. These make their Tests against
the Mystic Defense of the encryption. Disarm
Step: Rank + DEX Default: No
Danger Sense Action: Standard Karma: No
Step: Rank+Dex Default: No Strain: 1 Tier: Journeyman
Action: Free Karma: No The character uses a combination of
Strain: 1 Tier: Novice clever feints and flashing weapon-play to knock
The character develops a preternatural an opponent’s weapon from their hand. Make
awareness of danger, allowing faster reactions a Disarm Test against the target’s Physical
in hazardous situations. This Skill may be Defense. An extra success is required to disarm
used when the character might be Surprised, an opponent wielding a two-handed weapon.
or when they are trying to avoid a trap or other If successful, the opponent’s weapon is sent
danger. The character makes a Danger Sense spinning from the wielder’s hand in a direction
Test against the Initiative Test result of the trap of the character’s choice for a number of feet
or hazard. If successful, the character may take equal to the Damage Test result.
whatever actions seem appropriate in view of the The target takes no damage from being
knowledge of the trap or hazard, before the trap disarmed. Disarm cannot be used against
or hazard takes effect, possibly avoiding harm. shields, or against weapons that are part of the
defender’s body, such as claws. Disarm counts
Detect Trap as an Attack Test, and can be defended against
Step: Rank + PER Default: No accordingly.
Action: Standard Karma: No
Strain: 1 Tier: Novice Disarm Trap
The character can find mechanical traps by Step: Rank + DEX Default: No
making a Detect Trap Test. The TN for most Action: Standard Karma: No
traps is 5, but well concealed traps could have Strain: 1 Tier: Novice
a higher TN. On a single success, the character The character uses deduction, professional
notices something that gives away the trap’s know-how, and a deft touch to render traps
presence. Two successes allow the character to inoperative. Make a Disarm Trap Test against the
spot the trap’s trigger and know how to avoid trap’s Disarm Difficulty, as determined by the
setting it off. Three successes tells the character Gamemaster (see the 1879 Gamemaster’s Guide).
what type of effect (crushing, poison, etc.) the If successful, the trap’s trigger mechanism is
trap employs. disabled, preventing it from activating. On a
Rule of One result, the trap immediately goes
Diplomacy off. The character may attempt to disarm the
Step: Rank+CHA Default: Yes same trap a number of times equal to their
Action: Sustained Karma: No Disarm Trap Rank. Should the character fail
Strain: 0 Tier: Journeyman all of their attempts, they cannot try again until
The character mitigates disputes and they increase their Disarm Trap Rank.
influences the development of mutual interests.
Make a Diplomacy Test against the target’s Disguise
Social Defense. If successful, the opponent’s Step: Rank + PER Default: No
Attitude towards the negotiator improves by Action: Sustained Karma: No
one degree for a number of hours equal to the Strain: 0 Tier: Novice
character’s Diplomacy Rank. While this might The character uses costumes and make-up
not necessarily settle a dispute or prompt the to change their appearance, or that of another
target to sign a contract, the use of Diplomacy person, to look like someone else. It takes a

193
SKILLS

minimum of 30 minutes to prepare the disguise, Double Charge


and the character needs access to a full make-up Step: Rank + DEX Default: No
kit, clothing, jewelry, and the like. Action: Simple Karma: Yes
The character makes a Disguise Test, the Strain: 1 Tier: Journeyman
result becoming the Target Number for any The mounted character makes two attacks
attempts made to see through the disguise. The during a Charging Attack, either attacking
effect lasts for a number of hours equal to the two targets or attacking the same target twice.
character’s Disguise Rank, or until the disguised The character makes a standard Charging
character discards the costume. Attack (pg. 254) for the first attack or uses the
The disguise cannot make radical changes. Wheeling Attack Skill (pg. 225), then makes a
While make-up could make a dwarf look like Double Charge Test to attack a second time. If
a snark, it is difficult to make them as tall. At attacking a second target, the character and their
the Gamemaster’s discretion, overly ambitious mount must move at least two yards between
disguises can grant a bonus to Tests made to see attacks. If attacking the same target twice, the
through the disguise. character must either use a one-handed weapon
This Skill only alters appearance. If a in their off-hand or use a one-handed weapon on
disguised character is attempting to impersonate both attacks. Damage for the second attack is
someone else, the character will likely need other determined as if it was a Charging Attack.
abilities, such as Acting or Mimic Voice, to
convince others of the false identity. Down Strike
Step: Rank + STR Default: No
Dispel Magic (Magic) Action: Free Karma: No
Step: Rank + WIL Default: No Strain: 1 Tier: Journeyman
Action: Standard Karma: No The character takes advantage of higher
Strain: 1 Tier: Novice ground to deliver more devastating close combat
The character attempts to stop an ongoing attacks. They must be in a stable position at
magical effect, such as the result of a spell or least one yard above their opponent (either
spirit Power. The character must be within Rank mounted or standing on higher ground), or
x2 yards of the target effect, and makes a Dispel must jump down onto the opponent. If the
Magic Test against a Target Number based on attack is successful, the character substitutes
the power of the effect (see Dispelling Magic, pg. their Down Strike Step for their Strength Step
367). If successful, the effect halts immediately. on the Damage Test.

Distract Eagle Eye


Step: Rank + CHA Default: Yes Step: Rank + PER Default: No
Action: Standard Karma: No Action: Simple Karma: No
Strain: 0 Tier: Novice Strain: 1 Tier: Novice
The character diverts an opponent’s The character draws a steady aim with
attention. Make a Distract Test against the a ranged weapon, such as a firearm, bow, or
target’s Social Defense. If successful, the target railgun, on a visible target within range. The
focuses their attention on the character until the character makes an Eagle Eye Test against the
end of the next round, losing track of everything target’s Mystic Defense, and gains a +1 bonus
else. The character’s allies may attack the target for each success on their next ranged attack
as if they were Blindsided until the end of the against that opponent.
next round.

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Eidetic Memory up one slot in their Eidetic Memory, just as a


Step: Rank + WIL Default: No book does.
Action: Standard Karma: Yes
Strain: 0 Tier: Novice Empathic Command (Magic)
The character commits the content of a Step: Rank + WIL Default: No
book or other written text, or a complex image Action: Free Karma: No
such as a painting or map, to memory for Strain: 0 Tier: Novice
use at a later time. They do not need know The character commands and calms
the language of the text. The character makes an animal companion through emotion and
an Eidetic Memory Test against the target’s mental imagery. The character does not need
Mystic Defense, typically 5 for ordinary books to speak any commands, but must be within
or paintings, but higher for magical texts and their Empathic Command Rank in yards of the
encrypted maps. The Mystic Defense of a target. The character may make an Empathic
grimoire is equal to the Dispel Difficulty of Command Test in place of their animal
the highest-Tier spell it contains (see Grimoires, companion’s Willpower Test to resist the effects
pg. 358, and Dispelling Magic, pg. 367). of fear, charm, or spells directed against the
The Mystic Defense of an encrypted mount that allow a Test to resist or shake off
document or map is equal to the Cryptography the effects.
Rank of the person who encoded it, +1 for each
extra success made in the Cryptography Test. If Empathic Sense
successful, the character memorizes a number of Step: Rank + CHA Default: Yes
pages per minute equal to their Eidetic Memory Action: Standard (see text) Karma: No
Rank. If interrupted, the character retains what Strain: 1 (see text) Tier: Novice
they have already memorized, but must make The character gains information about the
another Test to append to their memory. While emotional state of a character within 10 yards
the book remains memorized, the character by making an Empathic Sense Test against
can read, transcribe, or look up information as the target’s Social Defense. If successful, they
though reading an actual copy of the book. A sense the target’s emotions and gain information
character can memorize a maximum number of appropriate to the number of successes achieved.
texts at a time equal to their Eidetic Memory A single success gives the character an idea of the
Rank. They may voluntarily discard currently target’s general emotional state. Two successes
memorized texts in order to memorize new ones. allows reading of the target’s surface emotions.
For 2 points of Strain, the character Three or more successes allow the character
may memorize their surroundings. The Eidetic to know exactly what the target is feeling, and
Memory Test is made against the Mystic what those emotions are directed toward. The
Defense of the location. If successful, the character gains a +1 bonus per success achieved
character may memorize what they can see from to any Interaction Tests made where knowledge
their current vantage point, up to a distance of of the target’s emotional state would be helpful.
Rank x2 yards. The character may turn in place Each use of this Skill lasts for a number of
while memorizing but may not move to another minutes equal to the character’s Empathic Sense
spot. This effort requires one minute per Rank Rank.
used. Thus, if the character has a Rank of 6, but
elects to only memorize a radius of four yards, Engaging Banter
the time required is two minutes. If interrupted, Step: Rank + CHA Default: Yes
the character retains an incomplete memory of Action: Standard Karma: No
the location, and must make an Eidetic Memory Strain: 1 Tier: Journeyman
Test against the Mystic Defense of the location The character uses charm and wit to
to recall its details later. One location takes distract a target character, who must be able
to understand the language being spoken for

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SKILLS

the banter to work. The character makes an Entertainer


Engaging Banter Test against the target’s Social Step: Rank + CHA Default: No
Defense. If successful, both parties engage in Action: Sustained Karma: No
witty, idle chat for a number of minutes equal Strain: 0 Tier: Novice
to the character’s Engaging Banter Rank, during Entertainer is used for most performing
which time the target is distracted and considered arts. The character makes an Entertainer Test
Harried. For every success achieved, the target against the highest Social Defense of anyone
suffers a –1 penalty to all Perception Tests made observing the performance. Each success scored
to notice anything but the character. Bantering means that 25 percent of the audience enjoys
requires the character’s concentration; if broken, and remembers the performance. A character
or if the target is attacked, the effect of the Skill may acquire the Entertainer Skill multiple times
ends. Each additional use of Engaging Banter to learn different types of performing arts, with
against a given target in the same encounter the Skill taking the name of the art form on
requires an extra success per use, one extra for the character sheet. Examples include Musician
the second use, two for the third, and so on. (one instrument), Poet (spoken), Singer, and
Storyteller.
Engine Programming This Skill can be used as an Artisan Skill.
Step: Rank + PER Default: No
Action: Sustained Karma: No Equestrian
Strain: 0 Tier: Novice Step: Rank + DEX/CHA/PER
The character knows how to write code Default: Yes Action: Standard
for a Differential or Analytical Engine. If the Karma: No Strain: 0
character is working on an Engine to which Tier: Novice
they have legitimate access, they must spend The character knows how to ride a mount
one hour times the Difficulty of the task they animal; typically a horse for Terrestrials, or a
are assigning to the Engine (see the 1879 theropod such as a buff or harpy for Saurids.
Gamemaster’s Guide) – one hour for an Easy This Skill covers not only staying in the saddle,
task, two for an Average, three for a Hard, but reacting to problems such as spooking, or
four for a Very Hard, and five for a Heroic – obstacles such as jumps or water. The character
writing the code. The character must then make also knows how to put on and remove saddle
an Engine Programming Test against the Target and tack, care for the equipment, feed and care
Number for the task to see if the code runs for the animal, and deal with basic health issues,
properly. Extra successes reduce the run time such as colic or a sore tendon. The character
for the task. On a Rule of One result, the code may make a DEX-based Equestrian Test for
throws a fatal error and halts, possibly leaving basic riding, and to jump their mount over
the Engine in a bad state and in need of reset, an obstacle, ford a stream or other body of
at the Gamemaster’s discretion. water no deeper than the mount’s hips. A DEX-
If the character does not have legitimate based Test also allows the character to make
access to the Engine, they must write the code, minor repairs to equipment, such as replacing
then make an Engine Programming Test against a broken girth strap. Treating minor ailments
the Software Defense of the Engine to get the of the mount requires a PER-based Equestrian
Engine to accept their code. On a Rule of One Test. The Target Number for these tasks is
result, the Engine locks down and will not accept determined by the Gamemaster based on the
new code until an administrator enters a reset situation. If the mount spooks, the character
passcode. Alarms may sound if the Engine has may make a CHA-based Equestrian Test against
such installed. If the Test succeeds, the character the mount’s Social Defense to calm them. Extra
may make an Engine Programming Test against successes may be spent to convince the mount
the TN for the task as normal. to move on and ignore the source of the spook,
or to attack the cause. Trampling the wind-

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blown bit of paper does make some horses feel against the item’s Mystic Defense. On a single
better. If this fails, the character must make a success, they learn the item’s approximate price
DEX-based Equestrian Test against the mount’s on the local market. Additional successes may
Physical Defense to stay in the saddle, taking disclose more detailed information based on the
falling damage if thrown. On a Rule of One local or global economy, at the Gamemaster’s
result to a Test to deal with a spooked mount, discretion. With two extra successes, the
the rider is automatically thrown and takes a character also learns the item’s hidden value, if
Wound in addition to any falling damage. any, not readily apparent to the casual observer
(for example, if it is worth more to collectors).
Etiquette When evaluating magical items, the character
Step: Rank+CHA Default: No learns that the item is magical with three
Action: Sustained Karma: No successes, but not the effect or purpose of its
Strain: 0 Tier: Novice enchantment.
Etiquette is the art of proper behaviour in
social situations and can be extremely important. Evidence Analysis
Improper behaviour may be punished by Step: Rank + PER Default: Yes
responses ranging from the scorn of aristocrats Action: Sustained Karma: No
to beheading at the hands of enraged despotic Strain: 1 Tier: Novice
nobles. The character observes the surrounding Using equal parts observation, logic, and
culture for a minute, then makes an Etiquette an understanding of human nature, the character
Test against the Target Number of knowing the examines physical evidence to determine the
proper behavior for a given social situation. The answers to questions relating to an investigation.
base Target Number is 5, with the Gamemaster For example, the character might examine a
modifying the target depending on how unfamiliar bed to determine if its occupant had slept well,
the character is with that culture. The Target could identify a weapon as being the object
Number is typically increased by +3 for each used to murder someone, or, noticing the
differing aspect. Typical sources for modification pattern of ink stains on a person’s hand and the
include different Social Level, different race, a notebook in their vest pocket, would know that
foreign land with different customs, and so on. they made their living as a professional writer,
If successful, the number of successes possibly as a journalist. The character makes
alters the reaction of observers. A single success an Evidence Analysis Test against the Mystic
means observers believe the character possesses Defense of the person responsible for leaving
the rudiments of proper behavior. Two successes the evidence. If successful, they learn the answer
mean those same people approve of the to one question about the object or place for
character’s manners. Three or more successes so each success achieved.
impresses observers with the character’s manners As a general rule, this Skill only answers
that their Attitude improves by one degree questions regarding what happened, or how
(to a maximum of Friendly). The effect lasts something happened, to an object or place, or
for a number of days equal to the character’s the nature and occupations of a person. In the
Etiquette Rank or until the social situation ends, previous example, the character would make
whichever comes first. an Evidence Analysis Test against the Mystic
Defense of the person who had slept in the
Evaluate bed. With three successes, the player could ask
Step: Rank + PER Default: No the Gamemaster up to three “what” or “how”
Action: Standard Karma: No questions related to the bed. If the activity
Strain: 0 Tier: Novice occurred within a day of the Evidence Analysis
The character has a shrewd sense for the Test, the character gains a general impression of
true market value of an object. The character when the event happened (morning, afternoon,
examines the object and makes an Evaluate Test or evening) with a successful Test Result. When

197
SKILLS

using this Skill to evaluate evidence that is more Field Engineering


than a day old, add +1 to the Target Number for Step: Rank+Per Default: No
each day after the first. Other than the increased Action: Sustained Karma: No
Target Number, there is no limit to the age of Strain: 0 Tier: Novice
the evidence being analyzed. The Gamemaster Field Engineering can be used to analyze
answers the questions posed according to an existing building, vehicle, industrial machinery,
how they are asked. Vague questions deserve and the like, to determine how it functions and
vague answers. Evidence Analysis cannot help potentially how it might be disassembled, broken,
the character answer the questions of “who” or repaired, modified, or enhanced. Characters with
“why”. The focus of the examination is on facts, the Engineering Skill may design and help build
not motive or intent. temporary or improvised projects from available
materials. Engineering may be used in place of
Exploding Ammunition (Magic) associated Skills, such as Mechanics or Mason,
Step: Rank + WIL Default: No at a -3 Step penalty.
Action: Free Karma: Yes To analyze an existing machine or
Strain: 1 Tier: Journeyman building, the character makes an Engineering
This Skill charges a normal bullet, Test against the Mystic Defense of the target.
turning it into a fiery missile. The character One success provides general information, such
makes a Firearms Attack Test against the as the probable towing capacity of a locomotive,
target. If successful, the character substitutes or whether a bridge will hold up under the weight
the Exploding Ammunition Step for the gun’s of a specified vehicle. Additional successes
Damage Step on the Damage Test. Using this provide additional or more specific information,
Skill to charge another character’s ammunition, such as the weight loading of each pier of a
or to charge ammunition for later use, requires bridge, or the best place to put an explosive
a Profession ability. charge to bring down a wall.
Engineering may be used against
Fast Hand fortifications in a fashion similar to Spot
Step: Rank + DEX Default: Yes Armor Flaw (pg.220). The character makes
Action: Standard Karma: Yes an Engineering Test against the sum of the
Strain: 0 Tier: Journeyman fortification’s Physical Defense and Barrier
The character uses sleight-of-hand to move Rating to locate weak points in the construction.
one or two small items, no bigger than 6 inches These can then be either shored up or exploited.
along any one dimension, from one place to When putting up a temporary structure,
another without being noticed. The character the character makes an Engineering Test against
makes a Fast Hand Test, the result being the the primary Attribute of the project. For
Detection Difficulty for attempts made to notice example, when throwing together an improvised
the move. Anyone observing the character may bridge, the character makes a Test against its
make a Perception Test against the Detection intended STR. On a success, the bridge achieves
Difficulty to notice the action immediately after that STR Attribute. Additional successes may
the switch has occurred. This Skill does not be used to raise the bridge’s Attributes by one
allow the character to empty a purse or pocket step per success. For a barricade, the character
of its contents (see Picking Pockets, pg. 212), makes their Engineering Test against the sum
although it could be used to switch two purses of the Barrier Rating and Physical Defense.
around. Construction takes one hour per Attribute point,
reduced by 25% for each additional success.
Thus, with one extra success, the construction
takes 25% less time, with two 50% less time,
and with three 75% less. The Gamemaster may
disallow an Engineering Test if appropriate tools

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and/or materials are not available. If all the including fishing nets and rods. The Target
character has to work with are a paper clip, a Number for Fishing Tests ranges from 3 to 10,
rubber band, and a hockey ticket, they will not as determined by the Gamemaster according to
be able to stop a runaway locomotive. where the character is fishing and what might be
available to catch. Each use of this Skill takes
Firearms four hours. Each success scored catches enough
Step: Rank + DEX Default: Yes fish to feed one person for one day. Use of this
Action: Standard Karma: No Skill requires a fishing kit or similar equipment
Strain: 0 Tier: Novice (see the Equipment chapter, pg.273).
The character makes an attack in ranged
combat against an opponent by using a rifle, Flirting
pistol, or other weapon that fires projectiles Step: Rank + CHA Default: Yes
using gunpowder, magnetic acceleration, or Action: Sustained Karma: No
other non-mechanical propulsive force (bows use Strain: 0 Tier: Novice
a stretched string, which is mechanical force). The Flirting Skill combines elements
The character makes a Firearms Test against of flattery, intense attention, and clever word-
the target’s Physical Defense. If successful, the play to start a relationship with another person.
attack hits the target, and the character makes a Flirtatious behaviour accents conversations with
Damage Test for the weapon used. See Ranged hints of romance. The character makes a Flirting
Attacks (pg. 251) for more information. Test against the target’s Social Defense. A single
success intrigues the target. He or she wants
First Impression to spend more time with the flirting character,
Step: Rank + CHA Default: Yes trying to learn more about him or her. With two
Action: Standard Karma: No successes, the character gains the target’s full
Strain: 0 Tier: Novice attention. He or she wants to spend almost all
The character favorably impresses a available time with the character. Three successes
Gamemaster character that has just been met leaves a lasting impression on the target.
for the first time. Make a First Impression He or she will try to follow up on the
Test against the target’s Social Defense. If relationship, seeking to continue and deepen
successful, the target’s Attitude improves toward it. Four or more successes means the target is
the character by one degree (a Neutral character completely smitten. They cannot get enough of
becomes Friendly; an Unfriendly character the flirting character. The Skill’s effect fades
becomes Neutral; and so on). after one week, but another successful Flirting
With three or more successes, Attitude Test could start it all over again.
improves by two degrees. The new Attitude
may change for better or worse through future Forge Armor
interactions, but reverts back to the original level Step: Rank + PER Default: No
at a rate of one degree per day. Any hostile Action: Sustained Karma: No
act the character commits against the target Strain: 2 Tier: Journeyman
immediately erases the impression. The character The character must already know the
may only attempt to use this Skill once against Craft Armor Skill to learn this Skill. The
any given character. character improves the Armor Rating of armor
or shields. The work must be carried out at a
Fishing properly-equipped forge or workshop. This work
Step: Rank + PER Default: No cannot be performed in the field. The work
Action: Sustained Karma: No takes one week, after which the character makes
Strain: 0 Tier: Novice a Forge Armor Test against a Target Number of
The character knows how to catch fish in 6 plus the number of forge enhancements the
lakes, rivers, or seas using a variety of methods, item has received. Thus, if the item has already

199
SKILLS

been enhanced twice, the Target Number would for more information on the specializations of
be 8. If successful, the character improves the Weird Science Lodges.
item’s Physical or Mystic Armor Rating (choose
one) by +1. On a Rule of One result, the smith Forge Firearm
destroys all enhancements made to the armor. Step: Rank + PER Default: No
There may be other detrimental effects at the Action: Sustained Karma: No
Gamemaster’s discretion. The Skill can be used Strain: 2 Tier: Journeyman
on mundane or magical armor or shields. This Skill applies only to gunpowder-
The character cannot forge a total based projectile weapons. Samsut weapons
bonus higher than their Forge Armor Rank. require Forge Device, as their function relies on
For example, a character with Forge Armor at Weird Science.
Rank 4 can perform increases to a total of +4 The character must already know the
(between Physical and Mystic Armor), regardless Craft Firearm Skill to learn this Skill. Forge
of whether they forged the previous increases. Firearm allows the user to improve the Damage
The services of armorers can be bought in Step or rate of fire of personal firearms, such as
larger cities, but the more skilled the armorer, pistols or rifles. This Skill cannot be used on
the higher the cost. The typical cost is £50 weapons that require the Gunnery Skill to fire.
times the armorer’s Rank in Forge Armor per The work must be carried out at a
attempt. It is typical for half the fee to be paid properly-equipped forge or workshop, and cannot
up front, with the rest paid on delivery after be performed in the field. The work takes one
successful use of the Skill. week, after which the character makes a Forge
Firearm Test against the current Damage Step
Forge Device of the gun plus the number of enhancements
Step: Rank + PER Default: No the gun has received. Thus, if the gun had an
Action: Sustained Karma: No original Damage Step of 8, and has already been
Strain: 2 Tier: Journeyman enhanced twice for a total Damage Step of 10,
The character must already know the Craft the Target Number would be 12. If successful,
Device Skill to learn this Skill. Forge Device the character improves the gun’s Damage Step
allows the user to improve the effectiveness of by +1. With three successes, the character can
Weird Science devices. The work must be carried choose instead to improve the gun’s Rate of Fire
out at a properly-equipped forge or workshop. by +1. On a Rule of One result, the character
This work cannot be done in the field. The work destroys all enhancements made to the gun.
takes one week, after which the character makes a There may be other detrimental effects at the
Forge Device Test against the current Effect Step Gamemaster’s discretion.
of the device plus the number of enhancements
the device has received. Thus, if the item had an Forge Weapon
original Effect Step of 8, and has already been Step: Rank + PER Default: No
enhanced twice for a total Effect Step of 10, Action: Sustained Karma: No
the Target Number would be 12. If successful, Strain: 1 Tier: Journeyman
the character improves the device’s Effect Step The character must already know the Craft
by +1. On a Rule of One result, the character Weapon Skill to learn this Skill. The character
destroys all enhancements made to the device. can improve the Damage Step of an impact
There may be other detrimental effects at the or mechanical weapon, including melee, missile,
Gamemaster’s discretion. Characters can only and thrown weapons, but not firearms, Weird
Forge the sort of Devices they can Craft. Thus, Science weapons, or ammunition of any sort.
a Heron specializing in clockwork devices would The work must be carried out at a properly-
be unable to Forge a living Device grown by a equipped forge or workshop, and cannot be
Promethean. See the Magic chapter (pg.333) performed in the field. The work takes one
week, after which the character makes a Forge

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Weapon Test against a Target Number of 6 plus Tests. The character then makes Frenzy Tests
the number of forge enhancements the weapon as Attack Tests in close combat until the
has received. If successful, the weapon’s Damage declared number of attacks has been made. The
Step is increased by +1. Frenzy continues only as long as the character
This Skill can be used on mundane or successfully hits. If an attack misses, the series
magical weapons. and the Frenzy end, though the character still
Characters cannot forge a weapon’s takes the full amount of Strain based on the
bonus higher than their Forge Weapon Rank. declared number of attacks.
For example, a character with Forge Weapon Frenzy cannot be combined with Skills
at Rank 4 can perform increases up to +4 and that allow additional attacks in close or ranged
no further, regardless of whether they forged the combat, such as Second Attack, Swift Kick, or
previous increases. Momentum Attack.
The services of smiths can be bought in
larger cities, but the more skilled the smith, the Frighten
higher the cost. The typical cost is £50 times Step: Rank + WIL Default: No
the smith’s Rank in Forge Weapon per attempt. Action: Standard Karma: Yes
It is typical for half the fee to be paid up front, Strain: 0 Tier: Novice
with the rest paid on delivery after successful use The character scares another by staring
of the Skill. silently into the target’s eyes and making a
Frighten Test against the target’s Mystic Defense.
Forgery If successful, the target becomes frightened and
Step: Rank + DEX Default: No suffers a −1 penalty to all Action Tests for each
Action: Sustained Karma: No success generated by the character. The target
Strain: 0 Tier: Novice remains afraid for a number of rounds equal
Forgers create false papers, legal to the character’s Frighten Rank. Each round,
documents, and correspondence. A character with the target may make a Willpower Test against
the Forgery Skill can forge artwork if they also the character’s Frighten Step. If successful, the
have the appropriate Artist Skill. For example, target throws off the effect. Renewing the effect
a character with the Forgery and Artist (Painter) after a target has shaken it off requires an extra
Skills could fake the work of a famous master. success.
Creating a forgery takes two to five times as
long as creating the original. For example, a Gambling
letter jotted hastily in a few minutes might take Step: Rank + PER Default: Yes
nearly an hour to forge. The character makes a Action: Sustained Karma: No
Forgery Test, the result becoming the Target Strain: 0 Tier: Novice
Number for attempts to detect the forgery. Use The character understands games of
of this Skill requires materials appropriate to the chance, and knows how to figure the odds. Make
item being forged. an opposed Gambling Test against a game
opponent, with the higher Test result winning
Frenzy the round. Make the Gambling Test against the
Step: Rank + DEX Default: No Mystic Defense of the dealer, croupier, or house
Action: Standard Karma: Yes if gambling at a casino or other table-based
Strain: 1 (per attack; see text) Tier: Journeyman establishment. Note that three straight successes
The character makes multiple frenzied will attract unwanted attention.
attacks in close combat in the same round. The
player declares how many attacks to attempt
before making any Attack Tests, to a number
equal to the character’s Frenzy Rank, taking 1
Strain per attack declared before making any

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SKILLS

Graceful Exit Haggle


Step: Rank + CHA Default: No Step: Rank + CHA Default: Yes
Action: Standard Karma: No Action: Sustained Karma: No
Strain: 0 Tier: Journeyman Strain: 0 Tier: Novice
The character escapes from combat or The character makes a deal more to their
social conflict by distracting their opponents, own advantage when selling or buying goods by
making a Graceful Exit Test against the highest making a Haggle Test against the customer’s or
Social Defense among the target group, +1 merchant’s Social Defense.
for each additional character. If successful, the If successful, the price rises or falls by
character makes good their escape, immediately 5 percent of the goods’ cost per success in
moving their Full Movement away from the favor of the character. Merchants or customers
combat. The character may not take any actions can make Haggle Tests to readjust the price in
other than movement or the Skill’s effect ends. their favor. The character may make a number
For each additional success generated on the of Tests per transaction equal to their Haggle
Graceful Exit Test, the character can extend Rank. However, as soon as a character on either
the effect to cover another character. The same side of the bargaining fails a Haggle Test, their
restrictions apply: if any character involved takes bargaining stops. The other side may continue
an action that breaks the Skill’s effect, it is to Haggle as long as they have Tests left and
ended for everyone. do not fail a Test. On a Rule of One result,
Those characters bedazzled by the the price is driven to the failing character’s
character’s sudden departure may take no direct disadvantage by 20% and all bargaining ends.
action against anyone under the Skill’s effect Haggle can also be used to get a
for a number of rounds equal to the character’s better price for stolen or illegal goods. Shady
Graceful Exit Rank. If anyone affected by this merchants usually buy stolen or illegal goods
Skill returns to the combat after having made a for a base 10 percent of their value (see the
Graceful Exit, the opponents who were originally Equipment chapter, pg.273). What constitutes a
targeted become enraged. If possible, they will transaction may vary from a single ring to an
try to attack the offender in preference to others, entire chest of jewelry. The character can only
and are immune to all Interaction Tests made use the Haggle Skill on one transaction per day
against their Social Defense to influence them against a particular target.
otherwise. Their anger and outrage gives them a
+1 bonus to any Action Tests they make against Heal Animal Companion (Magic)
the offender. Step: Rank + TOU Default: No
Action: Standard Karma: No
Gunnery Strain: 0 Tier: Journeyman
Step: Rank + PER Default: No The character heals a Loyal animal
Action: Standard Karma: No companion, spending one of their own Recovery
Strain: 0 Tier: Novice Tests to make a Heal Animal Companion Test,
The character knows how to load, aim, and reducing the animal’s Current Damage by
fire, and maintain heavy weaponry, such as the result.
artillery pieces and ship’s guns. The character
makes a Gunnery Test against the target’s Heartening Laugh
Physical Defense. If successful, the shot hits the Step: Rank + CHA Default: No
target, and the character makes a Damage Test Action: Simple Karma: Yes
based on the gun’s rating. Note that most heavy Strain: 1 Tier: Novice
weapons require extra Gunnery Tests to prepare The character bolsters morale by directing
the weapon for firing. See the Combat chapter a booming, mocking laugh at their opponents.
(pg.229) for more information. The character makes a Heartening Laugh Test

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against the highest Social Defense among all Hypnotize


opponents within earshot. Step: Rank + CHA Default: No
If successful, any characters Friendly (or Action: Standard Karma: No
better) to the character and who hear the laugh Strain: 1 Tier: Journeyman
add the character’s Heartening Laugh Rank to The character mesmerizes another character,
any Willpower Tests made to resist the effects making the target susceptible to persuasion. The
of Fear or Intimidation caused by the character’s target must be within 10 yards of the character
opponents for a number of rounds equal to and in a state where they are not distracted. For
the Heartening Laugh Rank. On a Rule of example, a target involved in combat cannot be
One result, the opponents gain +1 to Fear and hypnotized. The character makes a Hypnotize
Intimidation Tests for a number of rounds equal Test against the target’s Social Defense. If
to the character’s Heartening Laugh Rank. successful, the target’s Attitude improves toward
the character by one degree, to a maximum of
Hunting Friendly. While hypnotized, the target remains
Step: Rank + DEX Default: No placid, unless attacked.
Action: Sustained Karma: No Over a number of minutes equal to
Strain: 0 Tier: Novice their Hypnotize Rank, the character can make
The character knows how to find and kill post-hypnotic suggestions to the target. The
game animals in wilderness areas. The Target character makes as many Interaction Tests as
Number for Hunting Tests ranges from 5 to 12, required against the target’s Social Defense, with
as determined by the Gamemaster based on the successful Test Results persuading the target to
terrain. Suggested Target Numbers for hunting perform the suggested actions. The target will
in various areas of the Gruv are shown below. carry out any actions to which they agree while
Barren areas may not support wildlife at all. A under the Skill’s effects, as long as the actions
character cannot successfully hunt for food in can be completed within a number of hours
these areas. equal to the character’s Hypnotize Rank after
Each use of the Hunting Skill takes four the hypnosis session ends. A character can only
hours. The Test result determines the amount be affected by a single Hypnotize effect at a
of food captured. Each success provides enough time. This Skill does not require the character
meat to feed one person for one day. At the to be able to speak with the target, merely to
Gamemaster’s discretion, characters who follow hold his attention long enough to exercise the
certain Professions or know related Skills may Skill’s effect on him.
gain a bonus to Hunting Tests for creative
use of their other abilities, such as using the Nigel the Dodger successfully
Tracking Skill. The recommended bonus is +1 hypnotizes an off-duty guard in a pub. He
Step added to the Hunting Test per success improves the guard’s Attitude and uses
scored on the relevant ability. a little persuasion to get what he wants.
While hypnotized, the guard agrees to let
Hunting Table Nigel into the warehouse he guards as
long as the Dodger brings some beer to
Terrain Target Number share. Nigel knows Hypnotize at Rank 3,
Western Forest 5 so the effect lasts for three hours. At the
Eastern Alpine Forest 9 end of that time, the guard will come to
Central Plains 7 his senses.
Southern Scrublands 8 While he may not blame the Dodger
Mountains, lowland 5 for having tricked him, he will no longer
Mountains, highland 9 be bound by any promises made while
under the Skill’s effects. Nigel had better
get round to the warehouse with the beer

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SKILLS

double quick if he wants to pick through an Inspire Others Test against the highest Social
its contents while the guard enjoys his pint. Defense among the target group, +1 for each
additional character, targeting Friendly characters
Impressive Display only. If successful, all affected characters add +1
Step: Rank + CHA Default: No to Social Defense and gain a +1 bonus to their
Action: Simple Karma: No Action Tests for each Success achieved. The
Strain: 1 Tier: Novice Skill effect lasts for a number of rounds equal
The character impresses another character to the character’s Inspire Others Rank.
with a display of Skill. The display can use any
Skill, as long as the target character observes Knowledge
it. Most characters will use a display that fits Step: Rank + PER Default: No
their style. A Big Game Hunter, for example, Action: Standard Karma: No
will perform a called shot, while a Journalist will Strain: 0 Tier: Novice
write a stirring epic, and a Military Officer will The character is familiar with a specified
cut the buttons off an opponent’s coat with his topic, having studied it deliberately and for some
or her saber. time. The precise definition of any particular
The character uses the appropriate Skill Knowledge Skill is determined by the player,
for the chosen display. If the Skill Test is keeping in mind that all Knowledge Skills
successful, the character makes an Impressive are subject to the Gamemaster’s approval. A
Display Test against the target’s Social Defense, Knowledge Skill may cover broad areas of
with a +2 bonus per success from the original knowledge, meaning that the character knows
display. If successful, the target becomes favorably a little bit about a lot of things, or they may
impressed and the character adds +1 per success have more focused knowledge, giving them
of the Display Test to any Interaction Tests more detailed knowledge within a smaller
made against the target for a number of hours area of expertise. While the area of expertise
equal to the Impressive Display Rank. is determined by the player, the Gamemaster
determines how applicable the knowledge is to
Inspire Others the question at hand.
Step: Rank + CHA Default: No Examples of Knowledge Skills that might
Action: Standard Karma: Yes be appropriate or useful for characters are listed
Strain: 0 Tier: Journeyman below, with definitions of how they can be
The character inspires their companions, used. See Knowledge Skills (pg. 172) for more
raising spirits and boosting morale. The information on how they work.
character speaks inspirational words, then makes

Example Knowledge Skills


Skill Definition
Animal Husbandry The character knows how to manage livestock, including basic care, feeding,
breeding, and herd management.
Aviation History The character can recall stories of famous aviators, details of their aircraft, and
possibly remember a situation similar to the current predicament and the solu-
tion that was tried at that time.
Botany The character knows quite a bit about plants and their uses. Identifying a plant
requires only one success. Knowing how to prepare it for eating or medicinal use
takes two or more successes. Extra successes past two can be used as +1 bonuses
to a Physician Test.

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Skill Definition
Building Security The character knows what sort of means a building or other structure might have
for its defense, ranging from guard patrols to bars on the windows to locks on
the doors. Successes with a Knowledge (Building Security) Test can be applied
to dodging guards, having the right tools along for the job, and gaining steps on
Lock Picking and similar Tests from having studied the possible systems.
Chemistry Airship Pilots use this for managing the Kipp apparatus that generates hydrogen
for the ship’s gasbag. The Skill can be applied to other operations aboard an
airship, such as using the leftover acidic effluent to flush the ship’s sanitation
system or clean the engine stack. Doctors use this to compound medications,
extract pharmaceutical components from plants and other materials, and for
diagnostic chemical analysis. For example, a Doctor could use this Skill to try
and determine the nature of a poison from a patient’s blood sample.

Court Protocol The character knows the procedures for handling situations in the courts of the
nobility, not just of the royalty but of the dukes and counts and barons as well.
The character may make a Knowledge Test to know when and how to file the
appropriate paperwork to bring business before a noble in court. They may use a
Knowledge Test against the Social Defense of another person to embarrass them
in court, pointing out an error in procedure or directing attention to the person
when they don’t want it.
Finance The character understands how the monetary system works, and how businesses
and governments use capital and the flow of money to operate. The character
may make a Knowledge Test to analyze possible returns from an investment,
determine the risk of a business transaction, predict the performance of a govern-
ment bond issue, or find patterns in the flow of money that can be turned to an
advantage. Given access to financial data, the character may check over the books
to see if all is in order, and spot problems, such as embezzlement or hidden
resources. Applying this Skill to a business investment improves the chances of
return, and increases profit by 5% per success.
Geography Characters can use this Skill in place of a map in familiar areas, and can apply
successes from a Test as +1 bonuses to Navigation Tests. The Skill can also be
used to find shelter from weather conditions, predict the likelihood of villages
that are not yet on the map, and otherwise make educated guesses about the land
and what lies on it.
Law The character has learned a good deal about the legal system of a culture, as-
sumed to be their own unless specified. Knowing the laws and legal processes
of more than one culture requires separate Knowledge (Law) Skills for each.
The character may make a Knowledge Test to know the regulations concern-
ing a specific action, area, or item, such as the penalty for a crime, the zoning
restrictions for a neighborhood, or the standards of measure and quality for a
trade good. A Test may also be made to either prosecute or defend in a legal
action, such as filing a complaint with the authorities, or resolving a civil suit or
criminal charges in a court of law. The Target Numbers for these Actions will
vary considerably, and will be assigned by the Gamemaster according to context.

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SKILLS

Skill Definition
Mathematics The character is well versed in the science of numbers and logic. The character
may make a Knowledge Test any time higher order math is applicable, such as
designing an algorithm for an Engine, calculating the load balance for an airship,
or working out the probable return on an investment based on previous financial
performance information. The character may add +1 per success to a related Skill
Test, such as Engine Programming, Pilot Airship, or Knowledge (Finance).
Music The character is well versed in the popular music of their time and place,
and may be familiar with music from previous eras or other cultures. Make a
Knowledge Test to recall the lyrics or tune of a popular song, the name of the
composer of a piece heard or referred to, or to know who’s performing locally
this week.
Natural Philosophy Later known as Physics, the Natural Philosophy Skill acquaints the character
with the workings of reality and an understanding of natural forces, such as
electricity and gravity. The character may make a Knowledge Test to predict
whether a person will survive leaping off a building based on the height of the
drop, advise the person as to how large a bed sheet they will need to act as a
makeshift parachute, and predict where the person will land. This Skill may be
used as a general physical sciences ability, to put to use any mechanical force,
from heat to light to wound-up springs. Note that a Clockwork, Field Engineer-
ing, or Craftsman Skill will be needed to actually construct a device applying the
physical science principles.
Politics The character understands the system of governance, and the difference between
the official structure and the way things actually get done. With a Knowledge
Test, the character can figure out who to buttonhole at a party, or approach at
their club, to help move a political action along. Using a Knowledge Test against
a government official’s Social Defense, the character can play on the official’s
standing and relationships with other officials and persons of importance to curry
favor, build a contact, or convince the official to take a specific action in the
course of their daily work.
Secrets of the Aristocracy The character can make a Knowledge Test against the Social Defense of anyone
with a Social Level of 4 or 5, at a +1 Step bonus if the person holds a title, to
know something about the person that they’d rather not have noised abroad. The
number of successes determines the degree of the secret. On a single success,
the person would be annoyed if it became known. On two successes, a minor
scandal could erupt. On three successes, a major scandal would arise, which
could cost the person their current position and standing. On four or more
successes, the secret is so dire that if revealed, the person would have to go into
exile, or risk being imprisoned or executed. What use the character makes of this
secret is up to them, but care should be taken, as other aristocrats will have this
Knowledge Skill as well, and may use it in retaliation if offended.

Sport The character is well versed in the spectator sports popular in the culture and
time period. With a Knowledge Test, the character can discuss team performance,
know the history of a racehorse, or make an educated guess as to who will win
the upcoming match. Multiple successes on the Test can be used as +1 bonuses
per success for Gambling Tests in regard to the event.

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Skill Definition
Telegraphy The character understands how information can be sent as coded electrical signals
across wires. This Skill includes knowledge of Morse Code and other algorithms
used for transmission of data. The character may make a Knowledge Test to in-
terpret a transmitted message, encode a message for transmission, send a message
using telegraphic equipment, make basic repairs to the equipment, and identify
the various components of a telegraphic system.
Trade Routes The character 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.
Weather Pilots may make a Knowledge Test to avoid potential storms, to take advantage
of prevailing winds, and to generally make use of the weather. A Test may also
be made to predict what sort of winds and weather might be encountered in a
remote area, based on maps, charts, and other information.
Wild Animals The character knows the wildlife of the area and its habits. A Knowledge Test
can be made to determine what wild animals might live in an area, to make an
educated guess as to what animal left tracks or lives in a burrow, or to know
what hunting methods are the most effective against a particular species. Extra
successes can be applied to a Hunting Test at +1 Step per success.

Lasting Impression
Step: Rank + CHA Default: No Leadership
Action: Standard Karma: Yes Step: Rank + CHA Default: No
Strain: 0 Tier: Novice Action: Sustained Karma: Yes
The character impresses a group of Strain: 0 Tier: Journeyman
characters when taking leave of the group. The character leads a group of
The character strikes a dramatic pose and/ Gamemaster characters no larger than the
or makes a short impassioned soliloquy, then character’s Leadership Rank ×20 members by
makes a Lasting Impression Test against the giving a short speech, then making a Leadership
highest Social Defense among the target group, Test against the highest Social Defense among
+1 for each additional character. If successful, the target group. If successful, characters with a
a powerful image of the character is imprinted Neutral attitude or better towards the character
in the targets’ minds. The character adds their will follow the character’s lead. The number
Lasting Impression Rank to Interaction Tests of successes determines the Skill’s effect and
made against the affected characters for a number duration. A single success means the target
of weeks equal to their Lasting Impression Rank. group treats the character as their leader for
Once impressed, a target cannot be affected by the Leadership Rank × 10 minutes. Two successes
the same character until the Skill’s duration means the target group follows the character
expires. If the character is seen by any of the for Leadership Rank hours. Three or more
target characters within one day of departure successes means the target group treats the
after using this Skill when leaving the group, character as their leader for Leadership Rank
the effect ends. days. While under the character’s leadership,
the target characters will follow the character
and accept the character as their commander.
This grants the character an authority typical to
being their designated commander in a military
environment, but can be used in other situations,
such as being a superior in an administration or

207
SKILLS

a foreman in construction. If the character causes near death shows almost no visible latticework,
any individual to change their Attitude to worse just a few disconnected bright spots, one or
than Neutral, the effect of the Skill ends for that more of which is fading.
individual, but not for the rest of the group. A character can use Lifesight to view
a target’s life force through solid, non-living
Life Check objects. For example, a character could see the
Step: Rank + TOU Default: No life forces of people hiding behind a brick wall,
Action: Free Karma: No but not someone hiding inside the bole of a
Strain: 0 Tier: Journeyman tree.
The character gains a last chance to avoid
dying. When the character’s Current Damage Lion Heart
equals or exceeds their Death Rating, they make Step: Rank + WIL Default: No
a Life Check Test against a base Target Number Action: Free Karma: No
of 8, plus the difference between their Current Strain: 0 Tier: Journeyman
Damage and their Death Rating. If successful, The character’s resolve improves, allowing
they spend a Recovery Test, gaining +1 step per them to use their Lion Heart Step in place
success on the Life Check Test, and reduce their of their Willpower Step when making Tests to
Current Damage by the result. If the character’s resist the effects of any Skill, spell, or ability
Current Damage is reduced below their Death that allows a Willpower Test to shake off the
Rating, they have cheated death and survive effect.
to adventure another day. This Skill may be
used repeatedly in a single scene, as long as the Lip Reading
character has Recovery Tests available and does Step: Rank + CHA Default: No
not fail the Test. An ordinary Test failure does Action: Standard Karma: Yes
not prevent the application of other means that Strain: 1 Tier: Novice
prevent the character from dying. A Rule of One The character eavesdrops on a conversation
result means that the character has died and is by watching the target character’s lips move and
beyond any possible recovery. This Skill cannot making a Lip Reading Test against the target’s
be used if the character has no Recovery Tests Social Defense. If successful, they are able to
remaining for the day. read what the speaker is saying for a number of
minutes equal to the Test Result, as long as they
Lifesight (Magic) can see the target’s lips. The character must be
Step: Rank + PER Default: No able to understand the language being spoken to
Action: Simple Karma: No make sense of the conversation. If they don’t,
Strain: 1 Tier: Journeyman the character can phonetically sound out what
The character can see the strength and the target is saying, allowing someone nearby
composition of another being’s life force by who can understand the language to translate.
making a Lifesight Test and comparing the result
against the Mystic Defense of each living being Lock Picking
within Lifesight Rank × 10 yards. If successful, Step: Rank + DEX Default: No
the character can see that target’s life force, Action: Standard Karma: No
which appears as an interpretation of their astral Strain: 0 Tier: Novice
imprint, for a number of rounds equal to the The character uses a set of lock picks
character’s Lifesight Rank, and gains qualitative to open locks by making a Lock Picking Test
information about it. A vibrant, healthy life force against the lock’s Rating. If successful, the lock
appears as a strong but delicate latticework of opens. The character may attempt to open the
light and opalescent force. Weaker life forces are same lock a number of times equal to their
dimmer, and parts of the latticework may appear Lock Picking Rank. Should all the attempts
warped or broken. The life force of a character fail, or any attempt end in a Rule of One result,

208
Chapter 8

the character cannot open that lock until they spell by making a Magic Theory Test against
increase their Lock Picking Rank. the spell’s Learning Difficulty. If successful, the
magician has learned the spell and can write it
Long Shot in their grimoire. The magician can learn only
Step: Rank  Default: No one spell per day at no cost. More spells may
Action: Simple Karma: No be learned by sacrificing Recovery Tests. For
Strain: 1 Tier: Journeyman each Test sacrificed, the magician may make
The character increases the effective an additional Magic Theory Test. See Learning
range of their weapons, allowing them to hit New Spells (pg. 361) for more information on
targets beyond the normal distance allowed for learning and scribing spells.
the ranged weapon. When used, the ranges of Other functions of this Skill include
firearms are extended by 4 yards times the Long identifying spells (Target Number equal to the
Shot Rank, missile weapons are increased by 5 Dispel Target Number, with a +4 bonus if it
yards times the Long Shot Rank, and throwing is from the magician’s type of magic – Mage,
weapons by 2 yards times the Long Shot Rank. Priest, Weird Science), and creating new Known
As Variants (KAVs) of spells.
A character with Rank 6 in Long
Shot can activate the Skill and extend the Maneuver
ranges of a short bow to 60 yards for Step: Rank + DEX Default: No
short range and 90 yards for long range. Action: Simple Karma: No
A throwing axe would have its short range Strain: 1 Tier: Novice
extended to 24 yards and its long range to The character takes uses fancy footwork
36 yards. and mobility to gain a superior position against
their opponent. The character makes a Maneuver
Magic Theory Test against the target’s Physical Defense, and
Step: Rank + PER Default: No gains a +2 bonus for each success on their next
Action: Standard Karma: 0 close combat attack against that opponent.
Strain: 0 Tier: Initiate
The character gains a greater understanding Mapmaking
of the mysteries and applications of magic. This Step: Rank + PER Default: No
includes the ability to read and write magical Action: Sustained Karma: No
writing, such as that found in grimoires or Strain: 0 Tier: Novice
magical glyphs. For each page or set of glyphs To get where they want to go and avoid
that the character is attempting to translate, unsafe spots, characters traveling over land need a
make a Magic Theory Test against the writing’s map. Characters can create maps in two ways: by
Target Number, determined by the Gamemaster. copying an existing map or drawing an original
The number of successes determines how well map. To draw an original map, a character must
the character understands the content. A single have traveled over the area they are mapping. The
success allows the character to understand the character makes a Mapmaking (7) Test. This
basic gist of the text, but not any subtle or must be accompanied by successful Navigation
complex ideas it contains. Two or three successes Tests (pg.211) to keep track of position, unless
allow the character to understand the subtleties of the map is for a very small area.
the text, though obscure clues or riddles might To copy an existing map, the character
be misinterpreted. Four or more successes mean makes a Mapmaking (5) Test. The Success
the character completely understands content, Level of the Test determines the quality of
easily deciphering any hints, clues, or hidden the map produced. A single success yields a
meanings. functional map with a few basic details and
This Skill also allows magicians to learn landmarks. Two or three successes yields a map
new spells. A magician can attempt to learn a that characters can use with a sextant or other

209
SKILLS

navigational tool. Four or more successes yields can mimic it for a number of hours equal to
a highly accurate map that gives a +1 bonus to their Mimic Voice Rank. When attempting to
any Navigation Test made using it. fool others, the character makes a Mimic Voice
Mapmaking is a Craftsman Skill, but can Test, the result being the Detection Difficulty
be used as an Artist Skill. for any Tests made to detect the mimicry. If the
character does not understand the language of
Mechanic the person whose voice they are trying to copy,
Step: Rank + PER Default: No the Skill produces the equivalent of baby babble
Action: Standard Karma: No to those hearing it. The sounds are right, but
Strain: 0 Tier: Novice the words don’t mean anything.
The character can build and repair
machinery, ranging from small devices such as Missile Weapons
sewing machines up to locomotives and steamship Step: Rank + DEX Default: Yes
engines. The character makes a Mechanic Action: Standard Karma: No
Test against a Target Number determined by Strain: 0 Tier: Novice
the Gamemaster according to the complexity The character makes an attack in ranged
of the task and the availability of the proper combat against an opponent by using a bow,
tools and parts. On a success, the character crossbow, atlatl, or other weapon that fires
puts together or repairs the target machinery. projectiles using mechanical force. The character
Additional successes may be used to improve makes a Missile Weapons Test against the
the function of the machine. On a Rule of One target’s Physical Defense. If successful, the
result, the character fails to accomplish the task, attack hits the target and the character makes a
and damages at least one tool or vital part. Note Damage Test for the weapon used. See Missile
that working on some machinery, such as an Attacks (pg. 251) for more information.
airship’s Kipp apparatus, may require additional
Skills, such as Knowledge (Chemistry). Momentum Attack
Step: Rank + DEX Default: No
Melee Weapons Action: Simple Karma: No
Step: Rank + DEX Default: Yes Strain: 1 Tier: Journeyman
Action: Standard Karma: No The character makes an additional close
Strain: 0 Tier: Novice combat attack while the opponent recovers from
The character makes a direct physical the first blow. If the character achieves one extra
attack in close combat against an opponent with success on a close combat Attack Test against
a hand-held weapon, such as a sword, axe, or an opponent, they may make a Momentum
dagger. The character makes a Melee Weapons Attack against that opponent.
Test against the target’s Physical Defense. If After resolving the damage from the
successful, the attack hits the target, and the first attack, the character makes a Momentum
character makes a Damage Test for the weapon Attack Test against their opponent’s Physical
used. See Melee Attacks (pg. 229) for more Defense. If successful, they make a Damage
information. Test as normal. Damage bonuses applied to the
initial attack do not carry over. For example, if
Mimic Voice the character uses Crushing Blow with the first
Step: Rank + CHA Default: No attack, they do not add that damage bonus to
Action: Simple Karma: No the Momentum Attack, though they may use
Strain: 0 Tier: Novice Crushing Blow again. This Skill can only be
The character imitates a voice currently used once per round.
being heard by making a Mimic Voice Test
against the speaker’s Social Defense. If
successful, the character learns the voice and

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Chapter 8

Mount Attack 25 miles away from the intended destination,


Step: Rank Default: No completely lost, but adamant that they know
Action: Simple Karma: No exactly where they are. Any further Navigation
Strain: 1 Tier: Journeyman Tests the character makes at that point add +2
The Mount Attack Skill allows a character to the Target Number per Test (assuming the
to increase the accuracy of their mount’s attacks. character can be convinced to make another Test
The character must be riding the mount for it to by their traveling companions).
benefit from this Skill. The character adds their
Mount Attack Rank to the mount’s Attack Test. Navigation Table
Navigation Target
Step: Rank + PER Default: No Condition Number
Action: Sustained Karma: No Clear night sky, few obstruc- 5
Strain: 0 Tier: Novice tions blocking the character’s
The character can read maps, chart courses, view (on an open plain, for
and travel safely: on land, on sea, or in the sky, instance)
minimizing environmental challenges and other
hazards. To pinpoint their location, navigators Scattered clouds and/or minor 7
must be able to see the sky and must possess a obstructions, such as low build-
set of navigator’s charts. Navigation often relies ings
on the movement of the sun, the constellations, Partly cloudy or significant 9
and similar astronomical phenomena for obstructions (trees, nearby
direction. Consequently, navigation is most mountains, and so on)
effective on clear nights when the stars shine Overcast, heavy foliage or other 12
brightest, or during the day when the sun can be conditions blocking the charac-
sighted upon at specific times. ter’s view of the sky
The character spends ten minutes Severe rainstorm or blizzard 18
determining their current position and makes blocking the sky
a Navigation Test against a Target Number
determined by the Gamemaster, based on Orbiting Spy (Magic)
the Navigation Table (below), and modified Step: Rank + PER Default: No
depending on the circumstances. Incomplete Action: Standard Karma: Yes
or inaccurate charts can increase the Target Strain: 0 Tier: Journeyman
Number by +1 to +5. The character summons a spy spirit to
The Test Result determines the character’s serve as a lookout by making an Orbiting Spy
accuracy. A single success gives a position (6) Test. If successful, the spirit travels in a
accurate to within 10 miles. Two successes yields circular pattern around the character, up to 20
one accurate within 5 miles. Three successes yards distance, for one hour per success on the
locates the character within 2 miles. Four or Test. Conjured spy spirits cannot affect or be
more successes places the navigator within a affected by the physical world and are immune
mile of their target location. to most spells, except those which disrupt or
If the Test fails, the character inadvertently dispel magic. A character can only have one
plots a destination 20 to 25 miles wide of orbiting spy active at a time.
their intended destination. They only recognize Whenever the character wants to use
their mistake if they make another Navigation the spirit to detect something, they make an
Test that yields a better result, or arrive at Orbiting Spy Test instead of a Perception Test.
the destination and realize that it’s not the If successful, the spy spirit informs the character
place where they intended to arrive. A Rule of of anything unusual it notices. The spirit can be
One result positions the character more than given specific instructions on what to look for,

211
SKILLS

to prevent unpleasant surprises. The character Physician Table


may direct the spirit to look out for and inform
them of the presence of a number of objects or Target
creatures equal to their Orbiting Spy Rank. The Ailment Number
spirit will remain on alert for these creatures or Common Cold 4
objects, and will notify the character if they are Injury and Wounds 5
detected. The Gamemaster makes Orbiting Spy Influenza 6
Tests for the spirit in this instance and advises Mild Poison 6
the character of the results, if applicable. Broken Bones 8
Spy spirits can see into the astral plane as Strong Poison 11
well as the physical world, though this follows Black Death 15
the normal rules for astral sensing (pg.341), so
they can inform the character of anything lurking Picking Pockets
around in astral space. Step: Rank + DEX Default: No
Action: Standard Karma: No
Physician Strain: 0 Tier: Novice
Step: Rank + PER Default: No The character combines a deft touch with
Action: Sustained Karma: No misdirection to remove an item from the pocket
Strain: 0 Tier: Novice or pouch of another character. The character
The character diagnoses and prescribes makes a Picking Pockets Test, the result being
treatments for injuries and diseases by examining the Detection Difficulty for attempts made to
the patient, then making a Physician Test against notice the theft.
the condition’s Target Number. If successful, the Anyone able to observe the character’s
character knows what the problem is and how action, including the target character, may
to treat it. make a Perception Test against the Detection
The character’s Physician Rank is added Difficulty to notice the action immediately after
to the next Recovery or Resistance Test the the act has occurred.
patient makes as applicable. The Gamemaster
determines the Target Number for ailments, with Pilot Airship
suggested Target Numbers for common ailments Step: Rank + PER Default: No
listed below. A physician can attempt to treat the Action: Sustained Karma: No
same ailment a number of times per day equal Strain: 0 Tier: Novice
to the number of the patient’s Recovery Tests. Characters use the Pilot Airship Skill
Treating raw damage is treating an Injury. to maneuver and control Giffards and similar
The effect of successful treatment is a Recovery airships. Under normal circumstances, the
Test bonus, as noted above. The Physician helmsman makes a Pilot Airship Test against
Skill can also be used to treat Wounds, which the Maneuverability of the vessel for control. A
are treated individually. The physician has to success means that the ship can hold position
take time to stitch or bandage each Wound. and course, and does not drift. One extra success
Successful treatment of a Wound does not heal allows the ship to maneuver against the wind in
it, but removes its penalty to Recovery Tests, straight lines. Two extra successes allow the ship
thereby allowing to heal it faster. See Effects of to navigate freely and make complex maneuvers.
Injury (pg.239). Treating Wounds also eliminates The Target Number will vary according to
most risks of infection. weather, enemy fire, and other circumstances.
See 1879 Gamemaster’s Guide for more details
on airship maneuvering.

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Chapter 8

Pilot Ship (Sail/Steam) Test for a Toughness Test against poison,


Step: Rank + PER Default: No venom, or other toxic substance.
Action: Sustained Karma: No
Strain: 0 Tier: Novice Read and Write Language
Characters use the Pilot Ship Skill to Step: Rank + PER Default: No
maneuver and control water-going vessels, Action: Sustained Karma: No
either driven by sail (or oars) or by steam, as Strain: 0 Tier: Novice
specified in the Skill name in parentheses. (The Note: All characters start with this Skill
differences between sail and steam are significant at a Rank of 1, to represent their native language,
enough to require a specialization.) Under unless they are specifically designed as being
normal circumstances, the helmsman makes a illiterate. No Test is required to read or write
Pilot Ship Test against the Maneuverability of in the character’s native language, unless they
the vessel for control. A success means that the become literate after beginning game play.
ship can hold position and course, and does The character learns to read and write
not drift. One extra success allows the ship to different languages. Using this Skill, the
maneuver against the current in straight lines. character can learn a number of languages equal
Two extra successes allow the ship to navigate to their Read and Write Language Rank. If they
freely and make complex maneuvers. have not reached this maximum, the character
The Target Number will vary according can attempt to learn a new language by studying
to weather, enemy fire, and other circumstances. with a tutor literate in the language for at least
See 1879 Gamemaster’s Guide for more details one month, then making a Read and Write
on ship maneuvering. Language Test against the language’s Learning
Difficulty. If successful, the character gains
Pilot Vehicle basic proficiency in the language and notes it
Step: Rank + PER Default: No on their Character Record Sheet. If the Test
Action: Sustained Karma: No fails, the character cannot attempt to learn that
Strain: 0 Tier: Novice specific language again until they have studied
Characters use the Pilot Vehicle Skill to for another month.
maneuver and control powered land vehicles, The Learning Difficulty for some
such as steam coaches. Beast-driven vehicles languages of Earth and the Gruv are shown
require the Animal Handling Skill (pg.179). in the Language Table (below). The numbers
Under normal circumstances, the pilot makes reflect the difficulty of learning the base versions
a Pilot Vehicle Test against the Maneuverability of these languages. Dialects are considered
of the vehicle for control. A success means that different languages for the purposes of this Skill
the vehicle can hold position and course. One (see below).
extra success allows the vehicle to make simple When reading a language learned through
maneuvers. Two extra successes allow the vehicle this Skill, the character makes a Read and Write
to navigate freely and make complex maneuvers. Language Test against the Learning Difficulty of
The Target Number will vary according to the language. The success level determines how
weather, enemy fire, and other circumstances. well they understand the content.
See 1879 Gamemaster’s Guide for more details Simple sentences or ideas, such as
on vehicle maneuvering. “The mayor’s house lies east of here,” only
require a single success. Histories or legends
Poison Resistance containing peculiar idioms or flowery phrases
Step: Rank + TOU Default: No require two. Manuals or other books filled with
Action: Free Karma: Yes jargon specific to a field of study require three
Strain: 0 Tier: Novice successes. Understanding scientific treatises on
The character has increased tolerance of natural philosophy, or other writings filled with
toxins. They may substitute a Poison Resistance specialized academic language and abstract ideas,

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SKILLS

may require four or more. Partial successes may vessel is damaged or encounters some other sort
convey more or less detail at the Gamemaster’s of trouble.
discretion. When writing, use the same process This Skill can also be used to track
as for reading, depending on the complexity of another oceanic vessel, notice approaching ships,
the topic the character is writing about. and anticipate features such as upcoming land or
the movements of wildlife and thus good fishing
Dialects opportunities. To track another vessel or notice
Languages are often complex and most an approaching ship, the character makes a Read
possess many different variations, called dialects. Ocean Test against the target captain’s Pilot
These dialects are sometimes regional, others Ship or Crew Ship Step, whichever is higher,
by city, or even by neighborhood. The Learning modified at the Gamemaster’s discretion.
Difficulty of a dialect is based on the original
language, usually the base TN +2, but higher Read River
difficulties are possible. The character must Step: Rank + PER Default: No
know how to read and write the base language Action: Sustained Karma: No
before they can attempt to learn a dialect of Strain: 0 Tier: Novice
that language. If the character knows the base The character guides a riverboat or sailing
language of a dialect, they can communicate, vessel through the often treacherous waters of a
but their ability to do so may be limited at the river, which can be filled with sandbars, deceptive
Gamemaster’s discretion. currents, and hidden reefs. The character makes
a Read River Test. The Target Number for the
Language Table average British or European river is 7, but some
areas are more hazardous. If the Test fails, the
Language Learning Difficulty vessel is damaged or encounters some other sort
English* 5 of trouble.
French 6 This Skill can also be used to track another
Italian 6 riverboat along the river, notice approaching
Polish 7 ships, and anticipate features of the river such
Russian 7 as towns, villages, or good places to fish. To
Samsut 8 track another riverboat or notice an approaching
Saurid 10 ship, the character makes a Read River Test
Spanish 6 against the target captain’s Pilot Ship or Crew
* All characters beginning play with the Ship Step, whichever is higher, modified at the
English language know the British received- Gamemaster’s discretion.
pronunciation dialect.
Read Sky
Read Ocean Step: Rank + PER Default: No
Step: Rank + PER Default: No Action: Sustained Karma: No
Action: Sustained Karma: No Strain: 0 Tier: Novice
Strain: 0 Tier: Novice The character provides guidance for an air
The character guides a vessel through ship in flight, which can be more treacherous
oceanic waters, dealing with both the changing than sailing a water-bound vessel, as most
currents of the open sea and areas closer to airborne obstacles are invisible. Open, cloudless
shore which may hide obstacles such as reefs or expanses of sky can have sudden weather shifts,
sand bars. The character makes a Read Ocean changes in air currents, and unexpected thermals
Test. The Target Number for open water is 7, and updrafts.
with areas closer to shore scaling in difficulty The character makes a Read Sky Test.
depending on the coastline. If the Test fails, the The Target Number for open sky on a calm day
is 7, but the difficulty can scale up considerably

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Chapter 8

for adverse weather conditions. If the Test fails, they may make a Resist Magic Test against
the vessel is damaged or encounters some other their opponent’s Test Result. If successful, the
sort of trouble. character channels their mind into a stronger
This Skill can also be used to track pattern, preventing the ability from affecting
another airship by anticipating its most likely them. The character can use this Skill a number
course, notice approaching ships, and anticipate of times equal to their Resist Magic Rank each
geographical features of the land below, usually round, but only once against each such effect
to find a good place to set down. To track directed at them.
another airship or notice an approaching ship,
the character makes a Read Sky Test against the Litissthrol, a Saurid Shaman,
target captain’s Pilot Airship or Crew Airship successfully casts a spell at Garratri, a
Step, whichever is higher, modified at the Tribal Warrior from a rival tribe, with a
Gamemaster’s discretion. Spellcasting Test result of 16. Realizing
her peril, Garratri makes a Resist Magic
Research Test to protect herself against the Shaman’s
Step: Rank+PER Default: Yes magical assault, rolling an 18. Success!
Action: Sustained Karma: No Litissthrol’s spell has no effect, leaving him
Strain: 0 Tier: Novice face-to-face with an angry warrior.
The character finds information through
study and investigation, including library Resist Taunt
research and following up on rumors and Step: Rank + WIL Default: Yes
legends, by making a Research Test against Action: Free Karma: No
a Target Number determined by the type of Strain: 1 Tier: Journeyman
information sought. The Gamemaster may use The character resists the effects of insults
the numbers suggested in the Research Table, or by making a Resist Taunt Test against the
the guidelines for creating Target Numbers in attack’s Test Result. If successful, the character
the 1879 Gamemaster’s Guide. The number of disregards the insult or jibe and reconsiders their
successes determines how much information is response at the last instant, negating the effect.
obtained. More successes often turns up more Resist Taunt is effective against Persuasion,
detailed information than the character initially Taunt, Intimidation, and other similar Skills or
sought. Interaction Tests (see the 1879 Gamemaster’s
Guide) that target Social Defense. The character
Research Table can use this Skill a number of times each round
equal to their Resist Taunt Rank, but only once
Type of per social attack.
Information Target Number
General 5 Sergei, a Russian musician, has a
Detailed 7 Social Defense of 7. Yvgeny, a Cossack
Intricate 9 swordsman, Taunts him, making a quip
Obscure 11 about Sergei’s grandmother being able to
play better music with a pot and a soup
ladle than Sergei can with his balalaika,
Resist Magic with a Test Result of 14. Sergei chooses to
Step: Rank + WIL Default: No ignore the Taunt, so he uses his Resist Taunt
Action: Free Karma: No Skill, rolling a 15 on his Resist Taunt Test.
Strain: 1 Tier: Journeyman Success! Strumming a complicated set
The character attempts to turn aside of chord changes on his balalaika, Sergei
magical abilities that target Mystic Defense. Any puts on an air of blatant disdain. Yvgeny,
time the character is targeted by such an ability,

215
SKILLS

realizing his Taunt has failed, swears a


round oath and stomps away in frustration. Riposting Longer Weapons
Optional Rule: When using Riposte
against longer melee weapons, the character
Riposte may not be able to reach the opponent
Step: Rank + DEX Default: No to make an effective counterattack. The
Action: Free Karma: No character must have a higher Initiative Test
Strain: 2 Tier: Novice result than the opponent or be wielding a
The character uses their melee weapon weapon with a Size no smaller than the
to block an opponent’s melee attack, possibly opponent’s weapon Size–2, to be able to
turning it back on the attacker. The character inflict a return attack and therefore damage
makes a Riposte Test against the opponent’s the foe. For example, a damaging response
Attack Test result. If successful, the character to a lance (Size 6) attack may be made
parries or blocks the attack and avoids any with a successful two-handed sword (Size
damage. If the Riposte Test scores any extra 5) Riposte, but not with a broadsword
successes, the character counterattacks, making (Size 3) Riposte. The Riposte Test is
a Damage Test as normal. Bonus damage from made as normal against long weapons
this counterattack is determined by reducing the and can deflect such attacks, thus avoiding
number of successes by one. harm, but the character cannot inflict a
return blow if their own weapon does not
Lieutenant Gadberry, a British have sufficient reach.
infantry officer, is in melee combat with
a Mushkenite swordsman. The Samsut
attacks, and scores a 13 on his Attack Test. Safe Path (Magic)
Lt. Gadberry uses Riposte, and rolls a 21 on Step: Rank + PER Default: No
his Riposte Test, a total of two successes. Action: Standard Karma: Yes
He successfully parries the Mushkenite’s Strain: 0 Tier: Journeyman
attack and counterattacks, doing normal The character contacts a local spirit to find
damage. His two successes only count as the safest path through unfamiliar territory. The
one for the purposes of bonus damage. character does not conjure the spirit, but only
establishes contact. Unless the character knows
The character can only Riposte attacks the Spirit Talk Skill, the spirit communicates by
that they are aware of. If they are Blindsided using a form of sign language, utilizing its native
or Surprised, they cannot use this Skill. The environment to produce simple, but effective,
character can use this Skill a number of times signals for the character to translate. The spirit
each round equal to their Riposte Rank, but may choose to animate a part of the nearby
may only make a single counterattack per round, landscape, making its conversation perceptible
regardless of how many successes they achieve to other characters.
on additional Riposte Tests. Riposte can only be The character makes a Safe Path Test, the
used against melee Attack Tests directed against result being the number of miles of safe passage
the character, including an opponent’s Riposte the spirit can predict. The spirit communicates
Test, if the opponent also knows the Skill. A the safest path to take and indicates possible
character may not use both Riposte and another environmental dangers or natural beasts along
Skill that negates being hit, such as Avoid Blow, the way. The spirit can only warn of dangers
against the same attack. if the Safe Path Test result exceeds the Mystic
Defense of the danger. Keep in mind that what a
spirit considers dangerous can be vastly different
to what poses danger to a person. The spirit’s
knowledge of an area is also limited by its type.

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Chapter 8

For example, earth spirits know very little about make a Damage Test for the weapon, as normal.
flying or waterborne dangers, but may be able Saurid characters may use a tail weapon as a
to describe the arms and armor carried by other second weapon.
adventuring groups within the Skill’s effective
distance. Seduction
The information relayed by the spirit does Step: Rank + CHA Default: Yes
not indicate the intentions of other characters Action: Sustained Karma: No
or creatures, merely their presence and whether Strain: 0 Tier: Novice
the spirit considers them dangerous. Also, the Characters use the Seduction Skill to
character is not guaranteed to make contact with convince members of their preferred sex to
a spirit. If the Gamemaster determines that a become romantically involved with them. A
spirit is not present in the vicinity, then the Skill seduction has four stages: First Impression,
has no effect. Intriguing Conversation, Move To Intimacy,
and the Suggestion. Each stage requires at least
Second Attack 10 minutes of interaction before the Test is
Step: Rank + DEX Default: No made. The Gamemaster may modify this for
Action: Simple Karma: Yes the target’s Attitude or the player’s roleplaying.
Strain: 1 Tier: Journeyman After sufficient time has passed with the
The character makes an additional close characters engaged in conversation and flirtation,
combat attack, using the same weapon wielded the character makes a Seduction Test against
for the first Attack Test that round. The the target’s Social Defense. If successful, the
character makes a Second Attack Test against seduction moves to the next stage. Failure means
the opponent’s Physical Defense. If successful, the stage has to be repeated, requiring more
the character makes a Damage Test as normal. time. A Rule of One result ends with the target
walking away insulted at best, and possibly
Second Shot calling for retribution.
Step: Rank + DEX Default: No Each stage can be repeated a number of
Action: Simple Karma: Yes times equal to the character’s Seduction Rank
Strain: 1 Tier: Journeyman per day. For each success above that required for
The character makes an additional ranged moving to the next stage, the character gains a
combat attack. For firearm attacks, the gun used +1 bonus to all Seduction Tests made during the
must have a rate of fire that allows for more next stage of the process.
than one shot per round. For missile attacks, First Impression (different from the Skill
the character must use the same weapon as their of the same name) can be a glance, a striking
first Attack Test that round. For thrown attacks, outfit, a dramatic entrance, or an opening
they must use the same type of weapon. The line; all the pieces that fit together to make a
character makes a Second Shot Test against good impression. To make a successful First
their opponent’s Physical Defense. If successful, Impression, a character needs only a single
the character makes a Damage Test as normal. success.
Intriguing Conversation requires wit, flattery,
Second Weapon a willingness to reveal hints about oneself, and
Step: Rank + DEX Default: No the ability to pick up and respond to cues from
Action: Simple Karma: No the target. The object of Intriguing Conversation
Strain: 1 Tier: Journeyman is to make the target feel special, like the most
The character wields a one-handed melee important and attractive person in the room, at
weapon in their off-hand to attack an opponent in the same time presenting the character as an
the same round as their primary melee weapon. attractive partner. To be successful, Intriguing
They make a Second Weapon Test against their Conversation requires two successes.
opponent’s Physical Defense. If successful, they

217
SKILLS

With a Move to Intimacy, the character Shield Charge


begins to get more personal with the target Step: Rank + STR Default: Yes
character, gradually altering tone of voice, body Action: Simple Karma: No
language and the subjects of conversation to Strain: 1 Tier: Novice
reveal even more personal details, learn more The character bashes an opponent by
about the target, and develop a deeper rapport. making an attack in melee combat using their
A successful Move to Intimacy requires two shield as a weapon. The character makes a
successes. Melee Attack Test as normal. If successful, they
The Suggestion occurs when the character make a Shield Charge Test instead of a Damage
suggests to the target character just how the Test. If successful, the target of the attack makes
character would like this encounter to end. A a Knockdown Test (pg.237) whether or not they
successful Suggestion requires three successes. took a Wound, using the result of the Shield
The character gets only one chance to make Charge Test as the Target Number.
the Suggestion. Failure here destroys all work
leading up to this point, requiring the Seduction Slough Blame
to start over from scratch. A Rule of One Step: Rank + CHA Default: No
result here leaves the target character with an Action: Standard Karma: Yes
Unfriendly Attitude at best, and may lead to Strain: 1 Tier: Novice
hostilities. The character temporarily diverts suspicion
A successful seduction creates other effects and blame from themselves to another person by
beyond satisfying the immediate suggestion. The concocting a plausible explanation, then making
seduced character’s Attitude toward the seducing a Slough Blame Test against the higher of the
character improves by two degrees for the next accuser’s or scapegoat’s Social Defense, +1 for
24 hours, and permanently improves by one each additional character involved. If successful,
degree as long as the character does not behave the blame is passed on per the character’s
badly toward or betray the seduced character. explanation for a number of minutes equal to
their Slough Blame Rank, hopefully sufficient
Shake It Off time for the character to make an exit.
Step: Rank + TOU Default: No
Action: Standard Karma: No Speak Language
Strain: 0 Tier: Novice Step: Rank + PER Default: No
This Skill allows the character to summon Action: Standard Karma: No
their fortitude and get rid of injuries they’ve just Strain: 1 (see text) Tier: Novice
taken. The character must be currently engaged The character learns to communicate with
in combat, although they do not have to be others in different languages. Using this Skill,
directly facing an opponent. The adrenaline rush they can learn a number of languages equal to
of being in or near a battle provides the stimulus their Speak Language Rank. If the character has
for the Skill. The character spends a Recovery not reached this maximum, they can attempt to
Test to immediately heal a number of Physical learn a new language by studying with a fluent
Damage Points equal to the result of the Shake speaker for at least one month, then making
It Off Test. Using this Skill supersedes the a Speak Language Test against the language’s
normal waiting time requirements for Recovery Learning Difficulty. If successful, the character
Tests (see Effects of Injury, pg. 239). learns the language at basic fluency and notes
it on their Character Record Sheet. If the Test
fails, the character cannot attempt to learn that
specific language again until they study for
another month.
All characters begin the game with a Rank
of 1 in this Skill, reflecting their native language.

218
Chapter 8

No Test is required to speak the character’s Language Table


native language, and no Strain is incurred by
doing so. Only those languages learned after Language Learning Difficulty
Rank 1 require a Test and incur Strain. English* 5
The Learning Difficulty for some of the French 6
available languages is shown in the Language Italian 6
Table below. The numbers reflect the difficulty Polish 7
of learning the base versions of these languages. Russian 7
Dialects are considered different languages for Samsut 8
the purposes of this Skill (see below). Saurid 10
When speaking a language learned Spanish 6
through this Skill, the character makes a Speak * All characters beginning play with the
Language Test against the Learning Difficulty English language know the British received-
of the language. The success level determines pronunciation dialect.
how well they communicate. Simple sentences
or ideas, such as “Which way to the sheriff?” Spellcasting (Magic)
may only require a single success. Normal Step: Rank + PER Default: No
conversation that includes idioms or jargon Action: Standard Karma: No
require two. Technical conversations or other Strain: 0 Tier: Novice
discussions filled with specialized jargon require The magician casts spells by making a
three successes. Conversations about philosophy, Spellcasting Test against the Casting Difficulty
or other abstract ideas, may require four or given in the spell’s description. If successful,
more. Partial successes may convey more or less the spell is successfully cast and the effect
detail at the Gamemaster’s discretion. determined. See the Magic chapter (pg. 333)
The effect of each Test lasts for a for more information, and the Spells chapter
number of hours equal to the character’s Speak (pg. 369) for spell descriptions.
Language Rank, allowing communication at the
level achieved by the Test Result. If the character Spirit Dodge (Magic)
requires more complex conversation, they must Step: Rank + PER Default: No
make another Speak Language Test. The Strain Action: Standard (see text) Karma: No
cost reflects the concentration required to Strain: 1 Tier: Journeyman
establish and maintain communication. The character conjures a tasked spirit
Dialects: Languages are often complex and to provide protection in combat. They make
most possess many different variations, called a Spirit Dodge (6) Test. If successful, a spirit
dialects. These dialects are sometimes regional, is conjured, which stays with the character for
others by city, or even by village. The Learning a number of hours equal to the Spirit Dodge
Difficulty of a dialect is based on the original Rank or until dismissed by the character.
language, usually the base Difficulty Number +2, The spirit automatically tries to divert
but higher difficulties are possible. The character all close or ranged combat attacks that would
must know how to speak the base language otherwise hit the character, even if the character
before they can attempt to learn a dialect of is unable to see the blow coming, pulling or
that language. If the character knows the base pushing the character in any direction needed to
language of a dialect, they can communicate, avoid being struck. The character makes a Spirit
but their ability to do so may be limited at the Dodge Test against the Attack Test result as a
Gamemaster’s discretion. Free Action. If successful, the attack misses, as
the spirit drags the character out of the way at
the last instant. Each time the character makes
a Spirit Dodge Test to avoid a blow, they suffer
1 Strain.

219
SKILLS

Action Test penalties for being Knocked Spot Armor Flaw


Down are also applied to the Spirit Dodge Test, Step: Rank + PER Default: No
as the spirit’s ability to move the character to Action: Simple Karma: Yes
avoid being struck is impaired. The character Strain: 0 Tier: Journeyman
incurs Blindsided or Surprised penalties as The character detects weaknesses in
normal, simply reacting against attacks when another person’s armor by making a Spot Armor
they wouldn’t normally be able to. Flaw Test against the higher of the target’s or
their armor’s Mystic Defense. If successful,
Spirit Hold (Magic) the character sees any flaws in the armor and
Step: Rank + WIL Default: No gains a +2 bonus to their Attack Tests for each
Action: Standard Karma: No success scored on the Spot Armor Flaw Test.
Strain: 1 Tier: Novice This bonus lasts for a number of rounds equal
The character boldly faces a spirit to the character’s Spot Armor Flaw Rank. The
within 20 yards and orders it to halt, making effects of this Skill are not cumulative with
a Spirit Hold Test against the spirit’s Mystic the Show Armor Flaw Skill (see the 1879
Defense. If successful, the spirit is held in place, Companion). The Civil Engineering (pg.185) or
unable to move or take any actions other than Field Engineering (pg.198) Skills may be used in
communicating for a number of rounds equal the same way against fortifications.
to the character’s Spirit Hold Rank. This Skill
requires the character’s concentration. Other Sprint
than communication, they cannot move, cast Step: Rank Default: No
spells, or perform any other actions. If they do, Action: Simple Karma: No
the effect of the Skill ends, freeing the spirit. Strain: 1 Tier: Novice
Each round, the spirit may attempt to The character puts extra effort into
break free by making a Willpower Test against their speed, adding their Sprint Rank to their
the character’s Spirit Hold Test result. If Movement Rate for a round. Sprint cannot be
successful, the spirit is freed and the Skill’s used during the same round as other movement-
effect ends. If the Skill’s duration runs out, the enhancing Skills.
character may use it again to prolong the hold.
If the Skill’s effect ends before the duration runs Stealthy Stride
out by the character taking other actions or the Step: Rank + DEX Default: Yes
spirit freeing itself, subsequent uses of the Skill Action: Simple Karma: No
against the same spirit require an extra success. Strain: 0 Tier: Novice
The character combines fluid movement
Spirit Talk (Magic) from cover point to cover point with careful
Step: Rank + PER Default: No placement of their steps to avoid making noise
Action: Standard Karma: Yes and revealing their presence. The character
Strain: 1 Tier: Novice makes a Stealthy Stride Test, the result being
The character is able to talk with spirits the Detection Difficulty for any Perception
and entities, including those who do not speak Tests made to notice the character. This Skill
a language known to the character and those does not allow the character to vanish while
who do not communicate verbally, by making being observed. Once someone is aware of the
a Spirit Talk Test against the spirit’s Mystic character’s presence, the Skill will not work.
Defense. If successful, the character may talk Using Stealthy Stride halves the character’s
with the spirit for a number of minutes equal Movement Rate and the effect of any abilities
to their Spirit Talk Rank. This Skill does not used to increase movement speed.
compel the spirit to reply to the character. It
merely makes communication possible.

220
Chapter 8

Steely Stare subculture. Streetwise also allows a character to


Step: Rank + CHA Default: No gain the trust of other characters living apart
Action: Standard Karma: No from society who would otherwise not speak
Strain: 1 Tier: Journeyman to them. The character makes a Streetwise
The character intimidates another person Test against the highest Social Defense among
with a piercing gaze, staring intently at the target a target group, +1 per additional character. If
and making a Steely Stare Test against the successful, the targets are convinced that the
target’s Social Defense. If successful, the target character is a local street element and not sent
feels a chill travel up their spine and becomes by the authorities or otherwise out to disrupt
wary of the character for a number of minutes their trade. They will interact with the character,
equal to the character’s Steely Stare Rank. While but are not necessarily friendly.
affected, the target will not take any actions Streetwise can also act as a Knowledge
against the character, including Interaction Tests, Skill when trying to find information typically
such as Persuasion, Intimidation, Taunt, and so available to local underground characters, such as
on, unless attacked. The target can shake off the the location of black markets. The character can
effect by making a successful Willpower Test emulate a Knowledge Skill by asking around,
against the character’s Steely Stare Step. dropping a few coins into the right palms, and
observing the urban environment. This follows
Stout Constitution the rules for making Knowledge Tests (pg.173).
Step: Rank + TOU Default: No
Action: Free Karma: No Summon (Magic)
Strain: 0 Tier: Journeyman Step: Rank + PER Default: No
The character’s resistance to poison and Action: Standard Karma: Yes
disease improves, allowing them to make a Strain: 0 Tier: Journeyman
Stout Constitution Test in place of a Toughness The character summons a spirit, elemental,
Test when resisting the effects of poison or or other extra-planar being to their current
infection by disease. The character may also location by making a Summon Test against the
make a Stout Constitution Test in place of a entity’s Mystic Defense, as determined by its
Recovery Test when healing damage inflicted by Force Rating (see the Astral Denizens chapter
poison or disease. of the 1879 Gamemaster’s Guide). If successful,
Each successful Stout Constitution Test the entity appears. If the entity’s Force Rating
made removes some of the poison or disease is equal to or less than the character’s Summon
from the character’s body. The character breaks Rank, the character may demand a number
a sweat as their metabolism rises, dealing with of services of the entity equal to the number
some of the poison or disease affecting the of successes scored in the Summon Test. If
character, and reducing the Target Number and the entity’s Force Rating is higher than the
Effect Step by –1 for each successive Stout character’s Summon Rank, the character will
Constitution Test made against the same poison need other magic or Skills to successfully
or disease. negotiate with or control it. See Summoning
(pg. 403) for more information.
Streetwise
Step: Rank + CHA Default: No Suppress Curse (Magic)
Action: Sustained Karma: No Step: Rank + WIL Default: No
Strain: 0 Tier: Novice Action: Standard Karma: No
A character with the Streetwise Skill Strain: 1 Tier: Novice
knows the ins and outs of urban environments, The character temporarily nullifies any
particularly the seedier side of cities. Streetwise is curses or negative spell effects affecting a
used like Etiquette (pg.197) for situations where target. The character makes a Suppress Curse
the character tries to fit into criminal or street Test against the highest Step Number of any

221
SKILLS

curse or the highest Dispel Difficulty (p. 367) combat. The character makes a Swift Kick
of any spells present on the target, +1 for each Test against the target’s Physical Defense. If
additional curse or spell. If successful, all of the successful, the character makes an unarmed
curses and spells are neutralized for a number of Damage Test as normal.
rounds equal to the character’s Suppress Curse
Rank. While their effects are suspended, their Swimming
duration is still tracked. If a magical effect’s Step: Rank + STR
duration ends while the Skill is in effect, it Default: Yes (see text) Action: Standard
will not resume when the Skill’s duration ends. Karma: No Strain: 0
The character must remain within a number of Tier: Novice
yards equal to their Suppress Curse Rank of All Saurids, and many other people who
the target throughout the Skill’s duration or the live near water, learn to swim. Characters make
effect ends. a Swimming Test against a Target Number
determined by the condition of the water around
Sure Mount them. Recommended Target Numbers are given
Step: Rank + STR Default: No below.
Action: Free Karma: No Swimming uses a Standard Action every
Strain: 0 Tier: Novice round, but a Test is only made when the water
The mounted character avoids being condition changes or at the Gamemaster’s
dismounted by making a Sure Mount Test in discretion. While swimming, a character’s
place of any Knockdown Test they are required Movement Rate is normally halved, though
to make (see Mounted Combat, pg. 253). when swimming with or against a strong current,
Characters may also use this Skill in place of the Gamemaster may grant a bonus (or penalty)
Equestrian to remain in the saddle when their to the Movement Rate. Saurids are at home
mount spooks (1879 Gamemaster’s Guide), but in the water and use their normal Movement
they sacrifice the opportunity to regain control Rate when swimming. Characters who fail their
of the mount, instead riding out the spook. Swimming Test make no appreciable progress.
On a Rule of One result, the character starts
Surprise Strike drowning (see the 1879 Gamemaster’s Guide).
Step: Rank + STR Default: No
Action: Free Karma: No Water Condition Table
Strain: 1 Tier: Novice
The character takes advantage of an Water Condition TargetNumber
unaware or distracted opponent to inflict a Calm 4
telling blow. This Skill may be used against Small waves 5
targets that are Surprised, Harried, Blindsided, Slow river current 7
or Knocked Down, or as the first action in a Moderate river current 9
fight. If the character’s Attack Test against such Major river current 13
an opponent is successful, they substitute their Open ocean 15
Surprise Strike Step for their Strength Step in
the Damage Test. Swing Attack
Step: Rank + DEX Default: No
Swift Kick Action: Standard Karma: No
Step: Rank + DEX Default: No Strain: 1 Tier: Journeyman
Action: Simple Karma: No The character swings down at an opponent
Strain: 1 Tier: Novice from an elevated position using sturdy ropes,
If the character has free use of a leg (or ship’s rigging, or vines. Before the attack, the
tail, if a Saurid), they may kick (or tail-strike) character decides whether to swing on past, or to
an opponent as an additional attack in close stop swinging and land next to their opponent.

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Chapter 8

If they decide to continue swinging, the attack advantage. The character completely fails to read
is treated as a Swooping Attack (pg. 256), but the situation correctly and their troops suffer a
no penalties or Strain for Splitting Movement –1 penalty to their Tests or Defense Ratings, as
are applied. They are covered by the effects of appropriate.
the Skill. The character may command a maximum
The character makes a Swing Attack Test of Tactics Rank × 20 troops at a time for a
as their close combat Attack Test. If successful, number of minutes equal to their Tactics Rank.
they add their Swing Attack Rank to their If several characters attempt to command the
Damage Test. When trying to swing on after a same group of soldiers, the highest Result Level
successful attack, the character makes a Strength determines the bonus, and who is in command.
Test against the target’s Toughness Step to Tactics can only be used on Gamemaster
avoid being knocked off the rope or vine from characters. Player characters do not benefit from
the impact. If this Test fails, the character having this Skill used on them.
falls, taking Step 5/D8 Falling damage, and is
automatically Knocked Down. Taunt
Many Sailors learn to use Swing Attack Step: Rank + CHA Default: No
as a tactic for dropping into the thick of trouble Action: Simple Karma: No
from a position of advantage, swinging down to Strain: 1 Tier: Novice
the deck from a ship’s rigging. When climbing The character distracts another person by
trees, Saurid Tribal Warriors use vines to swoop insulting and humiliating them. The target must
down on their opponents. A character with this be able to understand the character, or the Skill
Skill can substitute their Swing Attack Step for has no effect. The character makes a Taunt Test
their Dexterity Step when attempting other non- against the target’s Social Defense. If successful,
combat actions, such as swinging from rigging the target incurs a –1 Action Test penalty and
and the like. subtracts –1 from their Social Defense for each
success achieved, for a number of rounds equal
Tactics to the character’s Taunt Rank.
Step: Rank + PER Default: No
Action: Standard Karma: No Thought Link (Magic)
Strain: 0 Tier: Novice Step: Rank + PER Default: No
The character directs combat to the Action: Standard Karma: No
advantage of their troops. For the commanding Strain: 1 Tier: Journeyman
character to effectively use the Tactics Skill, The character establishes a telepathic link
their troops must be at least Friendly to them. with a character, an animal companion, or a
The commander decides whether their troops are familiar within line of sight by making a Thought
taking the offensive or the defensive, then makes Link Test against the target’s Mystic Defense. If
a Tactics Test against the opposing commander’s successful, the character may talk telepathically
Social Defense. with the target, as long as they remain within
If the troops go on the offensive, they Thought Link Rank × 100 yards, for a number of
gain a +1 bonus to their Attack or Damage minutes equal to the Test Result.
Tests (commander’s choice) for each success Telepathic communication is silent and
achieved. This bonus may be split between requires no more effort than forming the words
Attack and Damage if the Tactics Test scores in one’s mind. Thoughts come across as words,
more than one success. If on the defensive, accompanied by a buzzing, ticklish pressure.
they add +1 to their Physical, Mystic, or Social The recipient of the thought hears and feels the
Defense (commander’s choice) for each success words. Though not painful, the effect is known
achieved. Again, multiple successes may be to cause peculiar expressions on the faces of
distributed across these as the commander sees those not expecting it.
fit. A Rule of One result works to the enemy’s

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SKILLS

Throwing Weapons add +2 to the Detection Difficulty; if the trail


Step: Rank + DEX Default: Yes is a week or more old, add +3 to the Detection
Action: Standard Karma: No Difficulty for every week that has passed. If the
Strain: 0 Tier: Novice tracks have been obscured by weather, such as
The character makes a ranged attack rain or snow, the character requires an extra
in combat against an opponent by hurling a success on their Tracking Test to be able to
weapon made for throwing, such as a knife or follow them.
spear. Using an object not made specifically as The character may also use this Skill
a thrown projectile, such as a rock, incurs a -1 to obscure their own tracks, as long as they
Step penalty. The character makes a Throwing travel no faster than their Movement Rate. If
Weapons Test against the target’s Physical disguising a group’s tracks, travel is limited to
Defense. If successful, the attack hits the target a maximum speed equal to half the character’s
and the character makes a Damage Test for the Movement Rate. The character must keep to
weapon used. See Thrown Attacks (pg. 252) for the rear of the group and spend time masking
more information. signs of their passage. The character makes a
Tracking Test once for each day of travel, the
Tiger Spring result of which becomes the Detection Difficulty
Step: Rank Default: No for attempts to follow the group.
Action: Free Karma: No
Strain: 1 Tier: Novice Trick Riding
The character reacts more quickly than Step: Rank + DEX Default: No
normal in combat, adding their Tiger Spring Action: Simple Karma: No
Rank as a bonus to their Initiative Test each Strain: 1 Tier: Novice
round the Skill is used. For example, a character The mounted character performs acrobatics
with Tiger Spring at Rank 3 gains a +3 bonus on their mount, making Trick Riding Tests in
to their Initiative Test. Tiger Spring can be used place of Avoid Blow Tests to dodge close or
with other Skills that improve Initiative. ranged combat attacks directed against the
character or their mount. The character may also
Tracking guide their mount into jumping fences, chasms,
Step: Rank + PER Default: No flames, or other obstacles by making a Trick
Action: Standard Karma: No Riding Test against a Target Number determined
Strain: 1 Tier: Novice by the Gamemaster. For example, jumping a
The character follows the trails left by short one-yard-high fence could have a Target
people or animals across great distances, using Number of 4, where jumping over a three-yard-
a combination of knowing what traces might be wide chasm could have a Target Number of 12.
left based on the environment, and the evidence The mount must have an Attitude of Friendly or
of their senses, in particular sight and smell, better toward the rider for this Skill to be used.
to find traces of the target’s passage. After If the character or the mount is required to
locating some apparent trace of passage, either make a Dexterity Test for any acrobatic maneuver,
by searching for it (taking five minutes) or the character may make a Trick Riding Test
spotting it with a Perception Test (immediate), instead. Some maneuvers in Mounted Combat
the character makes a Tracking Test against the (see pg. 253) require a Trick Riding Test if the
tracks’ Detection Difficulty. If successful, the mount is not sufficiently combat-trained.
character may follow the tracks for a number
of hours equal to their Tracking Rank before
requiring another Tracking Test.
The base Detection Difficulty of a trail
is equal to the lowest Dexterity Step among
the target group. If the trail is over a day old,

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Chapter 8

True Shot Unarmed Combat


Step: Rank + DEX Default: No Step: Rank + DEX Default: Yes
Action: Standard Action: Standard Karma: No
Karma: Yes (see below) Strain: 0 Tier: Novice
Strain: 0 Tier: Novice The character makes an attack in close
The character makes extremely reliable combat without weapons, using hands, feet,
ranged attacks. True Shot requires 1 Karma or another body part against an opponent.
Point to be spent even if it is a Core Skill. The character makes an Unarmed Combat
The character makes a True Shot Test as their Test against the target’s Physical Defense. If
ranged Attack Test. If the Test Result is not successful, the attack hits the target. Unless
high enough to achieve success against the noted otherwise, the character uses their Strength
Target Number (usually an opponent’s Physical Step only for the Damage Test. See Unarmed
Defense), the character must spend another Attacks (pg. 249) for more information.
Karma Point, roll the Karma Die, and add it
to the Test Result. This is repeated until the Wheeling Attack
Test Result is sufficient to hit the target or the Step: Rank + DEX Default: No
character has spent a number of Karma Points Action: Standard Karma: Yes
equal to their True Shot Rank, at which point Strain: 1 Tier: Journeyman
no more Karma may be spent. Once the Attack The mounted character makes more
Test is successful, no more Karma can be spent effective Charging Attacks (see Mounted
to increase the Test Result. If the character Combat, pg. 253). They are not required to have
runs out of available Karma before either the their mount move more than its Movement Rate
Attack Test is successful, or the Karma spent before the attack, but are instead required to
equals the character’s True Shot Rank, Strain have the mount move at double its Movement
is substituted. The target may attempt to dodge Rate during the round. Wheeling Attack requires
the attack with defensive abilities such as Avoid the character to use the Splitting Movement
Blow. This Skill may be used with thrown combat option (pg. 244), but they do not
weapons, missile weapons, or firearms. suffer a Harried modifier or Strain (which is
covered by the Skill). The character makes a
True Sight (Magic) Wheeling Attack Test as their Attack Test in
Step: Rank Default: No close combat. The mount must have a Friendly
Action: Free Karma: No Attitude or better toward the character for this
Strain: 0 Tier: Journeyman Skill to be used.
The character sees through illusions
more easily, adding their True Sight Rank to Vorrallio of the Burning Teeth rides
the result of any Tests they make to Sense, a harpy with a Movement Rate of 25,
Disbelieve, or otherwise see through an illusion. but the distance to his target is only 10
This bonus does not increase the efficacy of yards. Normally, Vorrallio would have to
the original Test for any purposes other than be 26 yards from his target to make a
detecting illusions. For example, if the character Charging Attack (1 higher than his mount’s
had made a Damage Test which also counted as Movement Rate of 25). When using
a Sensing Test to detect an illusion, adding their Wheeling Attack, however, Vorrallio can
True Sight Rank to the Test Result would not make a Charging Attack against any target
inflict further damage. It simply increases the within reach (which is double the mount’s
Test Result and improves the chance of success Movement Rate, or 50 yards), but the
with the Sensing Test. See Illusions (pg. 381) mount has to use up all of its movement.
for more information on illusions and how they In this example, Vorallio moves 10 yards
work. adjacent to his target, attacks, then moves
40 yards away from the target. This split

225
SKILLS

movement is covered by the Skill’s effects, enough food for one person for one day. On
so Vorallio suffers no additional penalty. a Rule of One result, the character finds what
appears to be food, but will leave the person
consuming it ill or poisoned.
Wheeling Defense
Step: Rank Default: No Finding Shelter
Action: Simple Karma: No Unless the character carries a tent or tarp,
Strain: 1 Tier: Journeyman they will need to find or build shelter when
The mounted character urges their mount traveling through the wild. Natural shelters
into a whirling circle, confusing their attackers include caves, rock formations, fallen trees, or
by presenting a constantly moving target. The anything else that can block the wind and/or
Physical Defense of both the character and the offer some sort of protection from the elements.
mount are increased by the character’s Wheeling For each success on a Wilderness Survival Test,
Defense Rank until the end of the next round. the character finds or builds a shelter providing
When using Wheeling Defense, the mount’s adequate protection for one person from light
Movement Rate becomes 4, unless another rain, wind, or snow. On a Rule of One result,
effect causes it to be lower. If the mount moves the character not only fails to find or build
farther, the Skill’s effects end. The mount must shelter, but suffers minor injury from exposure
have a Friendly Attitude or better towards the and/or inept use of tools.
rider for this Skill to be used.
Finding Water
Wilderness Survival Generally, a human requires a minimum
Step: Rank+PER Default: No of one quart of water each day to remain
Action: Sustained Karma: No healthy. Trolls, being larger, require more,
Strain: 0 Tier: Novice as do Saurids, due to their semi-amphibious
The character knows how to survive nature. Unfortunately, not all the water found
in the wild. They are able to locate or build in the wilderness is safe to drink. Precautions
shelter, start a fire, find water, or forage for should always be taken before drinking from any
edible vegetation, such as berries, roots, fruits, untested water source. In areas without obvious
mushrooms, and other plants. The character sources of water, alternative water sources must
makes a Wilderness Survival Test against a be found. For each success on a Wilderness
Target Number determined by the Gamemaster, Survival Test, the character finds enough safe
based on those shown in the Survival Table water for one person for one day. On a Rule of
below, and taking circumstances such as season, One result, the water turns out to be brackish
weather, and environment into account. Each use or toxic, leaving anyone consuming it ill and/
of this Skill takes two hours, and the character or poisoned.
may make four such Tests per day, meaning they
will sometimes need to make difficult survival Survival Table
decisions: food or water? shelter or food?
Terrain Target Number
Finding Food Forest 5
Wilderness Survival allows the character Jungle 7
to forage for food, but it does not provide them Alpine Forest 8
with any special advantages for hunting, fishing, Plains 6
or tracking. These are separate Skills. Some Scrublands 7
barren areas may not support any plants or Mountains, lowland 7
animals at all. The character cannot successfully Mountains, highland 9
forage in such areas. For each success on a
Wilderness Survival Test, the character finds

226
Chapter 8

Willforce Wood Skin (Magic)


Step: Rank + WIL Default: No Step: Rank + TOU Default: No
Action: Free Karma: No Action: Standard Karma: Yes
Strain: 1 Tier: Journeyman Strain: 0 Tier: Novice
The character focuses their mind, The character toughens their body to
increasing the effectiveness of their spells. The better resist damage. They spend a Recovery
character substitutes their Willforce Step for their Test and makes a Wood Skin Test, adding
Willpower Step when making a spell Effect Test. the result to their Health Ratings for Wood
This substitution must be done for each Effect Skin Rank hours. When the Skill is active, the
Test. If a spell requires multiple Effect Tests character’s muscles and ligaments toughen and
(by targeting a group, or having an extended their skin takes on the appearance of wood or
duration, for example), the character can choose bark. The Skill remains in effect for the full
which Tests receive the benefit of this Skill at duration, even if the character falls unconscious.
the time they make the Test. Willforce cannot
substitute for Willpower in any other Test unless Wound Balance
specifically permitted. Step: Rank + STR Default: No
Action: Free Karma: No
Winning Smile Strain: 0 Tier: Novice
Step: Rank + CHA Default: Yes The character firmly stands their ground,
Action: Standard Karma: No substituting their Wound Balance Step for their
Strain: 0 Tier: Novice Strength Step when making Knockdown Tests.
The character appears more attractive to This Skill may only be used if the character
another person. Make a Winning Smile Test is supporting and balancing their own weight,
against the target’s Social Defense. If successful, as opposed to being mounted, or carried by
the target finds the character’s appearance another character.
pleasing. The character adds their Winning
Smile Rank to any Interaction Tests they make
against the target for a number of hours equal
to their Winning Smile Rank. A character may
attempt a Winning Smile Test only once against
a given character each day.
While generally most effective against
members of the same race, the character can
also use this Skill on characters of other races,
though typically with greater difficulty. The
Gamemaster should determine whether such an
attempt requires more successes to be effective
and, if so, how many. For example, a human
trying to impress a dwarf may require two
successes on their Winning Smile Test. That
same human attempting to impress a Saurid
might require four or more successes (if it is
even possible). By contrast, if the target in
question had a preference for humans, the Test
might require only a single success.

227
228
Chapter 9

1879 Players Guide

Combat & Its Aftermath


The sand of the desert is sodden red—
Red with the wreck of a square that broke;
The Gatling’s jammed and the Colonel dead,
And the Regiment blind with dust and smoke.
The river of death has brimmed his banks,
And England’s far and Honour’s a name,
But the voice of a schoolboy rallies the ranks:
“Play Up! play up! and play the game!”
– Henry Newbolt, Vitai Lampada

C haracters can expect to confront any number of evil or dangerous beings


in the course of their adventures. Sometimes they’ll be able to get what they need
without combat. Sometimes they’ll have to fight for what they want. This chapter
explains the mechanics for handling those situations in which the player characters
must fight to survive, and those times when they join battle for the sheer pleasure
of matching skills against an opponent.
Combat in 1879 is oriented more toward drama than simulation, allowing characters to
perform a wide variety of actions. Firing pistols, casting spells, and intimidating enemies are all just
part of the action.

Combat Summary
Combat is conducted in a series of turns called combat rounds, or simply rounds. Each
combat round equals roughly six seconds of game time. The exact length of each round is usually
not important to the story. It’s simply a convenient unit of measure. During each round, your
character can perform simple tasks (including movement), or use one Skill that requires an Action.

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COMBAT

To see whether their characters can actually perform the desired action or to determine how
successfully the action is carried out, players will make one or more Tests, starting with an Initiative
Test to determine the order in which actions are resolved. For an action to cause damage to the
enemy, players make an Attack Test, which, if successful, is followed by a Damage Test. These and
other kinds of Tests that players make during combat are described in the Actions (p.231), and
Resolving Attacks (p.235) sections.
The following list gives the general sequence of a combat round. Each element is explained
more fully later on in this chapter.

1 Declare Intentions
2 Determine Initiative
3 Declare and Resolve Actions
4 Begin a New Round

Most of the following rules apply equally to player and Gamemaster characters. Whenever
a rule applies solely to a Gamemaster character or creature, it is noted as such. References to the
term “character” otherwise refer to any player or Gamemaster characters or creatures participating
in the combat.

Declare Intentions
All characters declare the general type of action they intend to perform during the round,
along with any combat options (see pg.240) they intend to use. This doesn’t need to be overly
formal. Combat options need to be chosen before Initiative is rolled, because many combat options
have effects that last the entire round, such as raising or lowering defense ratings.

Determine Initiative
Characters make an Initiative Test each round to determine the order in which their actions
are resolved. Skills, spells, armor, and shields can modify the Initiative Step, as listed with their
descriptions. A character’s Initiative Step cannot voluntarily be lowered below Step 1. A character
whose Initiative Step is involuntarily reduced below Step 1 — through Wounds or magic, for example
— acts last in the round, with an effective Initiative of 1.
Players roll Initiative for their own characters. The Gamemaster rolls for the characters and
creatures they control. The character or creature with the highest Initiative Test result acts first,
followed by the character with the next highest result, and so on. If two or more characters have
the same Initiative, their actions occur at the same time and are resolved in whatever order the
Gamemaster prefers. One method of breaking ties is comparing the characters’ Dexterity values.
Comparing Initiative Steps is another. If a player character ties with a Gamemaster character or
creature, the player character should get to take their actions first.

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Chapter 9

Speeding Up Initiative
While players are normally responsible Take The Initiative
for just their own character, the Gamemaster Optional Rule: In large combats, which
is often required to look after Initiative for can take a lot of real time to resolve (thus
multiple creatures or Gamemaster characters. slowing game play), the Gamemaster may
To simplify the Initiative process, it is speed up combat by choosing not to make
recommended that the Gamemaster make one Initiative Tests for Gamemaster creatures or
Initiative Test for groups of similar characters. characters, and using their Initiative Step as
For example, it makes more sense for the the Test result.
Gamemaster to roll one Test for a group For large combat scenes, the 1879
of six identical bandits than keep track of Miniatures Wargame can be used for the main
individual Initiative Test results for each one. battle, with the player characters taking their
On the other hand, if the group consists of actions in combat rounds in between turns of
five bandits accompanied by a more highly the minis conflict.
Skilled captain, the Gamemaster may choose
to make one Test for the five bandits and a
separate Test for their captain.

Resolve Actions
Battle Maps And Miniatures Once the Initiative order has been
determined, each character takes their turn,
While it is possible to handle combat declares the specific Skills, abilities, or spells
abstractly, with the action occurring solely they intend to use, and whether they plan to
in everyone’s imagination, the use of a hex- spend Karma on any actions. They resolve
based battle map and miniatures can help their actions by making the appropriate Tests
visualize the fight. When using a battle map, and evaluating the results. This includes
we recommend that a hex be equivalent to 2 making Damage Tests, spell Effect Tests, and
yards in width. Any distance specified can be so on.
easily halved to determine the distance on the
hex grid. It is usually best to round up to Begin a New Round
cover a full hex. If an effect has a range of 1
yard, it should cover 1 hex. After all characters or creatures have
resolved their actions, the round ends. If
the fight is not over, the next combat round
begins.

Actions
During each combat round, a character can take one Standard Action and any number of
Simple Actions. They can use Sustained Actions over the course of several turns, and can use Free
Actions when the ability allows it. The different types of Actions are described in more detail in
the Skills chapter.

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COMBAT

Movement
Each round, a character can freely move a distance up to their Movement Rate. If you want to
move farther, you must use your Standard Action. Depending on the environment (and Gamemaster
discretion), a character’s Movement Rate may be reduced. For example, characters fighting in
knee-deep water may find their Movement Rate halved. See Impaired Movement (pg.248) for more
information.

Standard Actions
A character can perform one Standard Action per combat round. Many of the Simple and
Free Actions a character takes on their turn depend on the character taking a Standard Action with
another ability.
Many Skills require characters to use their Standard Action. As noted earlier, a character can
use only a single Skill that requires a Standard Action during a combat round. This is because the
Skill requires a major part of the character’s focus to execute. Skills that require a Standard Action
usually require a Test to determine their success (see Using Skills, pg.170). This includes most
combat and Interaction Skills, and any use of magic.
A character may spend their Standard Action to move, allowing them to move up to double
their Movement Rate.

Sustained Actions
Not all tasks can be completed in a single round. Some Skills use Sustained Actions,
identified by the “Action: Sustained” notation in Skill descriptions. A Sustained Action for a Skill
usually requires the character to spend more than one round before a Test is made. Sometimes this
represents days of work to craft an item or train an animal. Other times, it is an extra round or
two for additional preparation or a short speech to one’s allies. Unless specified, the Gamemaster
should determine a reasonable length of time for the completion of such actions.
Examples of actions that might require multiple rounds to complete include:

• Finding a specific object in a backpack (3–4 rounds)


• Searching an area of wall for a hidden door (9–10 rounds)
• Removing or putting on a suit of armor (9–10 rounds)
• Modifying a Weird Science device to alter one of its statistics by 1 point (2–3 rounds)

Some Sustained Actions are not covered by the rules or not listed as possibilities, because
they depend too much on the situation. If a character is under pressure to complete the action
quickly, the Gamemaster may allow the process to be sped up by having the player make an Action
Test (often an Attribute Test) at the end of each round to determine success. This usually prevents
the character from taking any other actions during the round.

Cavanaugh, a Newtonian alchemist, wants to retrieve a healing potion from his backpack
to give to a wounded comrade. Unfortunately, the potion is jumbled in with a considerable
amount of other adventuring gear. The Gamemaster decides it will take Cavanaugh three rounds
to find the item. His comrade, however, needs it sooner. The Gamemaster allows Cavanaugh to
speed up the process by rummaging hurriedly through his backpack, and the Weird Scientist
makes a Dexterity (6) Test each round to see if he finds the potion sooner.

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Chapter 9

Simple Actions
Apart from the allotted Standard Action, a character can perform a variety of Simple Actions
during a combat round, which may or may not require a Test. Some Skills do not require a
Standard Action to use. These are often considered Simple Actions, and include Skills such as
Anticipate Blow, Astral Sight, Battle Shout, or Second Attack.
Technically, there is no limit to the number of Simple Actions a character can perform
during a combat round. However, the Gamemaster may take into account what a character would
reasonably be able to perform during a (roughly) six-second time period, balanced against the fact
that limiting actions should serve the goal of telling an exciting story. By no means exhaustive, here
are some examples of Simple Actions that could reasonably be carried out during a single combat
round:

• Speak a short sentence (a dozen words or so)


• Draw or holster a pistol
• Unsling a shield or take off a backpack
• Put an item into or take one out of a belt pouch
• Quickly search an area of wall or a door

Action Cap
Optional Rule: A lot can happen in six seconds. The Gamemaster may want to put a cap
on the number of Simple Actions a character can perform each round. Before limiting Simple
Actions, the Gamemaster should be aware that the Professions in 1879 are not designed with
a limit in mind. While a limit of 3 Simple Actions per round may be sufficient for starting
characters, more experienced adventurers frequently require more than 3 Simple Actions per
round to keep up with Samsut gods-chosen, megafauna, and other high-Tier opponents.
A more practical cap in advanced Tiers is an Attribute Step, often Dexterity, but
Perception could also be used to represent the character’s ability to multitask. The Gamemaster
should see the decision to limit Simple Actions as a way to make the decision to use an
ability or not more interesting, allowing heroes with more abilities due to higher Profession
Tiers a few more choices. The more experience an adventurer has, the more easily small tasks
are handled.
Free Actions should never be restricted.

Free Actions
Free Actions are usually part of other actions a character takes, enhancing them. There are no
activities that are Free Actions on their own, and as such there is no list of example Free Actions
as there is for other action types. Most Free Actions either enhance the outcome of a Simple or
Standard Action (such as increasing damage), or they react to another character’s action, such as
dodging an attack. As a rule of thumb, only one defensive Skill can be used against a single attack.
For example, it isn’t possible to use the Avoid Blow and Riposte Skills against the same attack.

233
COMBAT

Resolving Actions
Starting with the highest Initiative Test result, characters perform their declared actions, one
at a time, until all characters’ actions have been resolved.
The Gamemaster calls out Initiative values, starting with the highest result. Each character
takes their turn performing actions. Characters often make Attack Tests when engaged in combat,
but an action might also consist of casting a spell, running, or using a non-combat Skill while the
bullets and spells fly. The character makes the appropriate Test, announcing the result after rolling
the appropriate dice, including any Karma or bonus dice rolls.
Each character’s actions are resolved before the next character acts, unless the description for
the Skill being used specifically states otherwise.

Reserved Actions
Instead of acting on their Initiative, a character may choose to wait until later that round for
a more appropriate moment to act. This is referred to as reserving an action. Reserving an action
allows a character to react to other events, perhaps even preventing them. When reserving an action,
the character specifies an event and has the right to act at any later point during the round when
that event occurs, interrupting the character whose turn it is.
When resolving a Reserved Action, the character’s Initiative is lowered to the value currently
being resolved, and the character reserving an action goes first. The concentration required while
waiting for the right moment increases the difficulty of the action performed. Characters taking a
Reserved Action add +2 to the Target Number of all actions performed on their turn.
Taking a Reserved Action is often the only way a character can attack opponents making
Charging Attacks (see p. 254) or Swooping Attacks (see p. 256).

Elspeth is looking out for her badly wounded companion George during a fight, having
found themselves confronted by six Samsut Ardite scouts. Elspeth has an Initiative of 16, the
highest among all combatants, and announces a Reserved Action, specifying she wants to attack
anyone who tries to harm George.

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One of the scouts, with an Initiative of 6, takes his turn to attack George. Elspeth
decides to jump in. Her Initiative is now also 6, and she attacks the Samsut, adding +2 to the
scout’s Physical Defense. The attack knocks the Samsut soldier down.
The scout then takes his turn. He can try to attack George from the ground or take
another action (which would cause him to change his action; see below). As Elspeth’s Initiative
is now 6, she does not benefit from her earlier, higher Initiative Test result.
Delayed Actions
Instead of acting on their Initiative, a character may simply choose to act later in the round.
This is referred to as delaying an action. When delaying an action, the character may act at any
time later in the round, but cannot interrupt another’s action. Delaying an action does not cause any
penalties, but lowers the character’s Initiative to the value they chose to act on, which may affect the
bonuses granted by certain Skills, spells, or other abilities.
A character may delay their action into the following round if they do not act during the
current round. Their Initiative for the following round is automatically 1 higher than the highest
Initiative result rolled for that round. If they choose to roll Initiative normally the next round, they
lose the delayed action.

George is first to act during a round. He intends to cast the Burning Blade spell on one
of his companions, but wants to see which one will be on the front line. He decides to delay
his action. Later that round, George sees that his companion Elspeth has moved in to fight off
four Stinkers. George decides Elspeth will benefit the most from the effects of Burning Blade,
so before Elspeth resolves her action, George steps in, casting the spell.

Resolving Attacks
Because the most common action that a character will take during a combat round is to attack
an opponent, the procedure used to resolve attacks is summarized below, followed by a complete
explanation of each step.

• Make an Attack Test


• Determine the number of successes
• Make a Damage Test
• Adjust Damage for Armor
• Check for Wounds
• Make Knockdown Test
• Check for Unconsciousness or Death

Make An Attack Test


Whenever a character attempts to attack a target, whether with a weapon or a spell, they make
a Test using the appropriate Skill. This is referred to as an Attack Test. For example, if a Tribal
Warrior is attempting to hit a foe with his spear, he makes a Melee Weapons Test. If a Soldier is
firing a rifle at a foe, she makes a Firearms Test. If a Mage is casting a spell at a target, he makes
a Spellcasting Test. All three of these can be referred to as Attack Tests.

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The type of attack determines the Test’s Target Number. For physical attacks, such as those
involving firearms, melee weapons, or missile weapons, the Target Number is normally the target’s
Physical Defense. For attacks made with spells, the Target Number is normally the target’s Mystic
Defense. Some Skills and spells use the target’s Social Defense or another Target Number instead.
The Skill description typically gives the Target Number for using it.
The Target Number for an Attack Test may be modified by the distance to the opponent (for
ranged combat attacks), environmental conditions (daylight, darkness, cover, and so on), or other
factors (see Situation Modifiers, pg.245). Several combat options also modify a character’s Defense
Rating (see Combat Options, pg.240).

Determine Success
If the Attack Test result is equal to or greater than the Target Number, then the Test succeeds,
the attack hits, and the attacker makes a Damage or Effect Test (as appropriate) to determine the
impact on the target. If the Test result is less than the Target Number, the Test fails and the attack
misses. The character resolves any other actions being taken that round, which finishes their turn.
Some attacks are good enough to overcome an opponent’s armor or shield, or deal extra
damage to a target. Exceptionally well-placed attacks, lucky shots, or attacks that sufficiently focus
a character’s magic can all result in more effective attacks. If a character achieves more than one
success on an Attack Test against the opponent’s Defense (Physical or Mystic as appropriate),
they gain +2 Steps of bonus damage for each extra success. This applies to spells intended to
inflict damage on their target as well as to physical attacks with guns, melee weapons, missiles, and
throwing weapons. If a magician achieves extra successes against their opponent’s Mystic Defense,
the +2 Step bonus damage per success adds to the Effect Test of the spell. Some spells can have
extra successes applied to other effects. These are noted in the spell description.

Freness shoots an arrow at a charging harpy, with a Missile Weapons Test result of 18.
Compared against the harpy’s Physical Defense of 7, Freness achieves three successes! The
two extra successes each add +2 damage, so the damage for Freness’ longbow increases from
Step 10 to Step 14.
Lt. Gadberry lets off a Firebolt at a squad of Stinkers, with a Spellcasting Test result of
17. Compared to the stinkers’ Mystic Defense of 9, our lieutenant has scored two successes.
When he rolls the Effect Test for his spell, he adds +4 Step to the fire damage the stinkers
will take.
Make a Damage Test
After making a successful Attack Test with a physical weapon, the character makes a Damage
Test. The dice rolled for this Test depend on the weapon used. Unless otherwise noted in its
description, all weapons add their Damage Step to the character’s Strength Step to determine the
total Damage Step of the attack when going up against a physical opponent. When attacking an
astral entity, such as a manifested spirit, a spirit possessing a physical body, or a creature of the
void inside the Rabbit Hole, weapons add their Damage Step to the character’s Willpower Step.
Weapons such as firearms that do not add to a character’s Attribute Step for their Damage Rating
do half damage to such creatures.

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An assegai has a Damage Step of 5, adding +5 to a character’s Strength Step for


inflicting damage. Gatsha has a Strength Step of 6. When he hits an opponent with his
assegai, he makes a Step 11 Damage Test (5 + 6 = 11) to determine how much damage he inflicts
to his opponent.
Some Skills or abilities allow the character to add a Karma die to the Damage Test.
Remember that Bonus Dice apply to all Tests the character makes, including Damage Tests.
When attacking an opponent with a spell, the spell will usually direct the magician to make
an Effect Test to determine how much damage they inflict. The magician uses the Effect Step given
in the spell’s description, which is typically based on Willpower, not Strength, and may be modified
by Skills such as Willforce.
Regardless of whether the attack is made with a weapon or a spell, the Damage Test result
determines the number of damage points inflicted on the target.

Adjust Damage for Armor


Armor and shields reduce the damage a character receives, providing a bonus to the character’s
Physical (and sometimes Mystic) Armor. Generally, Physical Armor protects against sources of
physical damage, while Mystic Armor protects against astral or psychic damage. If there is any
uncertainty, the Gamemaster decides which type is appropriate. Some types of attacks, from certain
spells or creature powers, are never reduced by armor. This is noted in the description of the spell
or power.
To adjust damage for armor, the character subtracts the appropriate Armor Rating from the
result of the Damage Test. The modified result is the number of points added to the character’s
current damage.

Check For Wounds


If a character suffers damage from a single attack that is equal to or greater than their Wound
Threshold, they take a Wound. Wounds represent major trauma and slow the character’s ability
to recover damage (see Effects of Injury, pg.239). Wounds can also have a negative effect on the
character’s Tests (see Wound Penalties, pg.239).
If the damage that causes a Wound also renders the character unconscious or dead, the
player should still record the Wound. Some Skills, spells, and magic or weird science items have
the ability to bring a character back from the brink of death. Any Wounds the character has will
penalize such healing.

Make A Knockdown Test


If a character suffers a Wound, they could be knocked down. If the Damage Test result is
more than 4 points greater (5 points or more) than the character’s Wound Threshold, the player
makes a Strength Test against the difference between the damage taken and the Wound Threshold.
If successful, the character remains standing. Otherwise they are knocked down (see Situation
Modifiers, pg.245).

Corwin the Dodger has a Wound Threshold of 9. A peeler whacks him with a nightstick
for 17 damage, after accounting for his heavy jacket. Because the damage inflicted is more than
4 points over his Wound Threshold, Corwin suffers a Wound and must make a Knockdown
(8) Test to stay on his feet: 17 Damage Points minus his Wound Threshold of 9 = 8. Corwin

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doesn’t have any Skills, such as Wound Balance, that might help him, so he makes the
Test using his Strength Step, and rolls a 6. The next thing Corwin knows, he’s flat on the
cobblestones and in a lot of pain.
Other causes of knockdown, such as the Attacking to Knockdown combat option (pg. 242)
or being Dismounted (pg. 253), may also require a character to make a Knockdown Test. The
Gamemaster makes Knockdown Tests for creatures or Gamemaster characters, using the Step
number shown on the creature’s or character’s statistics block.

Check for Unconsciousness or Death


After a character takes damage from an attack, the player checks the character’s Current
Damage to see if the character is unconscious or dead.
Unconsciousness
A character with Current Damage equal to or greater than their Unconsciousness Rating, but
less than their Death Rating, immediately falls down unconscious. Unconscious characters may take
no actions other than making Recovery Tests, and are considered both Blindsided and Knocked
Down for actions taken against them. They can regain their senses by making Recovery Tests to
restore sufficient Damage Points to reduce their Current Damage below their Unconsciousness
Rating (see Recovering From Damage, below).
Death
A character who has taken Current Damage equal to or greater than their Death Rating
immediately collapses, effectively deceased. Unless the character has a Skill such as Life Check,
or is quickly tended to by another character with a healing aid, the character cannot be revived and
is dead. Character death is normally permanent. Some methods of resurrection exist, but because
they require powerful and dangerous magics, attempts are rare. Characters who wish to pursue these
methods should be warned that they are very expensive, typically illegal or at least scandalous, and
the price is rarely just financial.

Recovering from Injury


Characters should expect to suffer harm at some point during their adventures. This section
provides information on how characters return to full health after taking damage.

Recovering From Damage


A character makes a Recovery Test to heal damage. The Test result is subtracted from the
character’s Current Damage. A character who has not taken any damage does not need to make a
Recovery Test. The Recovery Step for this Test is based on the character’s Toughness Step. Each
character has a limited number of Recovery Tests available, determined by their Toughness (pg. 66).
Some Skills and spells give the character additional Recovery Tests, which must be used within a
short time (usually one day). Unused Recovery Tests cannot be saved from one day to the next.
Characters may spend Recovery Tests as they wish, but must meet the following conditions:

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• Upon waking from a full night’s rest, an injured character (with 1 or more Current
Damage points) must make a Recovery Test, to represent the natural healing process.
• At least one hour must pass between Recovery Tests, unless a spell, Skill, or item allows
an exception.
• The character must spend one minute without engaging in physical activity or taking
damage before making a Recovery Test, again unless a spell, Skill, or item allows an
exception. As an example, see the description for Shake It Off in the Skills chapter
(pg.218).
• Characters must wait at least one hour after engaging in combat before they can make
a Recovery Test, again unless a spell, Skill, or item allows an exception. This time
must be spent in a state of relative rest. The character cannot undergo any strenuous
physical activity during this time. Apart from certain Skills and spells, or the use of
healing aids, the only exception to this rule regards unconscious characters (see Regaining
Consciousness, below).

Regaining Consciousness
If a Recovery Test is available, an unconscious character may make the Test one minute after
falling unconscious. Another character can attempt to revive the unconscious character, allowing them
to immediately make a Recovery Test. If the unconscious character does not recover enough Damage
points to regain consciousness, they must wait an hour before they can make another Recovery Test.

Wounds
Characters suffer no direct ill effects from the number of Damage Points they receive. Damage
only affects a character’s ability to function when it results in a Wound. As well as interfering with
Actions, Wounds inhibit the character’s ability to heal damage. When a character makes a Recovery
Test, subtract the number of Wounds taken from the Test result. Regardless of modifiers, the
minimum number of Damage Points that a character recovers from a Recovery Test is 1.

Creighton the Big Game Hunter has taken some heavy blows. He is currently suffering
from 2 Wounds and 32 Damage Points. Creighton makes a Recovery Test with a result of 10.
Because of his 2 Wounds, he only recovers 8 Damage Points (10 – 2 = 8).
Wound Penalties
A character suffers no immediate side-effects from a single Wound. When a character takes a
second Wound, and again for all subsequent Wounds, the character incurs a cumulative –1 penalty
to all Tests, with the exception of Recovery Tests, although the character still reduces their Recovery
Test result by the number of Wounds taken.

Creighton currently has 2 Wounds. The Big Game Hunter takes a –1 penalty to
everything he tries to do, except for making a Recovery Test. If he fails his Firearms Test and
misses his shot as a result, and that lion does another Wound to him, for a total of 3 Wounds,
he’ll be suffering a –2 penalty to all actions (assuming he survives).

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Each day a Wound goes unhealed, there’s a cumulative chance of it becoming infected. The
Wounded character must make a Toughness Test against a base Target Number of 6, +2 for each
day after the first, and +1 for each additional Wound being carried after the first.
Failure indicates that the Wound has gone septic. The character suffers a –1 penalty to their
Strength, Toughness, Dexterity, and Perception Steps for each day the Wound remains infected.
If any of these Steps drop to zero, the character dies. In order to clear an infection, the character
must be treated with antibacterial medication and receive medical care (a successful Physician Test
by another character or a Gamemaster Character) for a number of days equal to the duration of
the infection.
If the character’s Wounds are treated with antibacterial medication, such as powdered
penicillin, and clean bandages, no additional penalty is incurred for the day. This requires one dose
of medication and one refill of a Physician’s Kit per Wound, per day. No Physician Test is required
to clean and rebandage a Wound. If sufficient supplies are available, the Toughness Test can be kept
to the base Target Number of 6 until the character’s Wounds are all healed.

Healing Wounds
A character normally heals one Wound per day under the following conditions:

• The character is not suffering from any damage. Even 1 point of Current Damage,
including Strain damage, prevents a Wound from healing.
• The character uses a Recovery Test, after a full night’s rest.
• The character’ Wounds are not infected.

Some diseases, curses, or magical effects prevent a character from making a Recovery Test
in the morning. This will keep Wounds from healing. Wounds can also be healed by some healing
aids, spells, or abilities. This is covered in the Advanced Healing chapter in the 1879 Gamemaster’s
Guide.

Recovering From Poison Or Disease


Recovering from the effects of poison or disease is handled differently from normal damage.
See the Fatigue, Illness, Injury, and Poison chapter of the 1879 Gamemaster’s Guide for more
information on how poisons and diseases work.

Combat Options
1879 provides characters with a number of options that allow them to exercise different tactics,
such as fiercely attacking an opponent, or hanging back and acting more defensively. These options
provide more flexibility to a character’s fighting style: sometimes the character may want to simply
slug it out with an opponent, but other times they may be wiser to modify their approach.
A player wanting to use a combat option must declare the intent to do so before making an
Initiative Test. A character who is knocked down cannot use a combat option until standing.
Many combat options have disadvantages as well as advantages. A number of options are
limited to use only in close or ranged combat (see Types of Combat, pg.249). Because they can
complicate things, it is recommended that the players and Gamemaster become familiar with the
basic combat rules before using these options.

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The Combat Options Table summarizes the different combat options and their effects.

Combat Options Table


Combat Option Strain Effect/Modifier
Aggressive Attack 1 per attack +3 bonus to Attack and Damage Tests; –3
penalty to Physical and Mystic Defense
Attacking to Knockdown 0 Possibly knocks opponent down; inflicts no real
damage to opponent
Attacking to Stun 0 Damage Test inflicts Stun damage; Wounded
opponent is also Stunned
Called Shot 1 –3 penalty to Attack Test; if successful, attack
hits designated area
Defensive Stance 0 +3 to Physical and Mystic Defense; –3 penalty
to all Tests (except Knockdown Tests)
Going Inside a Shield 0 Negates opponent’s shield bonuses; –2 penalty
to Attack Test
Setting Against a Charge 0 Allows the character to unhorse a charging
opponent
Shattering a Shield 1 Breaks opponent’s shield
Splitting Movement 1 Allows a move/action/move combination;
character is considered Harried
Tail Attack (Saurids Only) 0 Allows an additional Unarmed Combat attack
(–2 to all Tests)
Tail Parry (Saurids only) 0 +1 to Physical Defense per –1 to all Tests
(max. +3 bonus)

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Aggressive Attack
The character puts all of their effort into assaulting their opponent with a ferocious flurry of
blows. Aggressive Attack increases the ability to strike the opponent and inflict damage, but trades
defense for it, allowing the character to be struck more easily in return. Each close combat Attack
Test made by the character causes 1 Strain. The character always takes at least 1 Strain for declaring
this option, even if no Attack Tests are made during the round.
The character gains a +3 bonus to close combat Attack and Damage Tests. The character pays
less attention to incoming attacks, suffering a –3 penalty to Physical and Mystic Defense that round.
A character cannot use the Aggressive Attack and Defensive Stance options in the same round.

Attacking To Knockdown
Instead of attacking an opponent in close combat with the intent to cause harm, the character
attempts to knock him down. The character makes his close combat Attack Test as normal. If the
attack hits, the opponent must make a Knockdown Test, with a Difficulty Number determined by
the Damage Test, modified for armor. Regardless of the outcome, the character’s opponent takes
no damage.

In his fight with a rampaging thorny molecrab, Morey Ishkowitch, a troll Explorer,
decides he wants to try to knock the beast down and take it alive. Morey’s attack succeeds,
and he rolls a Damage Test result of 18. The thorny molecrab has 7 points of Physical Armor.
The Gamemaster makes a Knockdown Test for the creature against a Difficulty Number of
11 (18 –7 = 11). Whether or not the thorny molecrab is knocked down, it takes no Damage
from the attack.
Attacking To Stun
The character chooses to make a non-lethal attack against an opponent. The attacker makes
their close combat Attack Test as normal, but any damage inflicted to the opponent is recorded
as Stun damage. Although it is added to the character’s Current Damage, Stun damage cannot
kill. If the Stun damage received puts a character’s Current Damage equal to or greater than their
Unconsciousness or Death Rating, the character falls to the ground unconscious (or in a coma).
The character comes around when their Current Damage falls below their Unconsciousness Rating.
Creatures who have an Unconsciousness Rating of “NA” are immune to Stun damage.
Stun damage does not cause Wounds. If a character would normally take a Wound from the
damage inflicted, the Test is still made for knockdown, but the character does not otherwise suffer
the penalties associated with a Wound.
A character recovers Stun damage more easily than normal damage, sometimes shaking it off
through sheer will. The character adds their Willpower Step as a bonus to the first Recovery Test
made after taking Stun damage. This bonus applies only to that Test, and the result can only be
used to recover Stun damage. A character may forego adding a Willpower bonus and heal both Stun
and normal damage with a single Recovery Test.

Called Shot
A character makes a precise attack against a target, attempting to strike a specific body part,
hit a weapon, or strike a designated object. The player declares what object or part of the opponent
the character is attempting to hit with the Called Shot. The character takes a –3 penalty to the

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close or ranged combat Attack Test. At the Gamemaster’s discretion, especially difficult shots may
incur a larger penalty. The concentration required causes the character 1 Strain per Attack Test. If
the Test succeeds, the character strikes the designated object or the intended area on his opponent.
A Called Shot cannot be used to bypass armor. There are specific Skills that allow characters
to do this, usually by granting bonus damage to the attack. If the attack hits a weapon, the
character’s opponent must make a successful Strength Test against the Damage Test result of the
attack to hold on to the weapon. If an opponent is using a two-handed weapon, they gain a +3
bonus to their Strength Test. Other uses must be adjudicated by the Gamemaster on a case-by-case
basis, with a lesser or greater penalty, if required.

Defensive Stance
Sometimes living through the fight is more important than winning. Adopting a defensive
posture reduces the chance of being hit. The character adds +3 to their Physical and Mystic Defense
for all attacks directed against them during the round. The character only receives this bonus against
attacks that they are aware of – blindside or surprise attacks ignore this bonus. The character takes
a –3 penalty to all Tests during the round, except for Knockdown Tests. (At the Gamemaster’s
discretion, this penalty may also be waived for defensive actions, like Avoid Blow Tests.)
A character cannot use the Defensive Stance and Aggressive Attack combat options in the
same round.

Going Inside a Shield


Shields typically provide additional protection to a character, but they cannot protect
everywhere at once. A character may attempt to strike at a point where the opponent cannot defend
with their shield.
The character subtracts the Physical Armor rating of the opponent’s shield from their
Initiative Test result. If they still have a higher Initiative, then the opponent loses the protective
benefit of the shield. If the character’s modified Initiative is less than the opponent’s, they don’t act
quickly enough to bypass the shield. The character may still attack normally, but suffers a -2 penalty
to their Attack Test from making the attempt and failing.

Nandi the Tribal Warrior faces an opponent with a body shield. She rolls 14 for her
Initiative Test, and decides she will try to go inside her opponent’s shield. The body shield’s
Physical Armor of 5 reduces Nandi’s Initiative to 9. Her opponent rolls an Initiative of 7.
Nandi feints and, as her opponent brings his shield to bear, steps to the side and attacks. Her
opponent loses the benefit of his shield against Nandi’s assegai strike and for any other attacks
the Zulu fighter carries out against him that round (for instance, using Momentum Attack to
follow through with another strike).
Setting Against A Charge
Characters fighting mounted opponents are at a disadvantage due to the mount’s high
Movement Rate or the rider using Splitting Movement. They often cannot attack a mounted fighter
on their Initiative. Against a mounted opponent the defender often has to use Delayed or Reserved
Actions (pg. 234) to be able to attack at all. Against a Charging Attack (pg. 254), the defender on
foot can employ the Setting Against a Charge combat option to turn the rider’s high momentum
to an advantage.

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COMBAT

The defender has to use a weapon long enough to reach the attacker beyond the mount’s fore
section. Usually, this means a pole arm, spear, or similar weapon. The defender takes a Reserved
Action, and strikes the moment the attacker rides into range, dropping the butt of the weapon to
the round and bracing it, with the point or blade aimed past the mount to the rider. The defender
makes their Attack Test as normal, but replaces their Strength Step with that of the mount to
determine the Damage. If they score an extra success on the Attack Test, the defender has a chance
to knock the rider off the mount. The rider makes a Knockdown Test against the Damage Test
result, modified for armor, as normal. If this Test fails, the rider is knocked off the mount, and
takes Falling Damage (see the 1879 Gamemaster’s Guide) as appropriate. This Knockdown Test is
made in addition to any the rider might make because of suffering Wounds.
Setting Against a Charge can be used in combination with the Defensive Stance or Attack
to Knockdown combat options.

Shattering A Shield
A character facing a shield-using opponent may attempt to smash the shield. Only weapons
of Size 3 or greater can shatter a shield. The character takes 1 Strain and makes a close combat
Attack Test against the opponent’s Physical Defense. If the Test succeeds, the character makes a
Damage Test against the shield’s Shatter Threshold (see Shields, pg.293), adding the weapon’s size
as a bonus to the Test.
If the Test succeeds, the shield breaks, and confers no further protective benefits. Enchanted
shields are considerably harder to destroy than their mundane counterparts. The character must
achieve three successes on the Damage Test to smash a magical shield.
Regardless of the Attack Test result, the bearer of the shield takes no damage from the attack.

Mtholephi faces off against an opponent carrying a body shield. Mtholephi decides
to remove the obstacle and declares his intent to shatter his opponent’s shield. He makes a
successful Attack Test against his opponent’s Physical Defense. Mtholephi makes a Damage
Test against the shield’s Shatter Threshold of 21, using his Strength Step of 8, his weapon’s
Damage Step of 5, and his weapon’s Size rating of 3, for a total Damage Step of 16, and
rolls a 24. Mtholephi’s assegai comes down hard on his opponent’s shield, ripping through the
wooden rim, and splitting the shield nearly in two. Casting the wreckage aside, Mtholephi’s
opponent takes a firm grip on his own assegai and prepares for a much harder contest.
Splitting Movement
This combat option allows characters to divide their movement allowance during a combat
round. The character uses part of their movement to approach a target and make an attack, then
uses the rest to move away. Using the Splitting Movement combat option causes the character 1
Strain. A character who uses this option is Harried (pg. 247) during the round.

Tail Attack
This combat option is only available to Saurids (or other races with prehensile tails). The
character may make an additional attack in close combat. The character makes an additional
Unarmed Combat Test, even if their Standard Action has already been used. The character takes
a –2 penalty to all Tests for the round. Attached Weapons (pg. 279) increase the Damage as per
standard rules.
Tail Attack cannot be combined with Tail Parry.

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Tail Parry
This combat option is only available to Saurids (or other races with prehensile tails). When
equipped with a weapon or armor fitted to the tail, the character can use Tail Parry to defend in
combat by deflecting incoming blows. Tail Parry adds +3 to the character’s Physical Defense, but
the character suffers an equal penalty to all other Tests for the round.
Tail Parry cannot be combined with Aggressive Attack or Tail Attack.

Situation Modifiers
A character relies on wits, Skills, and abilities to make their way successfully through
adventures, but even the best-prepared adventurer can find themselves at the mercy of circumstances
beyond their control. A number of these situations can occur during combat and affect a character’s
performance. Referred to as Situation Modifiers, these conditions affect combatants’ Tests and
Defense ratings. The effects of different situations are described below, with specific modifiers
summarized in the Situation Modifiers Table.

Situation Modifiers Table


Situation Action Test Modifier Defense Modifier*
Blindsided – –2
Cover
Partial: – +2
Full: – +4
Complete: – NA
Darkness (Blindness; Dazzled)
Partial: -1 -1
Full: -3 -3
Complete: -5 -5
Harried –2 –2
Impaired Movement
Light: -2 -2
Heavy: -4 -4
Knocked Down –3 –3
Range
Short: NA
Long: –2
Stunned Harried (–2) Simple Actions only; -2
Surprised No Action Tests allowed –3
* Also applies to Social Defense, at the Gamemaster’s discretion.

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COMBAT

Blindsided
When a character cannot see their attacker in order to react effectively to an attack, they
are considered Blindsided. The character subtracts –2 from their Physical and Mystic Defense
against the attack. In certain situations, the Gamemaster may apply this penalty to the character’s
Social Defense. Examples of Blindsided attacks include attacks from the rear, attacks made against
a blinded character, or attacks made from an ambush (although a character who is completely
surprised suffers that penalty instead; see Surprised, pg.249). The attacker must be able to see the
target in order to take advantage of the Blindsided modifier.
Facing and tactical movement are not large concerns in 1879. Generally, it’s assumed that a
character is able to freely turn to face any attacks they are aware of. Some Skills and abilities will
give the target a Blindside penalty, possibly setting up for other options. This modifier is is not a
“flanking bonus” that is inherent to two characters coming in from opposite directions. Blindside
penalties start coming into play if a character is being surrounded and is Harried as a result.

Cover
Characters can take advantage of nearby objects, such as trees or boulders, or even items of
furniture, as protection. Cover modifiers are applied against any attacks made against the character.
Partial: The cover obscures part of a character’s body, but the attacker can still see enough of
the target to attack. Partial cover gives a +2 bonus to Physical and Mystic Defense.
Full: Full cover completely obscures a character’s body, and they cannot be attacked without
the use of special abilities or Skills.

Sgt. Crittenden is out of ammunition and being shot at by a Samsut soldier with a
rail rifle. Unable to close the distance and engage his foe with his bayonet, the wily Soldier
decides to move to within striking distance next round, using the cover of a large tree for
protection. The Gamemaster decides that Sgt. Crittenden has partial cover, and adds +2 to
his Physical Defense. The Samsut takes a shot, but misses, his bullet tearing off tree bark
near the sergeant’s face. Grinning, Sgt. Crittenden prepares to get up close and personal with
the soldier.
Darkness
Characters sometimes find themselves fighting in the dark. If a character does not possess
Heat Sight, Low-Light Vision, or a similar sense, then their actions will be impaired. Darkness
modifiers are based on the amount of ambient light present.
Partial: Partial darkness is equivalent to a character being in a shuttered room on a cloudy day,
or outside on a moonlit night. There is some ambient light, but the environment is quite dark, with
a lot of shadow. A character in Partial Darkness suffers a –1 penalty to sight-based Tests.
Full: Full darkness is equivalent to a character being in a shuttered room at night, allowing
some moonlight to filter in through the cracks, or outside on an overcast or moonless night. A cave
with some form of luminescence would provide a similar environment. There is almost no ambient
light, and a lot of deep shadows. A character in Full Darkness suffers a –3 penalty to sight-based
Tests.
Complete: No light at all remains available in Complete darkness. All characters, regardless
of vision enhancements, are at a -5 penalty to sight-based Tests.

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• Characters with Low-Light Vision are not affected by partial darkness, and treat full
darkness as if it were only partial darkness. Characters with Heat Sight are not affected
by partial or full darkness.
• Some spells or powers cause magical darkness, and can affect characters with Low-Light
Vision or Heat Sight differently from natural darkness. The spell or power description
normally includes information relating to the application of any darkness modifiers for
that effect. At the Gamemaster’s discretion, darkness may affect a character’s Movement
Rate (see Impaired Movement, pg.248).
Blindness: A character who is blinded, whether from natural or magical causes, suffers a
darkness penalty for the duration of the effect. Blindness penalties tend to be equivalent to full
darkness unless the character still possesses some ability to see, albeit in a very hazy and indistinct
manner.
Dazzled: Intense or sudden light will sometimes leave a character temporarily unable to see.
Dazzled penalties tend to be equivalent to partial darkness. Only rarely will a light blind a character
to the level of full darkness.

Harried
A character who is being attacked in close combat by four or more opponents is considered
Harried. The effects of some talents or spells may also cause the character to become Harried.
A Harried character suffers a –2 penalty to all of his Tests, except Recovery. The character
may also suffer a penalty to his Defense ratings for Blindside attacks.

Pyotr is surrounded by five Saurid warriors. Because of the number of opponents he is


facing, the Russian adventurer is Harried, at least until he dispatches a couple of them. The
Saurids cause the Russian to suffer a -2 penalty to his Attack Tests, and his Physical Defense
suffers a -2 penalty against the Saurids attacking him from behind.
Overwhelmed: Multiple sources of distraction could further disorient an already Harried
character. A Harried character suffers a further –1 penalty to his Tests for each additional Harried
effect he incurs after the first.

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Impaired Movement
Movement in 1879 assumes the character is relatively unimpeded. If this isn’t the case, the
character’s ability to move may be compromised. At the Gamemaster’s discretion, characters could
suffer movement or Test penalties depending on the environment.
Light: Light brush, narrow alleyways, cramped rooms, partial darkness, and similar environments
could reduce a character’s Movement Rate by 5, or inflict a -2 penalty to movement-based Tests.
Heavy: Dense underbrush, a packed marketplace, complete darkness, waist-deep water, and
similar environments could reduce a character’s Movement Rate by 10, or inflict a -4 penalty to
movement-based Tests. At the Gamemaster’s discretion, characters might need to make a Dexterity
Test to avoid tripping or having their movement halted (this Test should not suffer the -4 penalty).
None of these modifiers reduce a character’s Movement Rate below 1.

Knocked Down
A character who is knocked down can still act, but their activity is severely impaired while
prone. The character suffers a –3 penalty to all Tests (except Recovery Tests), and subtracts –3 from
their Physical and Mystic Defense. In certain situations, the Gamemaster may also apply this penalty
to the character’s Social Defense. These penalties remain in effect until the character stands up again.
Standing is a simple matter, but uses the character’s Standard Action to get back on their feet.
A character cannot move until they stand up. If they choose to remain on the ground, the character
may crawl at a Movement Rate of 2.

For a moment, things were looking up for Pyotr. He managed to dispatch two Saurids,
and lost his Harried penalty. Unfortunately, one of the Saurids gets in a solid blow, inflicting
a Wound and knocking down the brave Russian. Until he stands up, he not only suffers a –3
penalty to his Tests, including his next Initiative Test, but his Physical and Mystic Defense
are also reduced.
Since most combat options require freedom of movement, a character who is Knocked Down
is unable to use any until standing (see Combat Options, pg.240).

Range
When making a ranged attack, the character may incur a penalty to their Attack and Damage
Tests due to the distances involved (see Ranged Combat, pg.251).
Short: There are no modifiers at short range. The character makes their Tests as normal.
Long: The character suffers a –2 penalty to their Attack and Damage Tests.

Private Wedig, an elven Soldier in Her Majesty’s service, is doing his part by firing
his Martini-Henry Mk II at a band of Samsut soldiers emerging from the nearby forest. The
Gamemaster tells Pvt. Wedig’s player that the Samsut are currently about 800 yards away, long
range for the MkII. Pvt. Wedig has a Firearms Step of 12. When firing at this distance, he
makes his Firearms Test at Step 10, due to the –2 penalty. Firing at the soldier in the center
of the Samsut formation, Pvt. Wedig rolls a 13 and easily hits his target. His rifle normally
inflicts Step 11 damage. However, at long range, he suffers a –2 penalty and rolls Step 9.

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Surprised
From time to time, characters and creatures appear in unexpected places. This may be an
intentional tactic, as when a group plans an ambush, or an accidental encounter, as when a creature
suddenly appears from behind a tree in the forest. In either case, those caught off guard by such a
situation are surprised.
Surprised characters cannot take any actions during the combat round in which they are
surprised. They also suffer a –3 penalty to their Physical and Mystic Defense during the same round.
In certain situations, the Gamemaster may also apply this penalty to the character’s Social Defense.
The effect of surprise ends when the combat round ends.
To determine whether a character is surprised, they make a Perception Test against a Difficulty
Number based on the situation. This is usually equal to the lowest Dexterity Step among the
characters or creatures encountered, but may be determined otherwise by the Gamemaster. If the
Test fails, the character is surprised. If the Test succeeds, the character can act or react as normal.

Tommy the Brassman is in serious trouble. While he was working on the back door
lock, three snark ruffians spotted him in the alley and decided to have a bit of fun. Tommy
has suffered a Wound, and is not much of a fighter to begin with. Unknown to the snarks,
Tommy’s comrades have returned, sneaking to within striking distance. The Gamemaster makes
a Perception Test for the snarks to see if they notice the Brassman’s comrades approaching.
None of them do. The snarks are surprised as Tommy’s fellow Dodgers spring on them from
behind the dustbins. With a resulting -3 penalty to their Physical Defense, the snarks are in
for a severe thumping.

Types Of Combat
Most combat uses the same basic Attack and Damage Test procedure, but other factors can
come into play based on the situation, the type of weapon, the distance between opponents, and so
on. There are three primary types of combat: close, ranged, and spell combat. Within each combat
type there may be one or more types of attack.

• Close combat: Melee and unarmed attacks.


• Ranged combat: Firearms, missile and thrown attacks.
• Spell combat: Spell and magical power attacks.

The following sections describe each type of combat in more detail, and provide rules for
special situations, including mounted, aerial, and creature combat.

Close Combat
Close combat is any type of physical conflict that occurs within reach of the combatants. This
is usually a 2 yard distance between opponents, but some longer weapons allow for greater reach.
The two types of close combat are:

• Melee attacks: Made by hitting an opponent with a hand-held melee weapon, such as a
bayonet or a cudgel. Melee attacks are most commonly made using the Melee Weapons
Skill.

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• Unarmed attacks: Made by an attacker punching, biting, kicking, or generally employing


their body against the opponent. Unarmed attacks are most commonly made using the
Unarmed Combat Skill.
Maximum Number Of Attackers
A maximum of six human-sized opponents can attack a character in close combat. Any
time four or more attackers set upon a character at the same time, the character is considered
Harried (pg.247). The character remains Harried until they have fewer than four attackers. Note
that some small creatures or pack animals can swarm an opponent, allowing more attacks against
their opponent than normal. Regardless of the number of combatants, the relative positions of the
attackers appears on the Melee Combat Positions diagram.
Entangling Weapons
Some weapons, such as whips, not only cause damage to those struck but also wrap around
the victim, preventing them from acting. These weapons are noted in their description as entangling
weapons (see the Equipment chapter, pg.273). If the attacker achieves an extra success on an Attack
Test with an entangling weapon, the opponent is entangled. The entangled character is considered
Harried for any actions other than attempting to break free.
To break free of entanglement, the target must make a successful Strength or Dexterity Test
against a Target Number based on the weapon. If the target was holding a one-handed bladed
weapon when entangled, the weapon’s Damage Step may be added as a bonus to this Test. This in
turn ruins the entangling weapon.
Improvised Melee Weapons
Sometimes a character will want to use an object not normally intended as a melee weapon,
such as a chair, a tankard, or a rock. The Gamemaster determines the statistics for this improvised
weapon, including any Strength minimum and the item’s Damage Step. Because of the unbalanced
nature of the weapon, the character suffers a –2 penalty to their Attack Tests when wielding the item.
Grappling
A character can attempt to wrestle with an opponent in place of making a normal Unarmed
Combat Test. When attempting a grappling attack, the character makes an Unarmed Combat Test
against the target’s Physical Defense. To successfully grapple the opponent, the character must score
an extra success on the attack. The result of the character’s Attack Test becomes the Target Number
to break out of the grapple. Grappling attacks inflict no damage to the target, therefore the attacker
does not make a Damage Test.
A grappled character cannot move. The only action a grappled character can take is to try
and break free of the attacker’s hold. The grappled target makes an Unarmed Combat or Strength
Test against the Target Number generated by the grappling attack. If the Test succeeds, the target
breaks free.
At the Gamemaster’s discretion, a grappled character can take other actions, but must beat
the grappling Target Number to be successful. For example, a grappled Saurid may attempt a tail
attack, but must beat the Target Number to hit. A grappled magician may try to cast a spell that
doesn’t require gestures, but must beat the Target Number for the Spellcasting Test to succeed.
Once a character makes a successful grappling attack against an opponent, they can maintain
the hold by declaring that they are doing so as their Standard Action during consecutive rounds.
The character may choose to let go of the opponent at any time.

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Ranged Combat
Ranged combat is any type of physical combat that occurs beyond the reach of the combatants.
Normally, this is reserved for weapons that project a missile, or are thrown, toward a target more
than 2 yards away.
The three types of ranged combat are:

• Gun attacks: Made by firing a projectile weapon such as a pistol or rifle (see Firearms
Descriptions, pg.285). Gun attacks are made using the Firearms Skill. Large-scale gun
attacks made with cannon or other heavy weapons are made with the Gunnery Skill, but
are handled separately from personal combat.
• Missile attacks: Made by firing a missile weapon, such as a bow or a sling (see Missile
Weapon Descriptions, pg.282). Missile attacks are made using the Missile Weapons
Skill.
• Thrown attacks: Made by hurling a throwing weapon, such as a spear or throwing axe (see
Throwing Weapon Descriptions, pg.284). Thrown attacks are made using the Throwing
Weapons Skill.
Weapon Range
Ranged combat attacks are only effective up to a certain distance. Firearms, missile, and
thrown weapons cannot be used to attack a target beyond their maximum range. A character making
a ranged combat attack may incur a penalty based on whether the target is at short or long range
(see Range, pg.248). The range statistics for firearms, missile and throwing weapons appear in the
Equipment chapter. If the target is within the minimum range given for the ranged weapon, it cannot
be attacked with ranged combat.

Firing Into A Melee


Characters will sometimes want to make a ranged combat attack against an opponent engaged
in close combat. This hazardous practice can result in the attacker inadvertently hitting an ally or a
companion instead of the desired target.
The number of characters or creatures between the attacker and the target is added to the
target’s Physical Defense. The attacker then makes a ranged Attack Test against this modified
Physical Defense. If the Test succeeds, the attack hits the target, inflicting damage as normal.
If the Test fails, the attacker compares the Test result to the Physical Defense of each character
between themselves and the intended target, starting with the closest character. If the Test succeeds,
that character is struck instead of the target. The attacker continues on to the next target until they
strike a character, or all possible intervening targets have been Tested for a hit.

Pvt. Wedig lets off a round from his Martini-Henry MkII at what he hopes is an
opponent in the roiling mass of bodies and weapons engaged in melee combat before him.
The Samsut soldier he chooses has a Physical Defense of 8, but there are five other characters
shifting back and forth in the way, increasing the Target Number of the Attack Test to 13. Pvt.
Wedig makes a Firearms Test, with a result of 9. He misses his intended target.
The Gamemaster compares the Test result against the Physical Defense of each of the
five intervening characters, starting with the one closest to Pvt. Wedig. The closest character
is an enemy Gamemaster character with a Physical Defense of 10, so the bullet does not hit
him. The next character is Pvt. Wedig’s platoon mate Pvt. Joiner, with a Physical Defense of

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8. Pvt. Wedig’s round strikes Pvt. Joiner, and now the Soldier suddenly wishes he had the
silver tongue of a Fiddler to explain the mistake to his friend.
Entangling Weapons
Some thrown weapons, like bolas and nets, are entangling weapons. Refer to the section on
Entangling Weapons under Close Combat (pg.249) for details on entangling attacks and how they
work.
Throwing Objects
As in life, characters will sometimes want to hurl objects that are not designed to be thrown,
such as rocks, flasks of oil, or even furniture, at an opponent. The Gamemaster must determine
the range and Damage Step of objects not shown on the Throwing Weapons Table. The character
makes their Attack Test with a –2 penalty, due to the unbalanced nature of the object being thrown.
To throw an item at a target, the character makes an Attack Test. The Target Number
depends on the intent. If throwing the object at another character, use the target’s Physical Defense.
If throwing an object at a specific target area, the base Target Number is 7, and may be adjusted
by the Gamemaster for the situation. If the
Test succeeds, the character hits the target and
makes a Damage Test, as normal. If the object
misses the target, it (or its component parts)
may scatter.
Determining Scatter
If a character throws an object (such as
a rock or a grenade) at a target and misses,
the Gamemaster rolls a D8 and consults the
Scatter Diagram to determine the direction in
which the object actually travels. To determine
how far away from the target the object lands,
the Gamemaster subtracts the Attack Test result
from the Target Number. The Gamemaster
makes a Test using the difference as a Step, the
result of which is the distance in feet that the
object landed from the intended target.

Sgt. Boatwright, a troll Soldier, heaves a grenade at a Samsut soldier. Sgt. Boatwright
rolls a 6 on his Throwing Weapons Test against his opponent’s Physical Defense of 10. He
fails to hit his target. The Gamemaster rolls a D8 to see in which direction the grenade went
and gets a scatter direction of six. He then makes a Step 4 Test (10 – 6 = 4) to determine the
distance the grenade lands from the target, with a result of 5. The grenade lands some five feet
past the Samsut soldier. This is still within the blast radius, so the Samsut soldier may take a
bit of damage, and there’s the possibility that other soldiers in his formation might be hit as
well. Sometimes a miss is nearly as good as a hit.
Spell Combat
Spell combat involves attacks made against an opponent using magical energy focused by a
spell into a specific effect, or a similar magical power. They usually require a magician to make a
Spellcasting Test against his opponent’s Mystic Defense, but can involve a creature using a magically

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powered ability making a similar Test. A magician using a Spellcasting Test as an Attack Test has
the possibility of achieving extra successes and thus doing more damage. Most combat spells are
easily differentiated by the fact that they involve making an Effect Test as a Damage Test, as noted
in the spell description. This is not always the case, but is a good rule-of-thumb for the Gamemaster
to apply when determining what constitutes a combat spell.

Mounted Combat
Mounted combat remains common in 1879, as the armies of the British Empire field cavalry
units, and other races use mounts on the battlefield as well. This section explains special rules
that apply to mounted combat. There are abilities that alleviate the disadvantages or improve the
advantages of fighting from a mount.
In this section a mounted character is referred to as a rider, and the animal that has a rider
as a mount.

Mount Training
The amount of training a mount has determines how easy it is for the rider to handle it
during combat or daily travels. Untrained mounts are not used to carrying people on their backs,
and are often wild. They can hardly be ridden and spook away from combat, but some Skills allow
a rider to control them for restricted periods of time. Trained mounts are the type usually sold in
the open market, and are accustomed to having riders. Their main purpose is for travel, as combat
will easily spook them. Combat mounts are accustomed to the sounds and abrupt motions of the
battlefield, trained to ride into or straight at other creatures on the rider’s command, and may even
attack them. They are usually more expensive than trained mounts.
Getting And Staying Mounted
Mounting an animal takes a Standard Action and requires the animal to be a trained or
combat mount. The character makes a Dexterity-based Equestrian Test (or raw Dexterity Test, if the
character does not know the Equestrian Skill) against a base Target Number of 6, possibly modified
by the Gamemaster according to circumstances and the mood of the animal. Experienced riders
may have this Test waived at the Gamemaster’s discretion. Mounting an untrained animal requires
a contested Dexterity-based Equestrian Test against the mount’s Willpower.
Dismounting is a Simple Action, requiring a Dexterity-based Equestrian Test (or raw Dexterity
Test) against a base Target Number of 4. Again, the Gamemaster may modify this according to
circumstances, and may waive the Test entirely for characters who are experienced riders, although
even the best rider occasionally gets a foot hung in the stirrup. A rider may jump off a mount to
attack in close combat. This incurs a -3 Step penalty to the Attack Test, which may be removed
by a successful Trick Riding Test against the opponent’s Physical Defense. Leaping off the mount
to grapple a target likewise incurs a -3 Step penalty to the Attack Test, and inflicts Step 5/D8
damage to the rider from the impact of the fall. If the grappling attempt is successful, the target
also suffers Step 5/d8 damage.
Mounted Knockdown Tests
If the mount fails a Knockdown Test, the rider is automatically knocked down by being
thrown from the mount. This fall and any other event that knocks a rider off the mount cause Step
5/D8 damage (an exception applies when using flying mounts, see Aerial Combat, pg.255). If only
the rider fails a Knockdown Test, the rider falls off the mount, but the mount is unaffected.

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The Gamemaster may disallow a rider the use of some abilities that enhance Knockdown
Tests, such as those that bind the character to solid earth or another object. Other abilities like
the Sure Mount Skill provide enhanced Knockdown Tests specifically for the purpose of staying
mounted.
Mounted Combat Sequence
The combat sequence for mounted characters is the same as the normal combat sequence,
but some special rules apply.
The rider and the mount each have their own actions. If trained, the mount acts on the
rider’s Initiative. Untrained mounts act on their own Initiative, which makes combat difficult at best,
impossible at worst, as the mount moves and acts independently from the rider.
A mount that did not have a rider at the beginning of the round changes its Initiative to that
of the rider once mounted, but cannot take actions it has already used (in most cases, its Standard
Action and movement).
Mounted Movement
For the purpose of movement, a rider and their mount are treated as one character as long
as the rider controls the mount. While the rider is mounted, the mount’s Movement Rate is used
instead of the rider’s. A character cannot use their own movement in a round in which they have
used the mount’s movement, even if they dismount. It is assumed that the rider has already moved,
investing the effort normally put into their own movement into directing the mount.
Additionally, characters not familiar with their mounts must succeed at a Charisma-based
Equestrian Test against the mount’s Social Defense to take their mounts into (but not away from)
combat. Characters who have worked with their mounts for more than one week do not have to
make this Test.
Running and Splitting Movement
A rider can instruct the mount to use its Standard Action to move. Doing this does not use
the character’s Standard Action. When using the Splitting Movement combat option, the rider is
affected by the Harried modifier and takes the Strain, not the mount.
In many instances of mounted combat (see Charging Attacks below), both of these combat
options will be used. Some Skills serve to alleviate these conditions.
Charging Attacks
Charging Attacks allow a mounted character use the momentum of the mount to deliver
devastating blows. A Charging Attack requires a combat-trained mount or a successful Charisma-
based Equestrian Test against the mount’s Social Defense.
To make a Charging Attack, the rider must move towards the target in a relatively straight
line, using the mount’s Standard Action to move at Running speed (up to double its Movement
Rate). If the rider plans to move after the attack by using the Splitting Movement combat option,
this also has to be in a relatively straight line.
A successful Attack Test during a Charging Attack adds the mount’s Strength Step to the
Damage Step due to the high momentum of the impact. If two riders make Charging Attacks
against each other, they add the Strength Steps of both their mounts to the Damage Step of each
Damage Test, not just the Strength Step of their own mount.
The high momentum can cause the rider to be thrown from their mount or lose their weapon.
After a successful charging attack, the rider makes a Strength Test against the target’s Toughness
Step. If the Test fails, a rider using a couched weapon such as a spear or lance (held with the hand
and forearm and braced against the torso) is thrown from their mount, suffering Step 5/D8 of

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damage and being knocked down. A rider using a hand-held melee weapon such as a sword or mace
loses their grip on the weapon. Unarmed riders suffer no ill effect.
Some weapons are not suited for Charging Attacks and may shatter on impact (refer to the
weapon descriptions). If a weapon shatters, the rider remains mounted and retains the fractured base
of the weapon.
When splitting movement on a Charging Attack, the rider may not use additional attack
abilities, such as Second Attack, Second Weapon, or Momentum Attack, as rider and mount move
past the target too quickly. Only when ending their movement next to a target can these abilities be
used. There are several specialized Skills that allow for additional attacks during a Charge, however.

Lt. Frobisher rides a combat mount with a Movement Rate of 16. He surveys the
battlefield for opponents he can target with a charging attack. His opponents are at distances
of 10, 20, and 22 yards from him. To make a charging attack, his mount must move at least
17 yards (more than its normal Movement Rate of 16), so he has two possible targets, the ones
at 20 and 22 yards away. He chooses to attack the closer opponent, rides 20 yards to close
with the opponent, and makes a successful charging attack, remembering to add his mount’s
Strength Step to the Damage Test. After the attack, he is directly adjacent to that opponent,
and can attack the opponent in close combat. He could instead have used the Splitting
Movement combat option to move another 12 yards away from that opponent, which would
have set him up to make another charging attack.
Mounted Weapon Use
Mounted characters can use long weaponry like lances or spears differently from other
characters due to their mounted posture and the ability to hook these to their armor or saddle, or
couch them under their arm and braced against their torso, allowing them to wield these weapons
with one hand. This situation is only beneficial when there is enough room to maneuver or while
charging. If the mount would not be able to move at least 1 hex (regardless of if it actually does),
the rider receives the difference between the weapon’s size and his one-handed size limit as a penalty
to all Attack and Damage Tests with the weapon, as it becomes unwieldy in the close-quarters fight.
Mount Attacks
Combat-trained mounts may be directed by their rider to use their Standard Action to make
their own attacks, employing the Steps and abilities found in the creature’s description. Mounts not
trained for combat may also make attacks, but these are not controlled by the rider, and the mount
usually attacks only if threatened.

Aerial Combat
The rules governing combat between characters capable of flight, either on their own or
through the use of a device, and flying creatures requires additional explanation, as flight introduces
additional considerations into the game. Aerial combat between ships is handled similar to ship-to-
ship combat on water or vehicular combat on land, the rules for which are in the Ship and Vehicle
Combat section (pg.257).

Flying Movement
The Flying Movement rate of creatures and spells or devices that enable flight appears with
their statistics. Flying creatures and characters can freely move both vertically and horizontally as

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part of their normal movement. Flying creatures or characters can use combat options as normal.
Unless stated otherwise, flying creatures or characters do not need to use their Movement Rate to
stay airborne, but forward movement up to the Movement Rate is expected.
Hovering in place for more than one combat round is not normally possible for flying
creatures. Each round a flying creature attempts to hover, it must make a Dexterity Test, with a base
Target Number of 7. This Target Number increases by 2 per round. If the Test fails, the creature
stalls, and falls for one round before being able to resume flight once more.
Some spells and devices allow hovering. Characters using those do not need to make a
Test to hover. If the spell or device does not explicitly allow hovering, the character must make an
appropriate Test to do so, with Dexterity, Craft Device, or Spellcasting being immediately obvious
options. The Test uses the same mechanics for flying creatures in the previous paragraph.
Swooping Attacks
Swooping attacks are the aerial version of a ride-by mounted attack. The creature or character
must use the Splitting Movement combat option. The attacker flies into close combat range using
a portion of their Movement Rate, makes an attack, then flies off using the remainder of their
Movement Rate. Characters who wish to attack swooping creatures or characters in close combat
must have a higher Initiative than their opponent that round and use a Reserved Action to intercept
the attacker.
Mounted Aerial Combat
Mounted combat involving flying mounts is handled the same as mounted combat using
ground-based mounts. The rider may make swooping attacks just as any other flying creature or
character, and may make flying charging attacks per the same rules. The mechanics for handling
attack and defense are the same for mounted combat involving splitting movement and swooping
attacks. The only difference is the result of Knockdown Tests failed by characters riding flying
creatures, as described below.
Knockdown
Flying creatures and characters can be knocked out of the sky. A flying character or creature
that fails a Knockdown Test is knocked to the ground and may take falling damage from the height
fallen (see Falling Damage in the 1879 Gamemaster’s Guide). Once the character or creature stands
back up, assuming it survived the fall, it can again take to the air.
If a character riding a flying mount fails a Knockdown Test and is knocked off their mount,
they take falling damage based on the distance fallen instead of the normal Step 5/D8 damage for
a land-based mount.
Long Falls
Creatures or characters flying at a height of over 100 yards, or with special physical properties
or features such as a spell, device, or power that keeps them airborne without constant effort, do
not immediately hit the ground after failing a Knockdown Test. Instead, they plummet towards the
ground over several rounds, the exact number of which is determined by the Gamemaster based
on the situation. There are no simple rules to determine how fast a creature or character falls each
round. Variables include body weight, wind, wings or airfoils that help slow the descent, and so on.
Flying creatures and characters that have been knocked down, but haven’t yet hit the ground, can
spend their Standard Action to make a Dexterity (6) Test to “stand up”. If the Test succeeds, the
creature or character stops falling, and may resume normal flight.
A creature or character that is unconscious and falling makes a Recovery Test after one round
of uncontrolled descent, as if they were being roused by another character (see Effects of Injury,

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pg.239). If the creature or character manages to regain consciousness, they can attempt to make
a Dexterity (6) Test to “stand up” as noted earlier, otherwise continuing to fall until they hit the
ground or is somehow rescued. Note that, since Falling Damage ignores armor, a fall from over
100 yards is fatal to most creatures and characters.

Ship and Vehicle Combat


Conflict between sailing vessels, steamships, tanks, airships, and other water, land, or air
vehicles will be handled in the 1879 Companion.

Engine Combat
Conflict between Lovelaces and Byrons within an Analytical Engine is described in the Engines
chapter (pg.427). Engine combat takes place in combat rounds, just like physical combat, and can
occur simultaneously.

Handling Mounted Combat


Mounted Combat can seem difficult to handle during the game because of the requirements for
a charging attack and the many combat options involved. This guide presents the typical procedures for
different types of mounted attacks and suggests some terms for identifying them during a game in which
Mounted Combat frequently occurs.
Stationary Attacks do not involve movement. The rider simply attacks from the saddle, and the
mount can also make attacks. Some Skills, such as Down Strike or Wheeling Defense, enhance stationary
Mounted Combat. There are no extra combat options or modifiers to consider.
Mobile Attacks are those where the mount moves before or after the attack. They share a lot of
traits with Stationary Attacks, but Skills like Wheeling Defense cannot be used to full effect. There are
no modifiers for the attacker, but the defender may have to delay or reserve their action to attack in close
combat if their Initiative is higher and they cannot move far enough on their turn to reach the mount,
which often has a higher Movement Rate. If the defender’s Initiative is lower than the attacker’s and the
attacker moves away after attacking, the defender cannot normally attack in close combat.
Charging Attacks require the mount to use its Standard Action to move, at a rate at least 1 greater
than its Movement Rate, taking the Strain for Running. It cannot attack and must move more than its
Movement Rate towards the target. The rider’s damage is enhanced by the mount’s Strength Step (and
possibly the Charge or Second Charge Skill). The mount’s movement ends next to the target. A defender
can Set Against a Charge to strike the attacker before being hit and may profit from the momentum if
successful.
Ride-by Attacks use the splitting movement combat option. The mount moves before and after
the attack so the mount’s movement does not end next to the target. The mount may attack. Splitting
movement causes the rider to be Harried and take 1 Strain, although some abilities can circumvent this.
The defender can delay or reserve actions as with a mobile attack.
All-out Charging Attacks use both splitting movement and the mount’s Standard Action to allow
for a Charging Attack that does not end next to the target. The mount moves more than its Movement
Rate towards the target, and up to what remains of its doubled Movement Rate away. The mount cannot
attack. Damage is enhanced as per Charging Attacks, and the rider takes 1 Strain and is Harried, except
where abilities circumvent this. The defender may set against the charge. The Wheeling Attack Skill allows
a character to circumvent the requirement to move before the attack, but the mount has to move the full
distance during the round, usually after the attack.

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1879 Players Guide

Character Advancement
As we advance in life it becomes more and more difficult, but in fighting the difficulties
the inmost strength of the heart is developed.
– Vincent Van Gogh

E very adventure that your character completes adds to their experience and
abilities. More experience allows the character to undertake ever more challenging
and rewarding adventures. Throughout your character’s life, their increasingly daring
exploits build and expand on their reputation. Legends are born through such great
deeds. Increasing your character’s Tier and Professional Rank gives your character
an edge in each game you play.

Earning Adventure Points


As a character survives encounters and accomplishes group or individual adventure goals,
they gain experience. As in real life, this experience makes the character more capable, allowing
them to learn new abilities and survive more dangerous encounters. Character experience in 1879 is
measured using Adventure Points, or APs. The Gamemaster awards Adventure Points based on a
character’s accomplishments and other factors during an adventure. Accumulated Adventure Points
allow characters to improve their Skills and Attributes, and buy more Karma.
Characters earn Adventure Points for performing specific types of actions, including:
Achieving Goals: A character earns Adventure Points for achieving goals set during a single
game session, because most session goals are stepping stones toward achieving a larger objective. If
the group’s goal is to uncover treachery against the throne, characters in the group earn Adventure
Points when they expose the traitors to loyal authorities. Characters also earn Adventure Points when

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they complete long-term goals that require multiple game sessions. Typically, these awards are larger
because of the sustained effort required.
Overcoming Obstacles: Characters face dangerous situations on a regular basis, dealing with
deadly opponents and creatures. Overcoming these obstacles earns Adventure Points. Defeating an
opponent does not necessarily mean killing them. If a group removes an opponent as an obstacle
without resorting to violence, characters in the group should earn the same Adventure Points as if
they had defeated their opponent through combat. Not all problems can be solved with gunfire!
Individual Deeds: These can be clever ideas or deeds of valor. If a character takes or suggests
an extraordinary action which helps achieve the group’s goals, the character may receive Adventure
Points for that individual deed.
Roleplaying: Much as an actor takes on a role, a player may adopt the mannerisms, speaking
habits, and attitudes of their character. Roleplaying a character well earns the character Adventure
Points, but only if the player’s roleplaying makes the game more enjoyable for others at the table.
If a player’s roleplaying disrupts, rather than enhances, the game, the character should not receive
Adventure Points for roleplaying.

Player Versus Character Experience


Players should not confuse character experience with player experience. Player experience is
not measured in game terms. It simply refers to what a player learns about the game by playing it.
For example, a player may learn how their character should behave to avoid getting into
trouble, or may develop more effective combat tactics against specific monsters. However, the
character may not be privy to this information, and during the game the player should avoid having
the character take actions based on information the character would not actually know. This is called
playing out of character, or using out of character information. While there is no game mechanic
to penalize a player who plays out of character, the other players at the table should not allow this.
Allowing out of character information to be used disrupts the flow of the story, and gives an unfair
advantage to the player who does it.
Lessons such as these may benefit a character by allowing them to survive longer or accomplish
more, but this playing experience does not directly affect the Attributes, Skills, or characteristics
the character uses in 1879.

Tallying Adventure Points


Each time the Gamemaster awards a character Adventure Points, the player adds them to
their character’s Current and Total Adventure Points tallies. When a character spends Adventure
Points, for example buying more Karma, the points are only deducted from the Current Adventure
Points tally.
Current Adventure Points
As a character earns Adventure Points, the player keeps a running total of how many points
are available for improvements. This total is the character’s Current Adventure Points. Each time a
character spends Adventure Points, the player subtracts the points spent from the Current Adventure
Points total. The updated total is then recorded on the Character Record Sheet.
Total Adventure Points
In addition to keeping a Current Adventure Points total, which rises and falls as the character
earns and spends Adventure Points, the player should also keep a grand total of all the Adventure
Points the character has earned over their lifetime . This is the character’s Total Adventure Points,

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and is recorded separately on the Character Record Sheet from the Current Adventure Points. The
character never reduces their Total Adventure Points. This total determines the character’s Status,
or fame.

Thomas Hammersmith has returned home from his most recent exploration of the
Darlington Mountains. He earned 1,200 Adventure Points for his venture into the unknown.
Before he embarked on his journey, Thomas had a total of 300 Current Adventure Points and
2,000 Total Adventure Points. Adding the 1,200 points he just earned to both totals, Thomas
now has 1,500 Current Adventure Points and 3,200 Total Adventure Points. If Thomas spends
500 Adventure Points to increase one of his Skill Ranks, his Current Adventure Points would
be reduced to 1,000, but his Total Adventure Points would remain unaltered at 3,200.
Tagging Skills
Next to the Skill slots on the character record sheet provided with this game is a series of
checkboxes. These are for tagging the Skills. Any time a character uses a Skill in a significant way,
the Gamemaster should allow the character to tag the Skill, and check one of the boxes. When the
Skill has been tagged a number of times equal to its current Rank plus one, the character may raise
the Rank of the Skill. See the next section for the process.
Significant use of a Skill involves contributing to the story or adventure in some way. Using
Melee Weapons to spar with a fellow adventurer is not significant. Using Melee Weapons to defend
the airship against a boarding attempt by sky pirates is significant.
The Gamemaster should not allow any one Skill to be tagged more than once in any given
scene. While the character may use Melee Weapons multiple times in repelling the pirates, only
one tag should be awarded. The character must find another fight to earn another tag for Melee
Weapons. If the character also uses Throwing Weapons in the scene, that Skill can earn its own
tag. The character thus gets two tags, but only one per Skill.
Core, Optional, and Free Skills all require tagging to advance. When a Skill’s Rank is raised,
all tags are cleared, and the process starts over from zero. Yes, this means that if a character only
needed to tag a Skill three times to raise its Rank, and tagged it four times, they lose the fourth
tag. Extra tags cannot be saved for the next Rank.

Spending Adventure Points


Characters may spend Adventure Points to improve their Attribute Values, Skill Ranks, buy
Karma points, and improve other abilities as explained in this section.

Improving Attribute Values


Characters may spend Adventure Points to improve their Attribute Values. The Adventure
Point cost for improving an Attribute Value increases for each additional point that the Attribute is
increased. For example, improving a character’s Strength Value by +1 costs 800 Adventure Points.
Improving it again by another point (+2 total) costs 1,300 Adventure Points. Consult the Attribute
Increase Table to determine the Adventure Point cost of improving an Attribute.
While improving Attribute Values may seem an expensive proposition, it’s definitely
worth considering. Improving an Attribute Value potentially increases the Attribute Step and the
characteristics associated with that Attribute. For example, increasing a character’s Strength value

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CHARACTER ADVANCEMENT

by +1 increases the character’s Carrying Capacity and may increase the character’s Strength Step,
increasing the effectiveness of the character’s Strength-based Skills and the damage they do in hand
to hand combat.
When improving Attribute Values, the following considerations and conditions must be taken
into account:

• No Attribute Value may be increased by more than +3 over the life of the character.
• Only one Attribute can be improved at a time.
• The character must complete a number of days of dedicated training equal to their
current Attribute Step, during which time they must be rested and in good health (not
suffering from any Current Damage or Wounds, except Blood Magic Damage).
• Attribute training costs money. Each day of training costs a character an average fee equal
to their current Attribute Step in shillings. At the Gamemaster’s discretion, this fee may
double or triple if the character wants private tuition.
• The character must have sufficient Current Adventure Points to pay the cost of the
Attribute Value increase (see the Attribute Increase Table).
• The character must wait for a number of weeks equal to the new Attribute Step before
they can improve the same or another Attribute. During that time, the character may
adventure, raise Skill Ranks, train for a new Tier, or perform other tasks.

Gwendolyn wants to increase her Dexterity Value. Her current Dexterity Value is 12,
which makes her Dexterity Step a 7, so she needs seven days of intensive training. The training
will cost her 7 shillings per day. For seven days of training, this totals 490 shillings. That’s 24
pounds 5 shillings, a fortune for someone of lower Social Level. Gwendolyn knows it’s worth
the money, so she pays it willingly.
This is the second time she has improved her Dexterity Value (a total of +2), so it
will cost her 1,300 Adventure Points. She subtracts this from her Current Adventure Points
total and adds +1 to her Dexterity Value. By increasing her Dexterity Value from 12 to 13, she
increases her Dexterity Step from 7 to 8, so she modifies her Skill Step Numbers as well.
Having improved her Dexterity, Gwendolyn now wants to improve her Strength. However,
before she can do this, she must first wait for eight weeks (her new Dexterity Step).
To avoid any confusion that might arise from changing an Attribute Value, the character’s
original Attribute Value should be noted on their Character Record Sheet, with the improved
Attribute Value recorded nearby (for example, in brackets beside the original value).

Attribute Increase Table


Attribute Increase Adventure Point Cost
+1 800
+2 1,300
+3 2,100
Improving Profession, Core, and Optional Skills
Characters can spend Adventure Points to add Ranks to their Profession Skill, or existing
Core or Optional Skills, or learn new Core or Optional Skills (by purchasing new Skills at Rank
1). Because Skill Ranks commonly add to an Attribute Step to determine the Step Number used
for making the Skill Test, a higher Rank translates into a higher level of ability with that Skill.

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A character’s Skill Rank can be increased,


or a new Skill bought, by meeting all of the
following conditions:
• The character must be rested and
in good health (not suffering any
Current Damage or Wounds, except
Blood Magic Damage).
• The character must have sufficient
Current Adventure Points to pay the
full cost of the new Skill Rank.
• Professional, Core, and Optional
Skills cannot achieve a Rank higher
than 15. Some magical treasures,
spells, or rituals can provide bonus
Ranks, bringing the total above
Rank 15. Regardless of whether
bonus Ranks are temporary or
permanent, the character determines
the Adventure Point cost to improve
their Skill Ranks without including
any bonuses.
• The Skill must have been tagged a
number of times equal to the Rank
that is sought. Thus, if the character
wants to raise their Melee Weapons
Skill from Rank 4 to Rank 5, they
must have tagged the Skill five times. This does not apply to learning new Skills, as a
Skill cannot be tagged until it has been learned.
• Raising an existing Skill may be done at the end of a scene, at the end of a session, or
at the end of a game day, at the discretion of the Gamemaster.
• New Core or Optional Skills must be available on the character Profession’s Core or
Optional Skill lists. See the next section for Free Skills, those not available as part of
the Profession.
• An open Skill slot must be available for the character to learn a new Skill.
• Learning a new Core or Optional Skill requires one week of training per Tier of the
Skill. Thus, learning a Core or Optional Skill available at the Novice Tier takes one
week, but learning a Core or Optional Skill not available until the Warden Tier requires
three weeks.
The Profession/Core/Optional Skill Rank Cost Table shows the Adventure Point cost to
increase a character’s Profession, Core, and Optional Skill Ranks. The character pays the Adventure
Point cost for each Rank increase, in consecutive order. For example, a character who intends
increasing a Skill from Rank 2 to Rank 4 must first pay the Adventure Point cost for Rank 3.
To find the Adventure Point cost of increasing a Skill to the next Rank, consult the character’s
Profession description to determine the Tier when it was learned; Novice (which includes Initiate),
Journeyman, Warden, or Master. Find the column on the Profession/Core/Optional Skill Rank
Cost Table for that Tier. In the Skill Rank column, find the new Rank you wish to purchase, then
read across that Rank row until you reach the appropriate Tier column. The number where the Tier
column and the Rank row intersect is the Adventure Point cost for that Skill Rank.

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Profession/Core/Optional Skill Rank Cost Table


Skill Rank Novice Journeyman Warden Master
1 100 200 300 500
2 200 300 500 800
3 300 500 800 1,300
4 500 800 1,300 2,100
5 800 1,300 2,100 3,400
6 1,300 2,100 3,400 5,500
7 2,100 3,400 5,500 8,900
8 3,400 5,500 8,900 14,400
9 5,500 8,900 14,400 23,300
10 8,900 14,400 23,300 37,700
11 14,400 23,300 37,700 61,000
12 23,300 37,700 61,000 98,700
13 37,700 61,000 98,700 159,700
14 61,000 98,700 159,700 258,400
15 98,700 159,700 258,400 418,100
Captain Danae Stockton, an elven Military Officer, wants to improve her Equestrian
Skill from Rank 3 to Rank 4. She has used her Equestrian Skill in combat quite a bit recently,
tagging it four times. Because she chose Equestrian as a Core Skill as a Novice, Danae’s player
reads down the Novice column until she gets to the Rank 4 row. The Adventure Point cost
listed for a Novice Skill at Rank 4 is 500. Danae spends 500 Adventure Points to gain the
new Rank. She subtracts the Adventure Points from her Current Adventure Point total, and
changes the Rank of Equestrian from 3 to 4. She then clears all tags on her Equestrian Skill,
so that she can start tracking the potential for advancement at her new Rank.
When a Skill is raised in Rank, its Step is recalculated, adding the new Rank to the
appropriate Attribute Step to determine the new Skill Step. This changes the Action Dice, which
will need to be re-entered on the character sheet.

Improving Free Skill Ranks


Free Skills are those learned from outside the character Profession, Skills that are not on
either the Core or Optional lists. Characters can spend Adventure Points to add Ranks to existing
Free Skills, or to learn new Free Skills (by purchasing Rank 1). Improving Free Skills differs from
Core and Optional Skills in the following ways:
• Characters cannot improve Free Skills beyond Rank 10.
• The character must have sufficient Current Adventure Points to pay the full cost of the
new Skill Rank (see the Free Skill Rank Cost Table).
• The Skill must have been tagged a number of times equal to the next Rank. New Skills
are, of course, exempt from this, as a character cannot tag a Skill that they have not
yet learned.
• A Free Skill can only be learned if the character is of the same or greater Tier as when
the Skill becomes generally available. The Skills chapter (pg.169) provides the availability
Tier for all Skills in the game. A Novice-Tier character cannot learn a Free Skill that is
only available to characters of the Journeyman Tier or higher.

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• Free Skills are purchased based on their Tier. While a character can, in theory, learn a
Free Skill at any point, the increased cost of more advanced Skills (Skills that grant
extra attacks, or increase damage) helps balance that open availability. The cost is
referenced the same way as it is for the Core or Optional Skill cost.
• An open Skill slot must be available for the character to learn a new Skill. Characters do
not have Free Skill slots available at Initiate, gaining their first Free Skill slots at Novice.
• Learning a new Free Skill requires one week of training per Tier of the Skill. Thus,
learning a Free Skill available at the Novice Tier takes one week, but learning a Free
Skill not available until the Warden Tier requires three weeks.
• See the Suggested Training Fee for Tier Advancement table under Advancing Tiers,
pg.268, for the payment due to the person teaching the new Free Skill per day of
training. No Social Level multiplier is required for Free Skills. The Gamemaster may or
may not require payment of this fee, based on the situation.

Free Skill Rank Cost Table


Skill Rank Novice Journeyman Warden Master
1 200 300 500 800
2 300 500 800 1300
3 500 800 1300 2100
4 800 1300 2100 3400
5 1,300 2100 3400 5500
6 2,100 3400 5500 8900
7 3,400 5500 8900 14,400
8 5,500 8900 14,400 23,300
9 8,900 14,400 23,300 37,700
10 14,400 23,300 37,700 61,000

Gaining Skill Slots


When a character improves the Rank of their Profession and Core Skills sufficiently, their
Professional Rank increases. This in turn increases the number of available Skill slots for the
character. When the character’s Professional Rank increases sufficiently, the character advances in
Tier, opening up new slots, and adding the Core and Optional Skill lists from the next Tier. See
Advancing Tiers, pg.268. Achieving a rise in Professional Rank requires the Profession Skill to be
of the minimum Rank or higher, and a specified number of Core Skills to also be of a minimum
Rank or higher. The following table shows the requirements for advancement in Professional Rank,
and the number of slots gained when the Professional Rank is increased.

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CHARACTER ADVANCEMENT

Profession Skill Slot Gain Table


Professional Min Rank # of Core Min Rank of Tier Core/Optional Free Slots
Rank of Profession Skills Core Skills Slots Gained Gained
Skill
1 1 3 1 Initiate 6 (Slots gained 4 (Slots gained
at character at character
creation) creation)
2 2 4 2 Novice 2 (Slots gained 2 (Slots gained
at Tier advance- at Tier advance-
ment*) ment*)
3 3 5 3 Novice 2 2
4 4 6 4 Novice 2 1
5 5 7 5 Journeyman 3 (Slots gained 3 (Slots gained
at Tier advance- at Tier advance-
ment*) ment*)
6 6 8 6 Journeyman 3 2
7 7 9 7 Journeyman 3 1
8 8 10 8 Journeyman 3 1
9 9 11 9 Warden 3 (Slots gained 3 (Slots gained
at Tier advance- at Tier advance-
ment*) ment*)
10 10 12 10 Warden 3 2
11 11 13 11 Warden 3 1
12 12 14 11 Warden 3 1
13 13 15 12 Master 2 (Slots gained 2 (Slots gained
at Tier advance- at Tier advance-
ment*) ment*)
14 14 16 12 Master 2 2
15 15 17 13 Master 2 1
*See Advancing Tiers, further in this chapter.

Durability
Durability is learned automatically when a character advances from Initiate to Novice, and
allows the character to increase their Death and Unconsciousness Ratings. Each Rank in Durability,
including the first, must be bought with Adventure Points. See the Profession/Core/Optional Skill
Rank Increase Table, and use the Novice column.
Durability advancement is subject to the following conditions:
• The character must be rested and in good health (not suffering any Current Damage or
Wounds, except Blood Magic Damage).
• The character must have sufficient Current Adventure Points to pay the cost of the
Durability increase.
• Durability cannot achieve a Rank higher than 15. Some magical treasures, spells, or
rituals can provide bonus Ranks, bringing the total above Rank 15. Regardless of whether
bonus Ranks are temporary or permanent, the character does not include bonuses when
determining the Adventure Point cost to improve their Durability.
• Raising Durability may be done at the end of a scene, at the end of a session, or at the
end of a game day, at the discretion of the Gamemaster.

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• The character must wait for a number of weeks equal to the new Durability value before
they can improve their Durability again. During that time, the character may adventure,
raise Skill Ranks, train for a new Tier, or perform other tasks.

When Durability is raised, the character does not calculate a Step. Instead, the player
adds their character’s current Toughness Step to their Unconsciousness Rating, and their current
Toughness Step x 1.2 (round down) to their Death Rating. Yes, it pays to raise the character’s
Toughness Step before buying another Rank in Durability. No, if the Toughness Step is raised, that
does not increase the effect of previously bought Ranks of Durability.

Otto Freundlich, an Explorer from Vienna, has been hard at work in the Gruv for
several months since his arrival, and has garnered enough progress in his Skill Ranks that he
can advance from the Initiate Tier to the Novice Tier. Otto’s player has also bought increases
to his Toughness Attribute twice, raising it from an 11 to a 13, which has increased his TOU
Step from 5 to 6. The Explorer spends a considerable amount of time and money on training.
Not only does Otto rise from Initiate to Novice, gaining two Core/Optional Skill slots
and two Free Skill Slots, he also gains the option to buy Durability. Having faced several
dangerous situations in which being a bit harder to kill would be useful, Otto purchases one
Rank in Durability immediately. His player spends 100 Adventure Points, and puts a “1” in
the Durability box on his character sheet. He then adds 6 points to Otto’s Unconsciousness
Rating, that being his current TOU Step, and adds 7 points to Otto’s Death Rating, that
being 1.2 times his current TOU Step. If he had not raised Otto’s TOU Attribute, Otto
would only have gained 5 points to his Unconsciousness Rating and 6 points to his Death
Rating. Otto must wait one week before he can raise his Durability again.
Learning New Spells
Magicians may spend Adventure Points to learn spells from other magicians, grimoires found
in ancient libraries, etc. The character makes a Spell Learning Test (see the Magic chapter, pg.333).
If successful, the character then spends the required Adventure Points to learn the spell. The cost
for the spell is based on the relative power level of the spell, as if it were a Skill advancing to Rank
5. The Spell Learning Cost Table below shows the AP cost for learning spells by Tier. This means

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that learning a Novice-Tier spell will cost the same as purchasing Rank 5 in a Novice-Tier Skill,
800 Adventure Points. Spells do not have Ranks, so only the equivalent Rank 5 cost has to be paid.

Spell Learning Cost Table


Spell Tier Novice Journeyman Warden Master
Spell Cost 800 1,300 2,100 3,400

Advancing Tiers
For a character to advance to the next Tier in their Profession, they must reach a minimum
level of ability at their current Tier, then seek out training. This enables characters to learn new
Skills and improve existing ones, and requires them to gain ability in their chosen profession
in order to advance in it. Advancement in Tier can also improve one or more of the character’s
Attributes, Defense Factors, or other characteristics, or grant other abilities. These improvements are
determined by the Profession and will vary from one to the next.

Tier Advancement Requirements


To advance to the next Tier, the character’s Professional Rank must be of a sufficient value.
The Tier Advancement Requirements Table shows the Professional Rank that must be achieved.

Tier Advancement Requirements Table


Tier Professional Rank
Novice 2
Journeyman 5
Warden 9
Master 13
Thus, to advance from Initiate to Novice, the character must have their Professional Rank
at 2 or better. To advance from Novice to Journeyman, the character must have their Professional
Rank at 5 or better.

Training Requirements
Once the character meets the requirements for advancement, they must locate someone
more advanced in the Profession, of at least the Tier the character seeks to achieve, and convince
this person to accept them for advanced training. This usually requires the payment of tuition or
similar fees. One week of uninterrupted training must follow. If the week is not completed, the
advancement attempt fails, and the character must wait a number of days equal to their Professional
Rank before trying again. The following table shows the suggested training fees, based on Tier. Take
the difference between the character’s Social Level and the trainer’s Social Level and increase it by
one, then multiply to obtain the final sum.

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Suggested Training Fee for Tier Advancement


Tier Fee per Day
Novice £1
Journeyman £4
Warden £9
Master £16
Fyvush Goldberg, a Brassman who has achieved some level of repute, wishes to advance
from the Novice Tier to the Journeyman Tier. His Professional Rank has reached 6, so he’s a
bit overdue. He seeks out a trainer, Ira Levin, a Journeyman Brassman of great repute. Fyvush’s
Social Level is 2, while Ira, a man of better standing, has a Social Level of 3. The Social
Level difference is 1, and is increased by 1, making a multiplier of 2. This means that Fyvush
will need to pay Ira the princely sum of £8 per day for a week, making a grand total of £56
for training. Fortunately, Fyvush has prepared for this, putting away a bit here, a bit there, and
has accumulated the necessary funds. He spends a week working with Ira, learning the deeper
secrets of his profession, and advances to the Journeyman Tier. This grants Fyvush access to
more Skills, more Skill slots, and the special abilities available to a Journeyman Brassman.
Skill Slot Gain
When the character advances in Tier, they gain a number of new Skill slots, similar to
advancing their Professional Rank. The following table shows the Skill Slots gained at each Tier.

Tier Advancement Skill Slot Gain


Tier Professional Rank Core/Optional Free
Required
Novice 2 2 2
Journeyman 5 3 3
Warden 9 3 3
Master 13 2 2
Advancing in Tier is the only way that characters gain slots for Free Skills. Core and Optional
Skill slots are gained at each advancement of the Professional Rank within a Tier.

Renown
Each adventure contributes to the tales of a character’s exploits. These stories spread, and
people will hear of the character’s deeds. A character’s Renown represents how hard or easy it is to
recognize a character by name or description. Reputation reflects the general populace’s opinion of
a character, for good or ill. Fame and infamy are two sides of the same coin. Renown is determined
by Tier, and Reputation affected by it, as shown on the Renown Table. Note that all characters have
Reputation and Renown, not just player characters.

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Renown Table
Tier Renown Reputation Interaction Notes and Benefits
Bonus
Novice 16 NA 0 Outside of those the character has directly interacted
with (including their training master, family, and close
friends), the general population remains oblivious to
the character’s exploits and have not yet heard their
name.
Journeyman 12 2 +1 Some tales of the character’s exploits are known,
and there’s a good chance they may be recognized
in larger towns and cities. Characters can use this to
their advantage, as they can receive reduced prices on
goods and services just for asking, and may be able
to request important favors more easily than lesser
characters.
Warden 9 4 +2 Nearly everyone has heard the name of the character,
as tales of their adventures are told across the land.
Many Warden characters maintain residences in or
near their favorite cities. Government officials and
other highly placed individuals sometimes court these
characters in the hope of convincing them to perform
dangerous tasks. When traveling, they often receive
offers of free lodging or other services from individu-
als eager to boast that the famous character stayed at
their inn, ate at their table, bought boots from them,
and so on.
Master 7 6 +3 The character is a living legend. Virtually everyone
knows of the character and their deeds, and more
people claim to have known, seen or adventured with
these characters than is possible.

Renown
Renown can be used as a base Target Number for Knowledge Skill Tests to see if someone
knows anything about the character in question. On a successful Test with an appropriate Skill,
the character’s name is recognized and some general information is gained about the character in
question. More successes can provide intricate or even obscure information about the character’s
exploits (see Using Knowledge Skills, pg.172). Renown can also be used as a Target Number for a
Perception Test for casual recognition, to see if someone knows who the character is upon seeing
them.
Difference in Social Level (SL) has an effect on these Tests. People pay more attention to
their betters than to their inferiors. Find the difference between the character’s SL and the target’s.
If the character’s SL is higher than the target’s, the character takes the difference as a penalty to
know who the person is or to know anything about them. If the character’s SL is lower than the
target’s, the character gains the difference as a bonus to recognize the target or to know their history.

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Reputation
A character’s Reputation is a bonus that can be used in Interaction Tests with those familiar
with the character’s exploits. Apply the bonus given on the Renown Table when making Interaction
Tests of this kind. Another character disguised as and acting like the character in question may be
able to gain the same bonus at the Gamemaster’s discretion.
Social Level again has an effect on the Test. Find the difference between the character’s Social
Level (SL) and the target’s. If the character’s SL is less than the target’s, the character takes the
difference as a penalty on the Interaction Test. If the character’s SL is greater than the target’s, the
character gains the difference as a bonus on the Interaction Test.

Infamous Reputation
A character’s reputation may not always be heroic. Characters can have a skeleton in a closet
or a dark spot in their history. If the character has a bad reputation in general, their Renown ceases
to be fame and becomes infamy. In some situations, this can cause trouble for the character. For
example, a known scoundrel is less likely to receive an advance on a payment, because people won’t
trust him. In those cases, the Gamemaster may reduce the Reputation bonus or turn it into a
penalty if appropriate.

The Price of Fame


Although a high Renown can afford benefits to a character, it often carries a price. People
expect heroic characters to act for the common good despite the personal risks. Consciously or
unconsciously, they believe that heroes should put their own interests and needs aside and work to
help them. Most villages and small towns will ask recognized characters for help in time of trouble.
Communities of this size may even seek them out to solve the residents’ personal problems. Though
characters often do act heroically (as most of them believe in the classic definition of a hero),
sometimes a character needs to act in their own best interests.
The conflict between personal interests and the interests of others can pose a dilemma for a
character who has achieved a certain level of recognition.

Adventuring Groups
The world of 1879 encourages groups of player characters to work together to solve problems.
The characters may come together through an outside force at first, formed into a group and
forced to work together for a specific purpose. Once that purpose is accomplished, they may
decide to continue to travel together for other reasons. At this point, the characters have become
an adventuring group.
Traveling with a group offers many advantages over solo exploring. The most obvious is
survival. By working together, the characters will have a better chance of living longer, healthier lives.

Group Renown
Much like individual characters, adventuring groups can earn Renown. Group Renown is
determined by the average of the Renown achieved by the members of the group. Legendary groups
receive the same benefits as legendary characters, but can also suffer the same drawbacks.

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1879 Players Guide

Equipment
“You’re packing light there, you sure that’s everything you need? Even a man of the bush
like me knows that your wits alone aren’t enough to keep you alive in the Gruv. That’s
what separates us from the beasts, after all.
Man stood up and made tools to fill in the gaps that flesh and bone left him with. Now,
let’s get you some goggles and a decent firearm.”
– Roger Thomas, Big Game Hunter

T echnology in the alternate world of 1879 is significantly advanced over


our world in the same era, for a variety of reasons already detailed. This section
covers what’s available, starting with money and standard gear, and moving on to
items unique to the game world.

Money and the Marketplace


Each nation has its own currency. The British pound sterling (£) dominates, because the
British Empire dominates. Sourcebooks for other nations will provide conversion tables for their
currency. For now, we will restrict ourselves to British money. You’ll be glad for that. Nobody
believed in decimal currency back in the day.
The British pound bought a lot more in those days. Compared to today’s currency, the pound
of 1879 was worth approximately 67 pounds in 2015 currency, which was approximately US$110
at the time this book was written. Item prices listed in this chapter may seem a bit low until you
consider that fact. The working class in the Victorian era generally got paid in shillings, not pounds.
You only really dealt in pounds for large transactions.
One pound is worth 20 shillings. One shilling is worth 12 pence (singular “penny”). One
penny is worth four farthings. Thus:

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Unit Abbreviation Qty


Pound £ 1
Shillings s 20
Pence d 240
Farthings none 960
Prices are written in £/s/d notation, with the left column(s) left off if the value is zero and
a dash in the right-hand column(s) to represent a zero value. Thus, a price of one pound, seven
shillings fivepence would be written £1/7/5, while a price of nine shillings would be written as
9/-. Prices in pence sometimes add the denomination for clarity, so a price of eight pence can be
written either as 8 or as 8d.
To further complicate matters, there’s a host of nicknames for the denominations, and a raft
of other coins in circulation. Also, prices for items intended for the upper classes (SL 4 and 5) are
quoted in guineas, a coin worth one pound one shilling that went out of circulation in the early part
of the century, but whose name remained for snob appeal. Shops, firms, and bespoke craftsmen
that cater to the upper crust assume that their customers can do the guineas-to-pounds conversion
in their heads.
The following table shows the money in circulation. Transactions over five pounds are
normally done in bank draughts (pronounced “drafts”), the equivalent of checks. Anyone who can
afford to spend that much on a transaction is well off enough and of high enough Social Level to
have a bank account.

Denomination Value Nickname Metal


Five pound note £5 Fiver Paper
Pound (paper) £1 Quid Paper
Pound (gold coin) £1 Sovereign, often slurred as sovran Gold
Half-Guinea 10/6 Hay-guinea Silver
Half-Sovereign 10/- Hay-sovran Silver
Crown 5/- None Silver
Half-crown 2/6 None Silver
Florin 2/- Two-bob bit Silver
Shilling 1/- Bob Silver
Sixpence 6d Tanner Silver
Groat 4d None (coin rarely seen, given out once a year as Silver
charity)
Threepence 3d Thruppence, thrupp’ny Silver
Half-Groat 2d Tuppence (coin rarely seen, only used by the Copper
poor)
Penny 1d Copper Copper
Halfpenny 1/2d Hay-p’ny Bronze
Farthing 1/4d Farden Bronze

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Item Characteristics
Sturdiness
All objects have three basic characteristics: Physical Defense, Mystic Defense, and Barrier
Rating. These determine, in order, how difficult it is to cause damage to the object by hitting it,
how difficult it is to enchant or magically damage the object, and how much damage the object
can take before it’s destroyed. Barrier Rating is also used to determine how much effort it takes to
break down a door, break through a wall, and so forth, as explained in the 1879 Gamemaster’s Guide.

Availability
An item’s Availability determines how hard the item is to find. Items from pre-1879 eras
may be available, but will generally cost more due to being out of place. For example, a Scottish
greatsword, or claymore, would have run about £3/15/- new in the previous century given the
conversion rate, but because it would be a specialty item in 1879, and probably purchased as an
antique or inherited rather than bought new, the price rises to £6/5. Carrying such an item would
mark one as an eccentric at best, and a Gei Gordon and possibly disloyal to Her Majesty at worst.
Careful consideration should be given to making items of previous eras available.
Items of advanced technology are possible, within the limits of the progress of the game
world. For example, a laptop computer is simply out of reach, but a pocket calculating machine that
performs a variety of mathematical operations, functioning by spring-driven clockwork, can be had
for an exorbitant fee. As a general rule, devices that do not cause or prevent damage can be located
with a Streetwise or professional Skill Test, while weaponry and protective devices require extended
effort using Streetwise or the appropriate fighting Skill. If a character has a connection with a
Brassman, an Engineer, or a Weird Scientist, the request for the device may be roleplayed. See the
Tools and Devices section later in this chapter for examples of available devices.
The Availability Ratings for goods and services are as follows:
Everyday goods can be found virtually everywhere - just head to the nearest shop to find them.
These are items that the average person uses to do their work every day, enjoy their pastime, or
consume to live on a day-to-day basis.
Average goods are still readily available, but might only be found on the high street on a
regular basis. They are not bought by everyone daily, but are usually not hard to find if you need
them, although purchase in rural areas might have to be planned ahead.
Unusual items tend to be found only in the high street shops of larger towns and cities, or
specialist craftsmen’s workshops. Regular folks either do not need them, or do not buy them more
than once in a lifetime.
Rare items are hard to find, even in the largest cities. People buying these items are usually
rich or in need of very special items – and adventurers are often in need of very special items.
Very Rare goods often require research to find a willing supplier. They are either very
exotic and from far away lands, or require custom (“bespoke”) work by a specialist craftsman, or
incorporate materials that are expensive and hard to find. One-off items, such as Weird Science
devices, fall into this category.
An item’s Availability is shown with its other characteristics. Availability Ratings usually
assume fairly standardized merchandise, items that are not limited to a certain home region and
that do not have any special physical properties. Under certain circumstances or for specific items,
the Availability may be adjusted for better or worse. For example, kaju katri might be a Rare food
in London, but when in Bombay or in a predominantly Indian district of a large city it might be

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of Average Availability. While a pistol is of Average Availability, one of a specific design might be
Rare in one place, while the designs made by the local gunsmith are more common.

Cost
An item’s Cost, the amount of money needed to purchase it, is expressed in pounds sterling,
as described above. Cheap items have their Cost listed in shillings and pence (#/#), or just pence
(#d). The Cost listed with each item is for a nondescript, standard item of its type in a place
appropriate to its Availability Rating. The Gamemaster should adjust the price if a character wants
to buy an item in a place where it is normally not readily available. For example, a Spencer repeating
rifle is an Unusual weapon with a Cost of £6, and is available at this price in most larger cities. If
a character wanted to buy it in a village and the Gamemaster decided it was indeed available there
because a local publican had a single such weapon he had taken in trade for a soldier’s bar tab,
the Cost could increase to double or even triple, because the publican could not re-acquire such a
weapon easily. Cost and Availability usually go hand-in-hand: Everyday items are cheap, Rare items
are expensive.
Races and Cost
Some races modify the Cost of an item due to their unique physique. Usually, this means
that such an item needs to be specially fitted for that race, except where made in an area where that
race is predominant, or if commissioned ahead of time to a craftsman familiar with that race’s needs.
For example, Trolls and Snarks require more material to cover their bodies, increasing the
Cost of their clothing and armor by 25%. Saurids pay a fitting fee when buying armor or clothing
from human merchants to accommodate their tail, increasing the Cost by 10%. If the armor or
clothing covers the tail instead of just providing a hole for it, that adds 25% to the cost. Humans
and Boojums attempting to buy clothing from a Saurid tailor can expect to pay half again as much
and have a few extra days’ wait while the tailor tries to figure out how to fit these people’s odd
physiognomy.

Size
Item Size is a characteristic commonly only found in weaponry. The physical make-up of
different races allows them to wield weapons of different dimensions. For example, trolls and snarks
can use larger weapons than humans, while dwarves have trouble with human-sized bows and pole
arms. The Weapon Size Restriction Table lists the weapon-wielding capabilities of each race. The
first column gives the Size range for weapons that members of a particular race can wield with
one hand; the second gives the Size range for weapons they can wield with two hands. Size is also
sometimes used as a factor in applying magical and non-magical abilities to weapons.

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Weapon Size Restriction Table


Race One-Handed Size Range Two-Handed Size Range
Dwarf 1–3 4–5*
Elf 1–3 4–6
Human 1–3 4–6
Saurid 1–3** 4–6
Snark 1–3 4–6
Troll 2–4 5–7
* Dwarves may only use up to Size 4 missile weapons as their short stature makes firing
larger weapons awkward.
** Saurid tail weapons have a Size Range of 1–2.

Weight
The Weight of items found in the tables within this chapter and elsewhere throughout 1879
products is expressed in pounds, if not denominated otherwise. Some items are measured in ounces
(“oz.”), while others are so light their Weight is negligible (“Neg.”). Weights given are for typical
items of their type, which usually assumes they are made for a human-sized person. Some items are
expressly made for or by other races and are larger or smaller, and therefore more or less heavy.
Races and Weight
Item entries assuming a human physique sometimes need to be modified to generate the
appropriate item for trolls, snarks, dwarves, and occasionally Saurids. While these races can use
many items designed for a human physique, they require more or less raw material to be used for
items such as clothing or armor. If made by a member of the race for their race, the item will be
more appropriately sized. For example, a troll can sit on a bench made by a human craftsman,
but if a troll craftsman made it to use in his home, the bench would be larger, sturdier, and more
comfortable for a troll. Items that carry a race’s name are already suited for that race and need not
be modified.
Trolls increase the Weight for items other than armor and weaponry by 25%, or 50% if the
item is intended to support the race’s full weight. Saurids increase the Weight of items that cover the
tail, such as clothing or armor, by 10%. Dwarves decrease the weight for armor and clothing by 25%.

Encumbrance
As noted in the Character Creation chapter, your character’s Strength determines how much
weight can be carried without overburdening and causing Fatigue. But what happens when your
character wants (or needs) to move more?
If a character is burdened with more than their carrying capacity, but less than 150% of their
carrying capacity, they can still move but their Movement Rate is halved, and they are considered
Harried until they drop the excess weight. The character takes 1 Strain every half hour of travel
while so burdened. If the character is carrying more than 150%, up to double their carrying capacity,
their Movement Rate, Physical Defense, and Mystic Defense are all reduced to 2, and they must
drop the excess weight if they want to do anything but move. The character takes 1 Strain every five
minutes while so burdened.
If a character is trying to lift more than double their carrying capacity, they must succeed
at a Strength Test. The Target Number for this Test is determined by subtracting the character’s

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Strength value from the minimum Strength value needed to lift the desired weight, then adding 6.
The character can lift the weight for 1 round per success, and takes 1 Strain per round. The character
cannot move while lifting this weight, nor make any Tests that require any kind of physical activity.

Weaponry
A wide variety of weaponry is available, grouped into four general categories corresponding to
the different Skill categories needed to properly wield them: melee, missile, throwing, and firearms.
This section will cover each of those in turn.

Repairing Damaged Weapons


Damage to a weapon is measured by reducing its Damage Step. If a weapon’s Damage is
reduced to zero, it is destroyed, and cannot be repaired. Damaged weapons that still have at least
one point of Damage Step remaining can be repaired. Repairs require one day for each point of
Damage Step lost. Repair costs are approximately 10 percent of the price for a new weapon of the
same type per Step repaired. Repairs can be performed by anyone using the Craft Weapon or Craft
Firearm Skill, as appropriate to the weapon type.

Weapon Statistics
Strength Minimum
Most weapons require a Minimum Strength Value to wield them without penalty in combat.
Characters who do not meet this requirement can still use the weapon, but are penalized for doing
so. A character who does not meet the Minimum Strength Value requirement for using a weapon
receives a -1 Step penalty to all Attack Tests with that weapon for every point of Strength value
lacking. Thus, a character with a Strength value of 9 attempting to use a weapon with a Minimum
Strength of 12 would be at -3 Steps to their Attack Tests. Let’s hope the character has a Skill in
the weapon. The human average Dexterity is 10, giving a Dexterity Step of 5. Without a Skill, they
will have very little chance, at Step 2, of being able to hit anything.

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Dexterity Minimum
Some weapons have a Minimum Dexterity Value, noted on the appropriate Weapons Table.
As with a weapon’s Strength Minimum above, characters who don’t meet this requirement can
still use the weapon, but are penalized for doing so. A character who does not meet the Minimum
Dexterity Value requirement for using a weapon receives a –1 Step penalty to all Attack Tests with
that weapon for every point of Dexterity they lack. Again, Skill Ranks can compensate for this, but
the character remains at a disadvantage.

Melee Weapons
Attached Weapons
Unless otherwise noted, weapons attached to a character’s body in one way or the other, such
as a spiked gauntlet, a boot with a spike, or the weapons Saurids often attach to their tails, are still
considered weapons and can be targeted as such by Spells, abilities, or Skills such as Disarm or
Riposte, but use Unarmed Combat or a Skill substituting for Unarmed Combat for Attack Tests.
Melee Weapon Descriptions
Battle Axe: The traditional weapon of Scandinavian warriors, the battle axe has a two- to four-
foot-long haft with a single bell-shaped blade.
Bayonet: A long-bladed knife designed to be attached to the end of a rifle. When detached,
treat a bayonet as a short sword. When attached, treat the rifle with bayonet as a spear (thrusting
only, not usable as a throwing weapon).
Broadsword: A broadsword has a blade approximately three feet long. The blade can be curved
or straight, with single or double edges.
Club: Any short piece of hard wood or stone, usually thinner at the handle end and thicker at
the business end, qualifies as a club. In some cases clubs are merely rough-hewn tree limbs. Most,
however, are a bit more finished and feature leather-wrapped handles. Wooden and stone clubs inflict
the same amount of damage.
Dagger: A dagger is a small, sharp-bladed weapon with a maximum blade length of twelve
inches. A weapon with a blade longer than this is considered to be a sword.
Flail: A flail consists of a wooden, leather-covered handle, two to four feet long, with a hinge
or a chain connected to one end. The other end of the chain connects to either a spiked metal ball,
a metal-spiked wooden rod, or a plain metal rod.
Hand Axe: Small and easy to use, this basic chopping instrument consists of a one to two-
foot-long handle with a single, flat, square- or bell-shaped blade at one end.
Knife: A knife is a small, sharp-bladed cutting tool with a blade of up to six inches in length.
Not all knives are meant to be weapons, but most can be used as such.
Kukhri: A long-bladed knife with a heavy blade bent at the midpoint, giving it a somewhat
boomerang-like shape, the kukhri is the traditional weapon of the Gurkhas, an ethnicity found in
Nepal and surrounding regions. The British Army has organized several units of Gurkhas, starting
with the Simoor Battalion in 1815, the latest being the 2nd Imperial Gurkhas recently posted to the
Gruv. Given the fearsome reputation of these Gurkha forces, the act of drawing a kukhri by anyone
who looks like they might be a Gurkha uses the mechanic for a Battle Shout Test, substituting the
Gurkhas’ Renown of 5 for the Skill Rank.
Lance: A specialized spear designed for fighting on horseback, the lance consists of an eight-
to twelve-foot-long wooden shaft, fitted with a metal or hardwood handle. A brace at the end of the
handle attaches the lance to the user’s armor or saddle. If the character is mounted, they effectively
wield the lance as if it were a Size 3 weapon (see Mounted Weapon Use, pg. 255), usually freeing

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up one hand to carry a shield for protection. A lance can be used on


foot, but due to the nature of its design and the length of the weapon,
it uses the properties of the longspear.
Long Spear: A five to eight-foot-long pole with a forward-pointing
blade on the end, the long spear is wielded with two hands. Like other
spears, long spears are treated as Size 3 weapons while mounted. Long spears
may be used as thrusting weapons, being particularly effective from the second
rank of a shield wall, as throwing weapons, and, in a pinch, as a quarterstaff.
Against cavalry, the long spear wielder braces the butt of the spear on the
ground, and aims the blade at the oncoming mount, using the charge’s
momentum against the attacker.
Mace: A mace is a club reinforced with a shaped-metal head.
Pole Arm: This catch-all term applies to any weapon with
a haft more than four feet long. This covers the glaive, the
guisarme, the bill-hook, and any other long-haft weapon with
a stone or metal blade at the end, not meant to be thrown,
but to be swung at an enemy further back than arm’s reach.
All types of pole arms do the same amount of damage, and
require two hands to wield. The price for pole arms varies
according to the blade configuration: the more elaborate the
blade, the greater the cost. Pole arms can be braced against
the ground in the same fashion as long spears during Charging Attacks if
the blade is formed appropriately.
Pole Axe: The pole axe is one of the deadliest hand-held weapons available. The
haft, usually about six feet long, holds a large single or double bell-shaped or rectangular
blade. This huge, heavy weapon requires two hands to use. Pole axes cannot be used to
deliver Charging Attacks with the same efficiency lances do. They are always used two-
handed.
Quarterstaff: Any weapon shaped like a pole and made from hardened wood qualifies
as a quarterstaff. Anywhere from three to six feet long, most quarterstaves are usually
plainly finished. However, characters with appropriate Artisan Skills sometimes decorate
them with elaborate carvings and even gems and precious metals. A quarterstaff makes an
excellent defensive weapon. The wielder adds +1 to their Physical Defense when using the
Defensive Stance (pg. 243) combat option.
Rapier: A slender-bladed sword made for thrusting attacks, the rapier is a popular
dueling weapon among the aristocracy. The blade has no or very little edge, with all the
work done with the point.
Saber: A sword with a medium length, slightly curved blade with a single edge
designed for being wielded from horseback. The hand guard tends to be large, protecting
the knuckles as well as the thumb and forefinger.
Sap: A sap is a leather pouch filled with stones or metal pellets. A character can
improvise a sap by filling a leather glove with pebbles. A sap is designed to help a character
knock out their opponent. If the character using the sap is employing the Attacking to
Stun combat option (pg. 242), they gain a +1 bonus to the Damage Test. If the character
makes a successful Called Shot (p. 242) with a sap while Attacking to Stun, and strikes
their opponent on an exposed area, such as the back of the neck or the temple, they gain
a +2 bonus to the Damage Test.
Short Sword: A short sword is a bladed weapon, two to three feet in length, usually
wielded one-handed. The blade can be curved or straight, with a single or double edge.

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Spear: This includes the assegai and iklwa. Often used as a throwing weapon, the spear may
also serve as a short three to five-foot-long pole arm in melee combat. Sometimes referred to as
a short-spear, spears are often used in conjunction with a shield. Spears are often used during
Charging Attacks where a lance is not available.
Spiked Mace: The spiked mace is a large club, like a mace, but with a spiked metal head.
Two-handed Sword: The largest bladed weapon available, a two-handed sword is just over four
feet long and balanced specifically for two-handed use. The double-edged blade can be curved, but
is most often straight. In Scotland, this weapon is called a claymore.
Warhammer: The warhammer has an oblong, metal head with a long spike protruding from
it. Any character using this weapon should keep in mind that changing the direction of the swing
once it has begun is nearly impossible.
Whip: Entangling weapon. A whip is a bundle of braided leather strips, thick at the handle end
and tapering at the tip. The whip handle is usually made of wood or bone. Whips allow a wielder to
entangle an opponent within 3 yards, as well as damaging him. The weapon’s Entangling Difficulty
is 9 (see Entangling Weapons, pg. 252).

Melee Weapons Table


Weapon Damage STR Min Size Cost Weight Availability
Step
Battle Axe 7 13 5 £3 6 Unusual
Bayonet See text 8 2 6/7 Average
Broadsword 5 12 3 £4 4 Average
Club 3 7 2 3/- 3 Average
Dagger 2 4 1 8d 1 Average
Flail 5 10** 3 £1/15 5 Unusual
Hand Axe 4 8 2 15/- 3 Average
Knife 1 3 1 3d 10oz Everyday
Kukhri 6 12 2 £1/12 3 Unusual
Lance 6 14 6 £7/10 10 Unusual
Long Spear 5 13 5 15/- 7 Average
Mace 4 13 3 £1/- 5 Unusual
Pole Arm 7 14 5 £5-£8/15 8-10 Unusual
Pole Axe 8 16 6 £7/10 10 Rare
Quarterstaff 4 6** 5 5/- 4 Average
Rapier 4 8 3 £1/12 4 Average
Saber 6 12 4 £2/5 Average
Sap 1 3** 1 3/- 2 Average
Short 4 8 2 £1/6 3 Average
Sword
Spear 4 9 3 9/- 3 Average
Spiked 6 13 4 £2/- 7 Unusual
Mace
Two-Handed 8 15 6 £6/5 7 Rare
Sword
Warhammer 7 15 5 £4/15 8 Rare
Whip 3* 7** 3 10/- 2 Average
* May be used to entangle an opponent up to 3 yards away
** A minimum Dexterity value of 7 is required to use a flail, quarterstaff, sap, or whip

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Missile Weapons
Projectile weapons divide into two categories, Missile and Firearms, based on the mechanism
of function. Bows, crossbows, and atlatls take a quite different set of Skills than muzzle-loaders,
breech-loaders, and repeating rifles. This section focuses on weapons that throw a projectile using
mechanical energy. Weapons that use chemical energy are discussed in Firearms, further along.
Missile Weapon Descriptions
Atlatl: Also known as a spear-thrower, the atlatl is a carved stick about the length of the
forearm with a curved bit or attached prong at the business end where the butt of the missile is
seated. The projectile itself is more of a javelin or overgrown arrow than a spear, with a thin shaft
and fletching for stabilization, generally about three feet long. The overhand arc of the atlatl uses the
principle of the lever to accelerate the missile tremendously. The base Damage Step of the weapon
reflects this armor-piercing capability. As well, the atlatl gains +3 Steps to its Damage Test per extra
success on the Attack test instead of the usual +2 Steps.
Blowgun: A blowgun is a one- to three-foot-long hollow tube of wood or metal used to fire
two-inch-long needles. The needles are usually made of metal, though wood, stone, and precious
gem needles also exist. The needles sometimes include fletching, and can be tipped with poison.
Heavy Crossbow: With a bow made of steel or laminated wood and horn, and a three-foot
stock, this weapon is easily the equivalent in size and stopping power of a Martini-Henry MkII.
The bolts range from a foot to a foot and a half in length, with shafts a half inch to three quarters
of an inch in thickness. The draw weight is far too great for anyone but a troll to cock the weapon
with a straight pull, so heavy crossbows have either a lever or a windlass for bringing the string back
to firing position. This takes a Standard Action. The customary tactic in using heavy crossbows in
defensive position is to have a front rank firing the crossbows, and a back rank winding and loading
them, similar to a tactic used with muzzle-loading rifles.
Horseman’s Bow: A double-recurve bow made of laminated horn, used primarily in the Far
East, the horseman’s bow has a higher draw weight than other bows of comparable size, giving it
more power. The grip is offset from the center, putting more of the bow above the grip than below,
so that the horseman doesn’t knock the bow against their mount while firing. Practice is required
to switch between a horseman’s bow and a footman’s bow, such as a longbow or short bow. The
Gamemaster may optionally impose a -1 Step penalty for use of an unfamiliar bow until a week of
practice has been put in.
Light Crossbow: This weapon consists of a bow mounted horizontally on a shaft of wood or
metal. A hook-and-trigger device built into the shaft holds the bowstring taut and releases it. The
shaft is twelve inches long, making the weapon small enough to conceal in a heavy cloak or coat
(as long as no one is looking closely). The weapon normally has a metal loop at the business end
for hooking over the toe of a boot, so that cocking the weapon can be done by bending over and
then straightening up while holding the string. This requires a Simple Action. The arrow, called a
bolt, is shorter and thicker than a regular arrow. Usually made from wood with a stone or metal
tip, bolts range from six to eight inches in length and have feather fletching.
Longbow: Longbows have a distinctive D shape, with the string not touching the limb
anywhere but the attachment point. A single piece of flexible wood forms the bow, which is fitted
with a bowstring of braided sinew or similar material that is connected to each end and pulled taut.
They make less noise when fired than recurve bows, and are lighter, although their length offsets
the ease of carrying them. Their draw weight tends to be high, resulting in considerable range and
striking power.
Medium Crossbow: The medium crossbow is a larger version of the light crossbow, with a
two-foot-long stock and twelve-inch bolts. Concealing the weapon under a long coat is not an option.

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Cocking may be done with a toe loop and a bend-and-straighten, or with a lever that pulls the string
back and drops it into place. Either requires a Standard Action.
Quiver: A typical quiver holds 40 arrows or 30 bolts. Most quivers are hard leather cylinders
or rectangles strapped over the bowman’s back like a backpack. Individuals from the taller races
often prefer to hook their quivers to their belts. Some quivers come equipped with a cover to
discourage others from stealing arrows.
Short Bow: The short bow, of similar design to the longbow, puts considerable power into a
small package. Its draw weight tends to be less, which reduces its range and stopping power.
Sling: This includes any hand-held weapon that flings small objects at speeds and distances
greater than the unaided arm can manage. Most slings consist of a strap of leather connected
to a pouch that holds the projectile, whirled around the head and then released. Rocks are most
commonly used as ammunition, though a sling can throw any small object. A sling volley can
be just as devastating as a short bow volley, and requires less investment in ammunition. Some
merchants sell metal balls to use with a sling, but most customers simply find them a waste of coin.

Missile Weapons Table


Damage Min Short Long
Weapon Step STR Range Range Range Cost Weight Availability
Atlatl 5 11* 3 2-40 41-80 4/- Unusual
Blowgun 1 3 1 2-8 9-16 2/- 10oz Unusual
Short bow 3 8 3 2-30 31-60 15/- 3 Average
Longbow 5 12* 5 2-50 51-100 £3/- 4 Average
Horseman’s 4 10* 3 2-40 41-70 £1/12 3 Average
Bow
Light 4 9 3 2-32 33-64 £2/10 5 Average
Crossbow
Medium 5 12 4 2-40 41-80 £5/- 7 Unusual
Crossbow
Heavy 6 12 5 2-50 51-100 £8/10 Unusual
Crossbow
Sling 2 5 2 2-20 21-40 3/- 1 Average
*A minimum Dexterity value of 13 is required to use an atlatl, horseman’s bow, or longbow.

Missile Ammunition
Weapon Cost Weight Availability
10 Atlatl Arrows 12/- 3 Rare
10 Blowgun needles 1/- 8oz Unusual
20 Arrows 5/- 2 Unusual
15 Light Bolts 15/- 3 Unusual
15 Medium Bolts £1/- 4 Unusual
15 Heavy Bolts £1/5 5 Unusual
Quiver 2/- 2 Unusual

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Throwing Weapons
This section covers any handheld weapon that leaves the hand in order to cause damage.
Throwing Weapon Descriptions
Bola: Entangling weapon. A bola is a leather strap fitted with two metal or stone weights
on either end. Some bolas have multiple straps, each tipped with weights and tied together in the
center. The straps range from one to three feet in length. The weights can be of any shape, and
many artisans carve them to look like animals. A bola can both entangle and damage a target; after
inflicting damage to the target, the bola may also entangle it. The weapon’s Entangling Difficulty is
9 (see Entangling Weapons, pg. 252).
Dagger: Technically a melee weapon, a dagger can also function as a throwing weapon. Range
and damage are restricted because daggers aren’t normally balanced for throwing.
Dart: Darts are any small, balanced throwing weapons less than six inches long. Some are
simply pointed metal rods, others are elaborate constructions of wood, stone, and precious gems
tipped with needle-sharp metal that can be dipped in poison. Many darts also have feathered
fletching.
Knife: A knife can also be used as a throwing weapon. Like the dagger, it’s balanced for use
as a hand-held weapon, and is not as effective when thrown.
Net: Entangling weapon. Nets are used to entangle an opponent, and can be as simple as a
large piece of cloth or as complex as a series of ropes tied together in elaborate patterns. A net can
be square or circular, and its size depends on what your character wants to capture. The weapon’s
Entangling Target Number is 12 (see Entangling Weapons, pg. 252).
Spear: This includes the assegai and iklwa. Often used as a throwing weapon, most spears are
three to five feet long and tipped with a stone or metal head. A spear can be thrown with one hand.
Throwing Axe: A throwing axe is the same size as a hand-axe, but is specifically designed and
balanced for throwing. It has either a single or double blade, usually smaller than the blade of a
hand-axe.
Throwing Knife: The throwing knife is a flatter, thinner version of a conventional knife,
specially balanced for throwing.

Throwing Weapons Table


Damage STR Short Long Availability
Weapon Step Min Size Range Range Cost Weight
Bola 3 6* 2 2-12 13-24 10 2 Average
Dagger 2 4 1 2-10 11-20 8cp 1 Average
Dart 1 4 1 2-18 19-36 3cp 8oz Average
Knife 1 3 1 2-8 9-16 3cp 10oz Everyday
Net - 4-8* 3-6 2-6 7-12 15 5 Average
Spear 4 9 3 2-10 11-20 9 3 Average
Throwing Axe 3 7 3 2-12 13-24 25 2 Average
Throwing Knife 2 4 1 2-16 17-32 2 12oz Average
* A minimum Dexterity value of 9 is required to use a bola or net.

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Firearms
Firearms share many of the same characteristics as other weapons. However, there are some
special rules for how they are handled compared to other weapons.
Capacity
This is the number of rounds the weapon holds in a single magazine. When empty, the
weapon needs to be reloaded, which can take either a Simple or Standard Action, depending on
the weapon type.
Damage
Because firearms are powered by gunpowder or other stored energy instead of the wielder’s
muscles, they do not add their Damage Step to the user’s Strength to determine the final Damage
step. The Damage Step listed is the weapon’s full Damage Step, which may be modified by different
types of ammunition where applicable.
Rate of Fire
This measures how quickly the gun can be discharged, reloaded, and prepared for the next
shot. The value is given in shots per combat round. A ROF of 1/2 means that the gun can be
fired every other round.
Strength Minimum
Firearms have two minimum Strength values. The first is the minimum Strength required
to fire the weapon on single-shot mode. The second is the minimum Strength required to fire the
weapon in repeating mode. If a particular fire mode is not available for a weapon, the minimum
Strength will be listed as “NA”.
Success Bonus
Normally, extra successes on an Attack Test result in a +2 Step bonus to the Damage Test
per success. Firearms may have a greater impact, resulting in a higher bonus. The Success Bonus
shows the increased stopping power of larger calibers and heavier powder loads.
Firearm Types
Pistol: A small to medium caliber gun meant to be held in one hand. Pistols are often carried
in a holster on the hip or at the shoulder, but may be kept anywhere they fit – in a bag, a coat
pocket, or wherever. Pistols lose accuracy rapidly over distance and are designed for close-range
combat.
Rifle: A long-barreled gun meant for targets at greater distance, the rifle gains its name from
the spiral grooves, or rifling, carved into the interior of the barrel. These spin the round as it
passes through, increasing the stability of the projectile and making it considerably more accurate
over distance. As an example, the Martini-Henry MkII rifle, the standard issue weapon for British
infantry, is sighted-in at 1200 yards, meaning that it can reasonably be expected to hit a target at
that distance in the hands of an expert marksman. In actual practice, the effective range of the rifle
is around 400 yards, which is still a considerable distance.
Carbine: A short-barreled rifle designed originally for cavalry use, the carbine has greater range
than a pistol but nothing like that of the long-barrel rifle. Most carbines have a loading and cocking
mechanism that allows for rapid fire.
Shotgun: A smooth-barrel weapon designed for two-handed use, the shotgun is the canister to
the rifle’s ball, spraying a cloud of pellets or other fragmented projectiles over a broad area. While

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lacking in accuracy and effectiveness over distance, at close range the shotgun can be devastating,
especially when fired against massed enemies, much like canister fired from artillery.
Machine Gun: Using belt-fed or drum-fed ammunition, the machine gun uses automatic fire to
put a considerable number of rounds into a target area very quickly. Not noted for their accuracy,
machine guns make up for this in a quantity-over-quality method. Light machine guns can be carried
and fired by a single person. Heavy machine guns are crew-served, requiring at least two people to
set up, load, and fire the weapon. The considerable heat of a machine gun may cause jamming. In
heavier versions, water cooling and other method of heat dissipation are used to help prevent this.
Machine guns are Automatic Fire weapons; see further down in this section.
Muzzle Loader: The gun must be charged from the business end, with powder, wadding, and
shot shoved down the barrel in a precise order. This requires a Standard Action, reducing the rate
of fire of muzzle loading weapons to every other combat round.
Breech Loader: The gun opens at the breech, or firing chamber, allowing a self-contained
cartridge to be inserted. Reloading a breech-loader is a Standard Action, restricting the gun to being
fired every other round.
Revolver: A pistol or rifle with a revolving cylinder that holds the ammunition. The cylinder
rotates with each shot fired, bringing a fresh round up to the firing position. The size of the
cylinder limits the number of rounds that a revolver may carry, usually six or eight. All revolvers are
Repeating weapons; see further down in this section.
Bolt-Action: A sliding bolt is worked to extract the spent cartridge and push a fresh cartridge
from a storage receptacle into the breech of the gun. This reloads the weapon quickly and simply
enough to allow firing the weapon every combat round.
Repeating: An improvement over bolt action, repeating firearms have a mechanism that ejects
the spent cartridge and loads a fresh cartridge. The gun may be fired repeatedly by simply pulling
the trigger without having to work any other part of the firearm, giving it the name. This design
allows two shots per combat round. Each shot receives a separate Attack Test, but the second shot
takes a -1 Step penalty due to recoil interfering with aim.
Automatic Fire: The gun is equipped with a mechanism that ejects the spent cartridge and
loads a fresh cartridge as part of the firing cycle, requiring no intervention on the part of the
operator and allowing continuous fire as long as the trigger is held down and the ammunition
supply lasts. This design allows firing multiple shots per combat round, based on the Firing Rate
of the weapon. Each shot can receive its own Attack Test, but this can be tedious. As a preferred
method, roll a single Attack Test and compare it to the Physical Defense of everyone in the line of
fire. Make a Damage Test for each character hit, as if struck with a single round, with bonus Steps
to the Damage Test for extra successes on the Attack Test as usual. Any rounds fired that are not
accounted for by successful Attack Tests can then be located with a single Scatter Test.
Firearm Descriptions
Heavy Carbine: The standard issue weapon of British cavalry, the heavy carbine is a solidly built
short-barrel rifle chambered for high caliber ammunition. While inaccurate at medium range and
virtually ineffective at long range, the heavy carbine, in massed formation, has proven devastatingly
effective at short range and in volley during a cavalry charge.
Heavy Machine Gun: The crew-served version of the machine gun, as described in Firearm
Types, above. HMGs require a minimum of two people to carry, set up, and operate. They may
require a water supply for cooling or other resources for support. See the descriptions of the
individual makes and models of HMG for more details.
Heavy Pistol: The heavy pistol may be a revolver with a rotating cylinder and a single barrel,
based on the design of Samuel Colt, or a pepperbox with multiple barrels, each with its own round.
While Hiram Maxim’s design for a blowback-operated automatic weapon has worked on the large

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scale (see the Machine Gun), no


inventor has yet perfected a method
of using the blowback design on
the small scale to produce an
automatic pistol. Heavy pistols
are sometimes chambered for rifle
ammunition, giving them more
range and stopping power, as in
the example of the howdah pistol,
a two or four barrel breech-loading
gun.
Light Carbine: A smaller,
more easily handled version of the carbine, primarily issued to skirmisher cavalry and chambered for
lower caliber ammunition, the light carbine has the same effective range as the heavy carbine but
less throw weight and thus less stopping power.
Light Machine Gun: An automatic weapon small enough to be carried and used by a strong
person, the LMG has reliability issues due to overheating. The gun needs to cool for one round
for each round it is fired to avoid this. For every consecutive round the gun is fired after the first,
make a Damage Test against the weapon’s own Damage Step, adding +1 Step to the Test per round
beginning with the second. Thus, on the third consecutive round the gun is fired, the Damage Test
is at +1 Step, as there is no Test on the first round, and the second round is at the base Damage
Step of the weapon. If this Test fails, the gun jams, and will not fire again until the wielder succeeds
in a Firearms Test against the Damage Step of the weapon. On a Rule of One result, the weapon
jams badly enough that a Craft Firearm Test and one hour of effort are needed to repair the damage.
Light Pistol: Often of the derringer style, which normally carries only a single round but may
have two barrels and thus two rounds, the light pistol is suited for close-in combat, self-defense, and
emergencies, and not useful in sustained action.
Medium Pistol: Effective at close and short ranges, like the heavy pistol the medium pistol
may be a revolver or a pepperbox.
Rifle: A two-handed long-barrel firearm previously described under Firearm Types above, the
rifle may be bolt action or repeating. Rifles issued for military use are typically fitted for attaching
a bayonet to the end of the barrel, allowing the gun to be used as a spear in close combat.
Shotgun: Described above in the Firearm Types section, the shotgun may be either breech
loading or pump action, the equivalent of bolt action but using a slide mounted under the barrel to
work the ejection and reloading mechanism instead of a bolt at the breech.
Sniper Rifle: A bolt action or repeating rifle with a longer barrel for greater accuracy at long
range, and chambered for a higher propellant load. Sniper Rifles have a higher recoil than regular
rifles, and so have a higher Strength minimum. They carry advanced sights, which may range from
flip-up sights to Vernier to telescopes, and may include wind gauges and spirit levels. The Attack
Test for a sniper rifle can gain a +1 Step bonus for each round spent taking aim, up to a maximum
of +3 Steps.
Ammunition Descriptions
Express Bullets: Also known as hollow-point ammunition, express bullets are drilled out or
cast with a cut-off tip and the interior hollowed out. This initially was intended to reduce the throw
weight and thus increase muzzle velocity. Testing and field use showed that the hollowed-out bullet
would mushroom, or expand and fragment, upon striking a target, doing considerably more damage
and being less likely to pass through. These rounds have been the subject of considerable debate
among warfaring nations, as some regard them as a violation of the Laws of War. Prussia, notably,

287
Firearms Table
Firearm Type Dmg STR Min Cpy RoF Short Range Long Range Size Wgt Cost Success
Bonus
Light Pistol 5 4/NA 1 or 2 1/2 5 30 1 2 13/2 +2
Medium Pistol (Breech) 6 8/NA 6 1/2 20 50 2 2 16/8 +3
Medium Pistol (Revolver) 6 8/NA 6 2* 20 50 2 2 £1/- +3
Heavy Pistol (Howdah) 8 14/NA 6 2** 30 100 3 3 £1/4 +4
Heavy Pistol (Revolver) 8 14/NA 6 2* 30 100 3 3 £1/6 +4
Light Carbine 7 5/10 5 1 60 200 4 4 £2/14 +3
Heavy Carbine 9 9/15 5 1 90 200 5 5 £3/2 +4
Bolt Action Rifle 9 10/NA 5 1 100 300 5 6 £2/12 +4
Repeating Rifle 9 8/NA 8 2* 100 300 5 6 £6 +4
Breech-loading Shotgun 11 12/NA 2 1/2 10 50 4 4 £11 +3
Pump-action Shotgun 11 12/NA 6 1 10 50 4 4 £17 +3
Light Machine Gun 8 NA/15 100 5 100 300 6 15 £30 +4
Heavy Machine Gun 10 NA/18 100 10 200 500 7 30 £120 +5
Bolt Action Sniper Rifle 11 10/NA 5 1 200 500 5 6 £14 +4

288
Repeating Sniper Rifle 11 10/NA 20 2* 200 500 5 6 £18 +4
*Repeating firearms take a 1 Step penalty on the Attack Test for the **The howdah pistol has two barrels and can deliver two shots in
EQUIPMENT

second shot in a combat round. one round, but takes one round to reload like any breech loader.
Chapter 11

has argued against the use of hollow-point rounds on this basis. The British Empire has not made a
formal declaration, but many command officers regard them as a violation of the Gentlemen’s Code,
and will not allow them to be issued to their forces. This has not stopped the British military from
producing these bullets at the arsenal in Dum Dum, outside Calcutta, giving rise to the nickname
of “dum-dum rounds”.

• Pistol: Add +1 Step to the Damage Step of the weapon, and +1 Step to the Damage
bonus for extra successes on the Attack Test. Increase Cost by 20%. Decrease Availability
by one stage, e.g., from Average to Unusual.
• Rifle: Add +2 Steps to the Damage Step of the weapon, and +1 Step to the Damage
bonus for extra successes on the Attack Test. Increase Cost by 20%. Decrease Availability
by one stage, e.g., from Average to Unusual.

Gehrlaus Ammunition: Also known as


Thunderbolt rounds or Gyrockets, these are
rocket-assisted rounds that increase the range of
the firearm. Currently only the British have the
knowledge to manufacture Gehrlaus rounds, and
they only do so in .577/.450 Boxer Henry and
.476 Enfield cartridges.

• Pistol: Heavy Pistol only. Add 50


yards to Short range and 100 yards to Medium and Long ranges. Pistols loaded with
Gehrlaus rounds can’t be used in melee, or fired at targets closer than 20 yards away.
Increase Cost by 30%. Decrease Availability by two stages, e.g., from Average to Rare.
• Rifle/Carbine: Any rifle; Heavy Carbine only. Add 100 yards to Short range, and 200
yards to Medium and Long ranges. Rifles loaded with Gehrlaus rounds can’t be fired at
targets closer than 30 yards away. Increase Cost by 30%. Decrease Availability by two
stages, e.g., from Average to Rare.

Firearms Accessories
Item Weight Weight
Cost (Pistol) (Pistol) Cost (Rifle) (Rifle)
Ammunition (Standard) £5/16 per 1000 1 per 30 £7/6 per 1000 1 per 20
11/7 per 100 14/7 per 100
Ammunition (Express) £7 per 1000 1 per 30 £7/14 per 1000 1 per 20
14/- per 100 15/5 per 100
Ammunition (Gehrlaus) £7/11 per 1000 1 per 30 £9/10 per 1000 1 per 20
18/3 per 100 19/- per 100
Bullet Mold** 7/4 1 £1/6/- 1
Wad Cutter** 1/5 0.5 1/5 0.5
Cap Extractor** 3/9 1 3/9 1
Bullet Seater** 2/4 1 2/10 1
Charger** 11d 2 11d 2
Brass Loading Tube** – -- 7/4 0.5
Telescopic Sight* – -- £5/2/- 1
* rifle only; reduce TN by -1 at Medium and Long Ranges
** all of these items are required for reloading ammunition or making new ammunition

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Heavy Guns and Military Weaponry


These weapons are too large for a single person to carry or operate. They’re found as
ship’s guns, artillery, and fortification emplacements. Thus, they have no Strength minimum. As
with Firearms, they do have a Capacity and a Damage Bonus, and their Damage Step is not
modified by the Attributes of the gunnery crew. They are not available individually, being sold in
manufacturing lots on contract, nor are they available to non-military customers without considerable
documentation of government approval. Prices range from hundreds of pounds for a single artillery
cannon to over sixteen thousand pounds for a single 15 inch ship’s main gun. Complete statistics
may be found in the Vehicles and Equipment sourcebook.
Heavy Gun Types
Cannon: A generic term for a large gun, rated in millimeters of muzzle diameter or pounds
of throw weight. For example, a 50mm cannon fires a projectile 50 millimeters in diameter, which
is just a hair short of two inches. This is large enough to carry an explosive or incendiary load, or
if given a steel jacket to be armor-piercing against vehicles. The projectile can weigh up to about
two pounds, based on the metal it’s made from and any modifications, such as being hollowed out
to carry explosives. A 7pdr cannon fires a seven pound ball, which measures about three and a half
inches in diameter. These guns may be muzzle or breech loading.
Naval Ordnance or Ship’s Gun: Cannon mounted aboard a ship, whether sailing, steam
powered, or Giffard, naval guns may be affixed to a swivel, mounted on a wheeled carriage known
as a truck, or emplaced in a turret. As a rule, naval cannon are breech loading so that they do not
have to be run back in between shots. The smaller guns, served by two crew and put on swivel
mountings at the bow and stern, are often referred to as chasers. The main guns may be on trucks
and in a row down the side of the ship for a volley called a broadside. In this case, they will be set
on a designated gun deck, with ready access to the powder stores and armored hatches covering the
gun ports when the weaponry is not in use. They may also be mounted in turrets on the deck, their
crews protected by armor. Prices for these weapons are in the thousands of pounds.
Artillery: Cannons mounted on wheels for deployment in the field, artillery may be drawn
by teams of draft animals, or by steam-powered tractors or other vehicles. Some experimentation
has been made with self-propelled artillery, where the gun is mounted in the cargo area of a steam
vehicle, able to fire whenever the vehicle stops, and move again immediately. Most field artillery is
still muzzle loading, being slowly replaced with breech loading guns as the cannon reach their end
of life. Given that there’s a large stock of muzzle-loading naval cannon in the shipyards removed
during the refits that replaced ship’s guns with breech loaders, available as replacement barrels for
field artillery, the conversion of field artillery to breech loading will take some years yet.
Depth Charge: Launched from the ship either by rolling it off the edge of the deck or by
catapult, the depth charge is a bomb triggered by a pressure sensor. When the depth charge sinks
far enough below the waves, it automatically detonates. Normally, these are preset to explode at
fifty feet of depth, putting them at the level of a submarine that has gotten close enough to the
surface to be a threat. A skilled gunner can adjust this in a single combat round, setting it anywhere
from thirty feet (the minimum depth allowed) up to two hundred feet. Depth charges above water
inflict two Step 25 Damage Tests on everyone and everything within fifty feet, with no Attack Test
required. Anything within range is automatically hit. Underwater, depth charges use the gunner’s
Skill for their Attack test, and do three Step 25 Damage Tests within fifty feet, two at 100 feet,
and one at 150 feet.
Torpedo: A bomb or missile designed for naval deployment, either at the surface of the water
or under it, the torpedo’s explosion damages the hull of the enemy vessel and, if well placed and
powerful enough, can trigger secondary explosions from the ship’s boiler or powder stores. The first

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torpedoes were of the spar type, essentially a limpet mine attached to a long pole and placed on
the target vessel by a submarine. CSS Hunley used a spar torpedo to great effect against the USS
Housatonic. The problem with a spar torpedo is ensuring that the vessel placing it is far enough
away to not get caught in the shock wave when the torpedo detonates, as explosions travel much
further under water. The self-propelled torpedo answers this problem by putting a small clockwork or
battery operated motor in the aft section of the casing, driving a screw or propeller. The torpedo is
armed and its motor switched on, then placed in the water and aimed at the enemy craft. Hopefully,
the engine will run long enough, the course will not be interfered with by currents or floating debris
or magic, and the torpedo will explode when it hits the enemy vessel. Attempts to build torpedoes
for aerial use have yet to succeed. Torpedoes use the gunner’s Skill for their Attack Test. They inflict
three Step 25 Damage Tests to anything directly in front of them when they detonate, and one Step
25 Damage Test to anything within 30 feet to the side or to the rear.
Heavy Gun Ammunition
Ball: Round shot, fired one at a time, usually made of cast iron. Ball shot is used predominantly
against fortifications and vehicles, but is also highly effective against massed formations such as
cavalry or infantry. When used against people or animals, for each extra success on the Attack Test,
ball shot continues through its target and strikes the next one in line, with the Success Bonus being
reduced by one success per target. Thus, a 3pdr cannon fired at advancing infantry that scored 3
successes on its Attack Test would hit the first soldier with a Damage Bonus of +4, the second with
a Damage Bonus of +2, and the third with no Damage Bonus.
Canister: A cylinder filled with smaller shot, canister has less effective range and less penetrating
power, but is more effective than ball shot against massed formations. Canister shot spreads out in
a 15 degree arc from the muzzle of the gun. The Attack Test is applied to everyone and everything
in the area of effect. If successful, the Gamemaster makes the appropriate Damage Test for the
cannon individually against each target.
Heavy Weapon Attributes
Heavy Weapons use the Firearms statistics with the following differences.
Damage: Cannons do so much damage that the Damage Rating for ball ammunition is given
in multiples of Step 25. For example, a 7pdr cannon that hits a target with a ball makes two Step
25 Damage Tests against the target. Canister ammunition applies its Damage Rating to everyone
and everything in the area of effect, providing the cannon’s Attack Test (using the gunner’s Skill)
defeats the target’s Physical Defense.
Rate of Fire (RoF): Two figures are given for guns, one for muzzle-loading and one for breech-
loading. For example, a 3pdr cannon has a RoF of 1/3 – 1/2. This means that a muzzle-loading
3pdr can fire every third combat round, while a breech-loading 3pdr can fire every other round.
Arc Radius: Half the width of the firing arc at each Range for canister shot, given in yards the
same as Range. Anyone or anything within that distance of a straight line from the muzzle of the
cannon has the cannon’s Attack Test compared to their Physical Defense.
Crew: How many people it takes to operate the weapon. For cannon, this will normally require
at least two, a loader and a firing officer.

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Cannon Table
Success
Caliber Damage Capacity RoF Range Arc Radius Cost Crew Bonus
3pdr (Ball) 25 1 1/3 - 1/2 200/400/600 N/A £140 5 +2
3pdr (Canister) 16 1 1/3 - 1/2 100/225/350 14/30/47 £140 5 +3
7pdr (Ball) 2x25 1 1/4 - 1/2 250/450/650 N/A £245 5 +2
7pdr (Canister) 24 1 1/4 - 1/2 100/275/450 14/37/61 £245 5 +3
9pdr (Ball) 4x25 1 1/5 - 1/3 400/800/1200 N/A £430 5 +3
9pdr (Canister) 32 1 1/5 - 1/3 100/300/500 14/41/68 £430 5 +4
12pdr (Ball) 8x25 1 1/6 - 1/3 500/1000/1500 N/A £750 5 +4
12pdr (Canister) 40 1 1/6 - 1/3 150/350/550 20/47/74 £750 5 +5

Armor & Shields


Combatants have used armor and shields to protect themselves from injury while engaged in
combat since before recorded history. Throughout Europe, reliance on personal armor went into a
sharp decline after Agincourt and did not recover for centuries. While Cromwell equipped his forces
with cuirasses that stopped a single musket ball, later weapons with greater accuracy and higher
muzzle velocity rendered those obsolete. The introduction of firearms that could punch through steel
plate put an end to the armored soldier until the invention of ballistic armor. Korean experiments in
the 1860s found that ten layers of cotton fabric could stop a bullet. The French captured examples
of the Korean vests, the British captured French copies, and the textile mills of Manchester began
turning Confederate cotton into more than millinery. Silk works as well as or better than cotton, but
is prohibitively expensive for general military issue. Armor in 1879 ranges from Samsut medieval-
style maille and plate, to the flak jackets of Terrestrial aviators, to the hide shields carried by Zulu
Tribal Warriors. This section defines the types of armor and provides their game statistics.

Living Armor
“Living” armor, made of materials that are still alive and must be maintained either by tending
them as living plants or with magical energy, is available in 1879 only from the Saurids or from
Weird Scientists who work with life, such as the Prometheans. This includes bark, fernweave, living
hide, and similar armors. The requirements for maintenance are noted in the armor’s description.
Some shields are also living armor. This notation is included to differentiate these shields from
normal shields for the purpose of creating and maintaining them.

Initiative Penalties
Some armor and shields are particularly encumbering and reduce the wearer’s Initiative. The
item’s Initiative Penalty is subtracted from the wearer’s base Initiative Step. Initiative penalties are
cumulative. A character wearing armor and using a shield incurs a penalty to their Initiative Step
equal to the combined Initiative Penalty for their armor and shield. A character cannot wear a set of
armor or carry a shield if doing so would reduce their base Initiative Step below 1.

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Helmets
Most armor comes with a helmet, made of the same material as the armor if possible, or
of a similarly protective material if not possible (some living armors do not allow helmets to be
formed). The character is free to wear the helmet or not. For simplicity, a helmet does not affect
the game statistics of the armor. At the Gamemaster’s discretion, a penalty may be applied to sight
or hearing based Perception Tests.

Shields
Some characters employ shields when engaged in melee combat, foregoing the use of both
hands in order to give them additional protection. A character using a shield is restricted to using
one-handed weapons only. Shields add a bonus to a character’s Physical or Mystic Defense when the
shield is used. The character must be actively using the shield to gain the bonus, not just carrying it
on their arm or slung over their back. The character gains this bonus only for attacks made against
them from the front or side. A character who has been Blindsided by an attacker loses the benefit
of the shield against that opponent until they are able to turn to face their opponent.

Repairing Damaged Armor


Damage to armor and shields is measured by reducing their Armor or Defense ratings. If all
of the ratings are reduced to 0, the item is destroyed and cannot be repaired. Damaged armor and
shields that still have ratings above zero can be repaired. Repairs require one day for each point of
Armor or Defense Rating lost by the armor or shield. Repair costs are approximately ten percent
of the price for a new item of the same type for each point repaired. Repairs can be performed by
anyone using the Craft Armor Skill.

Armor Descriptions
Ballistic Jacket: Made of multiple layers of cotton or silk, with each layer of fabric placed on
the bias to its neighbors (the weave running on the diagonal), ballistic jackets are standard issue for
British Empire military officers. Smaller ballistic vests, that cover only the torso and not the arms
or neck, can be had for those who wish to hide their armor under their clothing. Ballistic armor
reduces the Success Bonus of Firearms by 1 point, in addition to its Defense and Armor Ratings.
Chitin Armor: Carapaciers in the Saurid and Samsut cultures use a combination of solvents
and tools to reshape the outer shells of Concamerata into armor. In some cultures, respect is
gained by the wearer having killed the giant insectoid themselves, and lost if the armor was bought
or otherwise obtained without peril. Buying a suit of chitin armor will require considerable effort
just to locate it, and then extensive negotiation and possibly some form of deed to prove the buyer
worthy of the armor.
Fernweave: Living armor. Woven by the Saurids from deep-forest vines and herbs, fernweave is
living armor that must be watered once every three days. If the armor is not watered, the magical
properties of the herbs disappear, along with the Mystic Armor bonus this armor provides. Dormant
fernweave armor will revive if watered, even after a considerable lapse of time (centuries in some
cases). Watering fernweave consumes one day’s water ration.
Flak Jacket: Made of tough canvas or leather with metal plate inserts, the flak jacket protects
aviators from shrapnel. When properly fastened, it provides a little more benefit than leather armor
but not as much as hardened leather. A flak jacket covers the upper torso, arms, and neck.

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Hardened Leather: Made of leather that has been boiled (usually in wax) to be made considerably
harder than normal leather, this armor protects the character’s entire body.
Hide Armor: This armor is commonly made by sewing tanned animal hides to a normal suit
of leather armor. Hide armor retains the shape of the animal the hide came from, including its
paws and head, the latter which is often worn as a helmet. The paws cannot be used as weapons.
The Saurids, the Zulu, and other tribal peoples sometimes favor this sort of armor, especially if the
hide is that of a highly dangerous animal slain by the wearer.
Leather: This armor is made from one to three layers of soft leather. The thinner parts of the
armor provide freedom of movement for joints and limbs. Leather armor protects the character’s
entire body except for the forearms, and legs below the knee.
Maille: Made from interlocking metal rings, maille is flexible but slow to bend, which impedes
the character’s movement. Maille protects the character’s entire body, except the legs below the
knees.
Padded Cloth: Padded cloth armor comprises two layers of quilted raw cotton or silk. It
protects the character’s entire body except for the forearms and legs below the knee.
Padded Leather: Padded leather armor combines padded cloth with a covering of leather armor.
It protects the character’s entire body except for the forearms and legs below the knee.
Plate Armor: Plate armor is composed of fitted and jointed pieces of steel plate, with maille to
protect vulnerable gaps. Though the armor moves smoothly for such a massive and ungainly-looking
construct, the heaviness of the plate metal makes quick reaction almost impossible. Plate armor
protects the character’s entire body.
Ring Mail: Ring mail is leather armor reinforced with metal rings to deflect blows. It protects
the character’s entire body except for the legs below the knee.

Shield Descriptions
Body: Also known as a door shield, and consisting of a wooden frame completely sheathed
with metal, these tall shields protect the character from the neck to the shins and shoulder to
shoulder.
Buckler: This small shield straps to the character’s forearm. The character may fire a bow while
wearing a buckler, but cannot use a melee or throwing weapon with the shielded hand.
Ferndask: Living armor. A ferndask is a buckler made from vines and herbs, similar to
fernweave armor. The ferndask is living and must be watered once every three days or its magical
properties will disappear along with the shield’s Mystic Defense bonus. The magical herbs of a
ferndask become dormant when unwatered but can be revived. Watering the ferndask consumes half a
day’s water ration. A ferndask shield is denser and heavier than fernweave armor, and correspondingly
heavier than a conventional buckler. Because of the shield’s size, a bow can be employed while using
a ferndask in the same way as a buckler.
Footman’s Shield: A footman’s shield is made of wood and rimmed and reinforced with metal.
Properly used, a footman’s shield protects most of the character’s upper body and can also be used
to block some low blows.
Hide: The Zulu hide shield consists of a wooden oval frame, across which rawhide is stretched
while damp. As it dries, the hide shrinks, producing a taut surface like the head of a drum, but
strong enough to turn an assegai thrust. Zulu shields are painted according to the impi’s colors.
Rider’s Shield: A rider’s shield resembles a footman’s shield, but is specifically designed to
protect a mounted rider. Although it protects the rider, it does not protect the mount.

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Armor Table
Physical Mystic Initiative
Item Armor Armor Penalty Cost Weight Availability
Ballistic Jacket (Cotton) 6 0 1 £2/10 5 Average
Ballistic Jacket (Silk) 6 0 0 £8/6 3 Rare
Ballistic Vest (Cotton) 4 0 0 £1/16 4 Average
Ballistic Vest (Silk) 5 0 0 £6/12 2 Rare
Chitin Armor 8 3 3 £500+ 40 Very Rare
Fernweave 2 3 0 £125* 15 Very Rare
Flak Jacket 5 0 0 £6 8 Average
Hardened Leather 5 0 1 £4 20 Unusual
Hide Armor 5 1 1 £5 25 Unusual
Leather 3 0 0 £1 15 Unusual
Maille 7 0 3 £18 40 Unusual
Padded Cloth 2 0 0 13/- 5 Average
Padded Leather 4 0 0 £1/2 20 Average
Plate Armor 9 0 4 £300 60 Very Rare
Ring Mail 6 0 2 £18 30 Rare
* Fernweave price is for Terrestrials trying to purchase it from Saurids. Price for other Saurids
is £35.

Shield Table
Shield Physical Mystic Initiative Shatter
Defense Defense Penalty Threshold Cost Weight Availability
Body +3 +0 2 21 £5 15 Unusual
Buckler +1 +0 0 17 £1 3 Unusual
Ferndask +1 +2 1 16 £32* 5 Rare
Footman’s +2 0 1 19 £3 10 Unusual
Hide +2 +1 1 17 £1/7 6 Average
Rider’s +2 0 1 19 £2 8 Unusual
* The ferndask price is for Terrestrials trying to purchase it from Saurids. Price for other
Saurids is £12.

Healing and Enhancement


This section covers medications and medical potions, being the mundane and magical
approaches to healing respectively. Medications, also referred to as medicines and pharmaceuticals,
require the Chemistry Skill to create. They can be made by anyone capable of learning the Skill.
Potions require the Alchemy Skill. They can only be made by Shamans, Weird Scientists, and other
magicians who have the magical potential to learn Alchemy and practice it.
On Earth, medications can be had of any high street chemist, with patent cures and other
substances of doubtful effectiveness to be had from a wide variety of sources. On the Gruv,
medications may be found in shops at the more well established settlements, and obtained in a less
elegantly packaged form from Saurid healers and shamans. Not everything a shaman makes is of
a magical nature.

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On the Gruv, potions can be had of Saurid shamans, although they may take a bit of
convincing of the need for it, as they tend to be reluctant to use magic when mundane approaches
will suffice. Weird Scientists, such as those of the Newtonian school, may produce medical potions
either on request or in advance as items for sale. Locating such a person and paying their fee may
be an adventure in and of itself.

Healing Item Descriptions


Antitoxin: Antitoxin neutralizes the effects of poison for 8 hours. After being used, the character
does not suffer new ill effects from being poisoned, but any effects caused before the antitoxin was
taken remain. The antitoxin must be specific to the type of poison (paralysis, debilitating, damaging,
death) or it has no effect. If poisoned after taking the antitoxin, the character makes Tests to resist
the poison as normal.
Antivenin: Antivenin counteracts the effects of venom, or poison delivered by a creature, and
helps a character shake off the effects of the poison. It grants the character a new Resistance Test
and adds a Step bonus to any Tests the character makes to resist the effects of the poison for a
period of 4 hours. Antivenin serums are made for specific creatures and types of creatures, or for
specific types of venom (neurotoxic, hematotoxic, etc.). Venom types can be considered as Poison
Types for game purposes (paralysis, debilitating, damaging, death). See the following table for the
Step bonus according to the specificity.

Antivenin Specificity Table


Specific To Step Bonus
The actual creature +3
The general type of creature +1
The general type of venom 0
The antivenin must be
injected as close to the injury where
the poison entered the character’s On Earth, a number of plants, including a high
system as possible. If no injury percentage of those domesticated as food crops, produce
exists or if it cannot be identified, salicylic acid when attacked by caterpillars, aphids, or
the injection is made in the jugular other herbivorous insects. This acid, released into the
vein, on the side of the neck, to air, signals to nearby predatory insects and insectivorous
send the antivenin straight to the birds that a ready meal exists, drawing them to the plant
heart for dispersal throughout the and thus to its defense. Gardeners across the Empire
body. and in other nations have taken to adding an Aspirin
Aspirin: Salicylic acid, the tablet to their sprayers. By misting down their garden
active ingredient in willow bark with a dilute solution of acetylsalicylic acid, they sound
and meadowsweet which makes an alarm, and encourage Nature to take care of any pests
decoctions thereof useful as pain that might plague their crops via predation. Experiments
relievers and antipyretics, was in the Gruv, some of which, for safety reasons, should
synthesized a few years ago by the not be repeated, have proven that salicylic acid performs
Prussian firm Bayer and marketed a parallel signaling function in the new world. Those
under the trade name Aspirin. This currently taking Aspirin, or any decoction of willow bark
wonder drug has quickly won global or meadowsweet, are advised that the acid, released from
acceptance, and become a standard their skin as their sweat evaporates, may attract unwanted
part of the pharmacopeia. (The attention of a particularly substantial sort.

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name is a portmanteau of acetyl and Spirsäure, an old German name for salicylic acid derived from
the Latin Spiraea ulmaria, the genus and species of meadowsweet.) Bayer Aspirin and its imitators
may be found in every military medical kit and many civilian ones. A dose of aspirin eliminates one
point of Wound penalty for eight hours, and reduces fever during that time as well, eliminating one
point of PER and WIL penalty if the fever is inflicting any.
Booster Potion: Requires Alchemy. A booster potion improves the effectiveness of the
character’s healing processes, granting a +8 bonus to the next Recovery Test the character makes
within 24 hours.
Chlorodyne: A heady brew of laudanum, chloroform, and tincture of cannabis, chlorodyne is
sold over the counter at the high street chemist’s under a variety of brand names. The original, Dr.
J. Collis Browne’s formula, offered benefits including pain relief, sedation, and the treatment of
diarrhea. Peppermint is sometimes added for flavoring, and capsicum for relief of arthritis symptoms.
One dose (one spoonful) of chlorodyne relieves up to 3 points of Wound penalties for 6 hours,
but the patient takes a -1 Step penalty to all Perception, Willpower, and Dexterity Tests (and Tests
based on these Attributes) for the duration. The patient must make a Toughness (8) Test or fall
asleep for 4 hours.
Cure Disease Potion: Requires Alchemy. Made in either specific or generic versions, this
potion helps a character resist the effects of a disease they have caught. It grants the character a
new Resistance Test against the disease, and boosts the character’s immune system. For 24 hours,
the generic version of the potion grants a +3 Step bonus to any Tests made to resist the effects of
a disease, while the disease-specific version grants a +6 Step bonus. Thus, a Cure Disease Potion
would grant +3 Steps against cholera, but a Cure Cholera Potion would grant +6 Steps against
cholera (but no other disease).
Halt Illness Potion: Requires Alchemy. This potion slows the progress of diseases and illnesses.
Like the Cure Disease Potion, it comes in a generic version and a disease-specific version. Once
ingested, the generic version stops a disease’s progression for 4 hours, while the disease-specific
version lasts for 8 hours. Any effects caused before the potion was taken remain in effect. The illness
runs its normal course once the potion’s effects end. Halt Illness Potions are commonly used to
stabilize a patient while a cure is sought.
Healing Potion: Requires Alchemy. A healing potion automatically heals one Wound and
grants a +8 bonus to the character’s next Recovery Test within 24 hours. If the character has no
Recovery Tests left when ingesting the potion, they may choose to make an immediate Recovery
Test with a Step 8/2D6.
Laudanum: A decoction of opium in alcohol, laudanum is available at the high street chemist’s
over the counter. Its primary use is for sedation and pain relief, although it has been abused
recreationally to such an extent that buying more than one bottle can bring social disapproval. One
dose (one half fluid ounce) of laudanum relieves up to 2 points of Wound Penalty for 4 hours, but
requires a Toughness (7) Test to avoid sleeping for the duration. More than one dose of laudanum
in a 6 hour period incurs a -1 Step penalty to all Perception, Willpower, and Dexterity Tests and
Tests based on those Attributes.
Lionel’s Decoction: Discovered by Dr. Terrance Aylwin at New Wigan, and named after the
child who brought him the toadstools whose spores form the primary ingredient, Lionel’s Decoction
is a topical pain reliever good for burns and muscle aches. A character applying Lionel’s Decoction to
a burn twice in one day reduces the recovery time to a single Recovery Test. Applying the Decoction
to an overexerted limb reduces Strain damage by 2 on application, and reduces the healing time for
a Strained Limb or Sprain by 1 day. No more than 2 applications may be made in a day. For each
application after the second, make a Poison (12) Test against the character’s Toughness. If successful,
the character takes Step 4 damage and suffers vivid, frightening hallucinations for an hour.

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Megan’s Elixir: Another product of Dr. Aylwin’s research, and again named after the child
who brought him the flowers that are distilled to make the medication, Megan’s Elixir is a cough
suppressant with some antihistamine effects specific to the Gruv. Taken three times a day, the Elixir
removes up to two -1 Step Attribute Penalties due to cold or respiratory illness, and suppresses the
effect of allergens such as pollen by 2 Steps.
Penicillin: An extract of the penicillium mold discovered by John Tyndall in 1875, penicillin
can be injected or applied topically as a powder. The injected version treats systemic infections,
such as staph and strep, granting a +4 Step bonus to a new Resistance Test against the disease.
Additional injections add a cumulative +2 Steps to the Resistance Test, and allow a new Test after
each injection. A maximum of three injections may be given in one day, with 8 hours’ time in
between them. Exceeding this dose causes diarrhea, nausea, and whole-body rash, and requires the
patient to make a Toughness (12) Test. Failing this Test costs the patient the permanent loss of
one point of either Perception or Willpower due to neurotoxicity. Powdered penicillin is dusted into
wounds after cleansing but before closure, to prevent infection. Applying the powder grants a +6
Step bonus to Resistance Tests to avoid infection.
Wound Salve: Requires Alchemy. A wound salve closes up and heals any Wound to which it
is applied. Using wound salve costs the character one of their Recovery Tests. If the character has
no Recovery Tests available, then the salve has no effect.

Healing Aid Table


Item Cost Weight Availability
Antitoxin (Paralysis) £5 2 Unusual
Antitoxin (Debilitating) £6/8 2 Unusual
Antitoxin (Damaging) £6 2 Unusual
Antitoxin (Death) £8 2 Unusual
Antivenin (Creature type) £2 1 Unusual
Antivenin (Specific creature) £2/10 1 Rare
Antivenin (Venom type) £1/9 1 Unusual
Aspirin (25 doses, 2 tablets per) 1/8 1 Common
Booster Potion £8 2 Rare
Chlorodyne (20 doses, 1 spoonful per) 2/5 1 Unusual
Cure Disease Potion (Generic) £25 2 Rare
Cure Disease Potion (Specific) £30 2 Rare
Halt Illness Potion (Generic) £5 1 Rare
Halt Illness Potion (Specific) £8 1 Rare
Healing Potion £15 2 Rare
Laudanum (10 oz bottle) 1/8 1 Unusual
Lionel’s Decoction (6 doses) 1/2 Neg Everyday
Megan’s Elixir (12 doses) 9d Neg Everyday
Penicillin (1 injection) 1/5 Neg Unusual
Penicillin (powder, 1 dose) 1/2 Neg Unusual
Wound Salve £10 1 Rare

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Adventuring Gear
This section describes and provides statistics for the kit that an explorer, adventurer, Dodger,
or other player character type is likely to need in the course of their day.

Equipment Descriptions
Adventuring Kit: The adventuring equipment package deal includes basic equipment most
adventurers can reasonably expect to need and use, and offers players a simple method of buying
adventuring equipment for their characters. Included are a backpack, a bedroll, a tinderbox with flint
and steel, 2 candles or torches, a canteen or waterskin, and a sack or belt pouch.
Alchemist’s Kit: This portable alchemy lab is used by traveling alchemists and fits into a
case the size of a backpack. It contains the absolute minimum of equipment required to perform
alchemical tasks. Characters using an alchemist’s kit suffer a –3 penalty to their Alchemy Tests due
to lack of a proper laboratory.
Alchemist’s Shop: A complete alchemy lab containing glassware, mortars, jars, gas burners,
crucibles and the like, for use with the Alchemy Skill. An alchemist’s shop is not portable because
of all of the bulky and delicate apparatus involved.
Artisan Tools: The tools required for characters to perform their Artisan Skills. These are
adequate to carry out simple work related to the character’s Artisan Skill. For more intricate tasks,
the character will usually require a more complete set of tools, costing five or more times that given.
The cost of these tools does not include any materials that may be required.
Backpack: Usually made from leather or burlap, a standard backpack can hold approximately
50 pounds of goods.
Bedroll: Bedding and a blanket slim enough to be rolled up and tied for carrying. Adventurers,
soldiers, and other travelers use them to sleep in an impromptu fashion on the road. Each bedroll
accommodates one person.
Belt Pouch: A small leather or cloth bag either tied to one’s belt or with loops to thread the
belt through, the belt pouch typically holds approximately 5 pounds of goods.
Blanket: A thick blanket of wool or similar fabric. Standard gear for travel in cold, mountainous
terrain.
Candle: A wax cylinder with a wick in its center and a clay or metal plate to hold the melting
wax. The standard light source for home use, a candle illuminates a 3-yard radius.
Canteen / Water Skin / Wine Skin: A leather pouch or rigid flat bottle with a constricted
bottleneck useful for holding liquids. A typical canteen or waterskin holds enough water for one day.
A typical wineskin holds the equivalent of one bottle of wine. The weight shown on the Adventuring
Equipment Table is for a full canteen.
Chain: A 10-foot length of chain that can be used for binding and capturing as well as
climbing. Trolls may substitute the heavy version for hawser (ship’s rope) to assist them when
climbing. If used to bind someone, light chain can be broken with a successful Strength (11) Test;
heavy chain with a successful Strength (14) Test. A bound character is considered Harried for this
test.
Climbing Kit: Comes with all the tools necessary for climbing – grappling hook, 100 feet of
rope capable of supporting 600 pounds, pitons, and a hammer.
Craftsman Tools: A catch-all for the tools necessary to use the various Craftsman Skills. Prices
may vary according to the specific craft practiced.

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Crampons: Metal cleats that fasten to the bottom of boots and provide extra traction, used
since Roman times by mountain climbers and the military. Attaching a set of crampons to one’s
boots grants a +1 Step bonus on Climbing Tests.
Disguise Kit: A box filled with makeup, hair dye, cheap accessories, and clothing useful for
creating disguises. Essential for using the Disguise Skill.
Fishing Kit: Comes with all the tools necessary for fishing - 10 fish hooks, fishing net, fishing
rod, bait jar. Used in conjunction with the Wilderness Survival Skill.
Flint and Steel: A piece of flint and a short length of rough-surfaced steel that, when struck
forcefully together, create sparks for starting fires. Used to light tinder to create campfires and to
ignite torches. Normally kept in a tinderbox with a bit of dry flammable wood that shavings can be
taken from to provide fire-starting materials.
Fountain Pen: A writing instrument with an internal ink reservoir and a steel nib, common
since the 1850s. Several pages of manuscript may be produced with a fountain pen before it needs
refilling, as opposed to the antiquated quill or dip pen, which must be dipped in the inkwell every
third or fourth word.
Grappling Hook: A hook, sometimes with multiple prongs, with an eye for attachment to
a length of chain or rope. The grappling hook is used to secure a rope or chain for climbing.
Grappling hooks can be thrown by making a Throwing Weapons Test against a Target Number
determined by the Gamemaster (usually 7). The character must use the Called Shot combat option
to hit the intended location.
Healing Kit: A healing kit comes in a small shoulder bag and contains bandages, salves, a
needle and cotton thread, and disinfectant that can speed recovery from injury. A character treated
for at least ten minutes with a healing kit gains a +1 bonus to their next Recovery Test. Each healing
kit contains enough supplies for three applications. A three-application refill can be purchased
separately but requires the basic components of a healing kit to be useful. Terrestrial-made healing
kits are normally in canvas bags with the flap made of white canvas and marked with a large red
cross.
Iron Pot: The iron pot is commonly used by adventurers who hunt to create stews from
smaller game. Many Europeans use a covered iron pot, called a Dutch oven, as standard camping
equipment, both for wilderness travel and for recreational camping.
Lantern: Lanterns are used for light by the ordinary inhabitants of cities and towns as well as
by adventurers. A hooded lantern illuminates a 10-yard-radius area. A bull’s-eye lantern focuses the
light into a 2-yard-wide beam that extends to 20 yards. Most lanterns burn oil, but some have a
battery and a carbon-arc to provide illumination equivalent to a bulls’s-eye lantern, but extending
out to 50 yards.
Map and Scroll Case: A capped tube used for storing rolled pieces of paper or parchment.
When capped, the case is water resistant, but not necessarily watertight.
Musical Instrument: Musical instruments for use with the Entertainer Skill.
Navigation Charts: A map and scroll case with a basic chart of the stars. Required to use the
Navigation Skill.
Oil Flask: Each flask holds enough oil to fuel a lantern for eight hours.
Paper/Parchment: A prepared sheet of paper or vellum suitable for writing on. Blank books
made of paper, pre-bound, are readily available in larger cities and at railway stations in the W.H.
Smith’s kiosk. Blank books made of vellum must be ordered at bespoke stationers’.
Physician’s Kit: A Gladstone bag or similar carrier filled with tools for diagnosing illness,
as well as unguents, salves, and specialized components to treat more serious injuries. A basic
physician’s kit can be used three times before its consumable supplies are exhausted. A three-
application refill can be purchased, but requires the tools from the basic kit to be useful. A
physician’s kit is required to use the Physician Skill.

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Quill Pen: A feather with a specially shaped tip. When dipped in a vial of ink, it draws the
liquid in, and leaves a trail when drawn across a piece of paper or parchment. A common tool for
magicians who prefer older writing tools.
Rope: Cordage made of hemp, sisal, or other fibers is a common item throughout the world,
found in ships’ rigging, climbing gear, and occasionally used for binding captives. For the sake of
simplicity, rope is divided into line, cable, and hawser, being successively thicker and stronger types.
Line used to bind someone can be broken with a successful Strength (8) Test. Cable and hawser are
too large to use for binding anyone smaller than a troll, but require a Strength (12) and Strength
(16) Test respectively. A bound character is considered Harried for this Test.
Sack: Made of burlap or heavy cloth, a sack holds approximately 30 pounds of goods.
Tent: A simple canvas shelter large enough to accommodate two human-sized characters.
Larger individuals can be accommodated at an increased price. See Races and Cost at the beginning
of this chapter.
Thieves’ Picks and Tools: A set of these specialist tools is required for a character to make
use of the Lock Picking Skill.
Torch: A wooden rod with its tip wrapped with an oil soaked rag. It can be lit by the spark
from a flint and steel and typically burns for around an hour. A torch illuminates a 10 yard radius.
Unlit, it can be used as a club in melee combat, but is treated as an improvised weapon (see
Improvised Melee Weapons, pg.250). A lit torch may also set flammable targets such as dry straw
or cloth alight.
Whetstone: A tool for sharpening and maintaining weapons.
Writing Ink: Black ink for writing. Each vial contains enough ink to write eight to ten pages
of information. Dyed inks of other colors are harder to find. Increase the Availability Rating by one
level and raise the price to double or more.
Writing Kit: Comes with all the tools necessary for writing – inkwell, blotter, pouch of fine
sand, pen knife or eyedropper, and three quills or one fountain pen.

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Adventuring Equipment Table


Item Cost Weight Availability
Adventuring Kit 15/- 14 Average
Adventuring Kit with Tent £2/- 34 Average
Alchemist’s Kit £25/- 15 Rare
Alchemist’s Shop £100 NA Rare
Artisan Tools: Carving 15/- 3 Average
Artisan Tools: Embroidery/Sewing £1/5 1 Average
Artisan Tools: Forge £5/- 20 Unusual
Artisan Tools: Painting £2/5 2 Average
Artisan Tools: Sculpting £1/10 3 Average
Backpack 5/- 3 Average
Bedroll 5/- 4 Average
Belt Pouch 8d 1 Everyday
Blanket 1/3 2 Everyday
Candle 3d 4oz Everyday
Canteen / Water or Wine Skin 2/- 4 Everyday
Chain: Heavy (10ft) £2/10 9 Average
Chain: Light (10ft) 10/- 6 Average
Chalk (5 pieces) 3d 4oz Everyday
Climbing Kit £1/16 19 Average
Craftsman Tools £1/5 5 Average
Crampons 12/- 2 Unusual
Disguise Kit £2/10 6 Average
Fishing Kit £1/- 14 Average
Fishing Net (30 sq ft) 15/- 10 Average
Flint and Steel 1/- 8oz Everyday
Grappling Hook 10/- 5 Average
Healing Kit: Basic (3 applications) £3/15 5 Unusual
Healing Kit: Refill (3 applications) £2/10 Neg. Unusual
Iron Pot £1/- 8 Average
Lantern: Hooded 9/- 3 Average
Lantern: Bull’s-eye £1/7 3 Average
Lantern: Carbon-Arc £4/5 5 Unusual
Map or Scroll Case 8d 1 Average
Musical Instrument: Drum 7/- 5 Average
Musical Instrument: Flute 2/- 2 Average
Musical Instrument: Horn £3/10 7 Average
Musical Instrument: Lute or Guitar £2/5 6 Unusual
Musical Instrument: Whistle 2d 1 Everyday
Navigation Charts 15/- 2 Average
Oil Flask 6/- 1 Everyday
Paper (sheet) 1d Neg. Everyday
Paper (blank book) 8/- Neg. Everyday
Parchment (sheet) 7d Neg. Unusual
Parchment (blank book) £2/16 Neg. Unusual
Physician’s Kit: Basic (3 applications) £2/10 3 Average

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Item Cost Weight Availability


Physician’s Kit: Refill (3 applications) £1/5 1 Average
Pen: Fountain 6/- Neg. Average
Pen: Quill 2d Neg. Unusual
Rope, Line (per yard) 2/- 1 Average
Rope, Cable (per yard) 3/- 1.5 Average
Rope, Hawser (per yard) 4/- 2 Average
Sack 8d 2 Everyday
Tent £1/10 20 Average
Thieves’ Picks and Tools £5/- 1 Unusual
Torch 5d 1 Average
Whetstone 2d 1 Everyday
Writing Ink (per vial) 10/- 8oz Everyday
Writing Kit £1/3 2 Everyday

Chatelaines
While belt pouches and bags are certainly known and used, for women in need of tools close
at hand the chatelaine provides a better, quicker alternative.
Chatelaines start with a medallion with a metal tongue that hooks over the belt or waistband,
though sometimes the piece is more brooch-like with a pin on the back for attachment to garments.
In either case, the medallion has metal eyes or loops from which chains depend. The ends of the
chains attach to the tools. Usually the chains, up to about 12 inches long, vary in length in order
to keep the tools from banging together, and to provide quick retrieval of the right object.
Chatelaines are produced by many companies, including high fashion jewelers such as Tiffany,
as well as more common quality from local producers. They can be made of valuable metals and
ornate to the point of being gaudy, or simple, utilitarian, and made from base metal. Some might
have only a single attachment, but more commonly two or three are included, and five tools are
not uncommon. Some women even have more than one chatelaine to wear for different occasions.
Each woman tailors her attachments based on her needs, so a lady who writes often will have
a pencil, a seamstress will have a needle case, a doctor will have a medicinal flask. The possibilities
are endless, but here are a few suggested attachments to choose from when creating characters.

Chatelaine Item Table


Item Cost Weight Availability Notes
Chatelaine (medallion and 10/- 12 oz Everyday Number of chains for items varies from 1-7,
chains) usually.
Calling Card Case 2/- 2 oz Unusual Only found in finer shops.
Case (empty) 1/- 2 oz Everyday Small, empty box for general use.
Coin Purse 6d 2 oz Everyday Holds 10-12 coins.
Compact 2/- 3 oz Average Holds cosmetics.
Compass (Drawing) 4/6 3 oz Unusual A metal implement for making circles and
arcs.
Compass (Magnetic) 12/- 4 oz Unusual Navigational aid.
Dance Card 2/- 2 oz Unusual Thin sheets of celluloid or ivory.
Flask 2/- 2 oz Everyday Metal or glass container for liquids. Holds
2 ounces.

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Item Cost Weight Availability Notes


Handkerchief Holder 2/- 2 oz Average Metal cases to keep handkerchiefs clean and
tidy.
Keys 6d 1 oz Everyday A single key or a ring holding a few.
Knife (folding or pen) 3/6 2 oz Everyday Different blade shapes and sharpness avail-
able.
Loupe 7/6 1 oz Average Small magnification device.
Lucky Charms 6d 1 oz Everyday Cost and weight can vary considerably.
Magnifying Glass 10/- 4 oz Unusual Different magnifications and lens quality at
different costs.
Mirror 8/6 4 oz Average Normally with a flip-up or swing-aside cover
to protect from scratches.
Needle Case 6d 1 oz Everyday Velvet lined, for sewing needles.
Notepad 1/- 2 oz Everyday Celluloid or paper pages.
Pencil 6d 1 oz Everyday Replaceable wood or refillable mechanical.
Perfume Bottle 3/6 2 oz Unusual Holds 2 ounces of perfume. Perfume cost
not included.
Pin Cushion 6d 1 oz Everyday Often with an emery puff attached.
Postage Stamp Case 6d 1 oz Average Holds a dozen stamps.
Rouge Pot 3/6 2 oz Unusual Refillable cosmetic holder.
Scissors 4/- 2 oz Everyday Folding scissors, with or without case.
Snuff Box 2/- 2 oz Everyday Usually highly decorated, may be of stamped
tin or silver, just big enough to hold a few
pinches of powdered tobacco.
Spectacles 15/- 3 oz Unusual Reading glasses. Personal lenses would be
considerably more expensive.
Thimble Holder 6d 1 oz Everyday Holds 1 thimble.
Tweezers 2/- 1 oz Everyday Usually with a slip-case or protective cylinder
to keep the tool from snagging its prongs
on the woman’s dress.
Vinaigrette 3/- 1 oz Everyday Perforated top container with aromatic sub-
stance, such as vinegar, to produce pleasant
masking scent.
Watch 10/- 2 oz Average Poor quality and reliability. More accurate
watches will cost quite a bit more.
Whistle 6d 1 oz Everyday Often a police signal whistle for emergency
use, but sometimes a dog whistle.

Almost all items can be purchased at several levels of Cost based on the quality of materials
and craftsmanship used. Costs given in the table are for the low quality, base metal, unadorned
version. To increase quality to moderate, double the cost. To increase quality to exceptional, multiply
the cost by 4. To increase the value of the item by using expensive materials, multiply the cost by a
minimum of 3 for silver or 150 for gold. Artistic versions, with enamel, jewels, &c., must be made
of silver or gold, and the cost is doubled at a minimum depending on the amount of embellishment.
The following chatelaines are package deals for specific character Professions. Some Professions
are not included, because they do not allow for clothing variation between men and women (Military
Officer, Soldier), or because their culture does not support the device (Shaman, Tribal Warrior).
The same base statistics apply to all.
Physical Defense: 5 Mystic Defense: 0 Barrier Rating: 4

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Chatelaines by Character Profession


Profession Tools Cost Weight
Airship Pilot All brass chatelaine with non-sparking £3 1 pound, 8 ounces
tools: Compass (Magnetic), Altim-
eter, Barometer
Aristocrat Calling card case, Coin purse, Vinai- £3 1 pound, 5 ounces
grette, Perfume bottle, Snuff box
Big Game Hunter Folding knife, Weapon tools 15/- 1 pound, 8 ounces
Brassman Adjustable spanner, Screwdriver, £1 1 pound, 8 ounces
Loupe
Byron Card punch, Loupe, Small booklet of £1 1 pound, 2 ounces
mathematical tables
Cowboy Chewing tobacco box, Wire cutter, £1 1 pound, 4 ounces
Snakebite kit, Folding knife
Doctor Tweezers, Drug measures or spoons, £1 1 pound, 2 ounces
Medicinal flask, Suture case
Dodger Lockpicks in case, Glass cutter, 15/- 15 ounces
Empty case (to stash things)
Explorer Field glass, Compass (magnetic), £1/5/- 1 pound, 5 ounces
Compass (drawing)
Fiddler Calling card case (fake ID), Empty 10/- 14 ounces
case (to stash things)
Investigator Magnifying glass, Pencil, Notepad £1 15 ounces
Journalist Pencil, Notepad, Coin case 11/- 15 ounces
Mage Ritual tools, Scroll or Grimoire case, 15/- 1 pound, 2 ounces
Incense box. Mystic Defense equal to
Spellcasting Rank of owner.
Pioneer Flint & steel, Folding knife, Fishing 15/- 1 pound, 2 ounces
reel, Fishing hook box
Priest Religious symbol, Book of quotes £1 1 pound, 2 ounces
from religious works, Religious para-
phernalia for rites. Mystic Defense
equal to Spellcasting Rank of owner.
Sailor Folding knife, Needle case, Dice box 12/- 1 pound
Scientist Magnifying glass, Mechanical pencil, £1 1 pound, 1 ounces
Notebook
Weird Scientist Mechanical pencil, Loupe, Fountain £1 1 pound, 1 ounces
pen, Notepad, Gadgets. Mystic De-
fense equal to Profession Skill Rank
of owner.

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Clothing and Mundane Necessities


This section discusses clothing, and defines some articles. It provides prices for everyday
items.

Clothing
Clothes make the man or woman, or at the very least locate them in their social station. A
brief description of basic clothing for Londoners is in order, working from the lower Social Levels
up to the higher.
Down in the criminal underworld and the realm of the desperate poor, more concern is given
to whether clothing is available than what it looks like. People who can barely afford food take
whatever they can get. This sometimes results in oddities, such as a tosher wearing a battered silk
top hat thrown out by a gentleman, or a prostitute with a well-made embroidered dress scavenged
by her rag-and-bone man paramour.
The workman wears a flannel shirt, a cheap waistcoat, rough woolen trousers, heavy boots, and
often a bowler hat. Working women wear plain or embroidered dresses, as they can afford, often
with an apron, the mark of the domestic servant. Children of the working class generally wear hand
me downs, usually with a patch or two where the garment has been torn or worn through. Boys
tend to wear a flat cap, while girls wear a bonnet or no head covering.
Middle class men and women wear suits, or at the very least a cotton shirt or blouse and
trousers or a skirt of fine wool or cotton. Men’s collars and shirt cuffs are detachable, allowing for
more accessorizing, and also allowing for the parts that take the most wear to be easily replaced,
saving the shirt. Celluloid cuffs, much cheaper than starched cotton ones, have become popular
among the junior clarks, especially since they can be used for doing sums, as the ink washes right
off with water and the cuffs are spotless white again the next morning.
Upper-class men wear finely tailored suits, doing their best to keep up with the latest fashions
among the aristocracy, although a more sober look, with a plain suit of dark material, is well
thought of in financial and mercantile circles. A man who wears a banker’s suit, with no frippery,
puts forward a staunch, conservative appearance that goes over well in business. Women likewise
tend to keep up to some extent with the higher circles of fashion, although again practicality can
win approval. Parasols and umbrellas may be found with either gender, to keep off both sun and
rain, protecting skin from tanning and roughening, and clothing from water damage and fading.
Among the aristocracy, whatever the latest wind has blown in the skies of fashion tends to
be de rigeur, at least for the day. If the Prince forgets his hat, no men are seen with hats the next
day. If an influential lady proclaims lilac passe’, no shade of violet lighter than plum will be seen
until the tides turn once more. A Knowledge (Secrets of the Aristocracy) Test helps keep abreast
of fashion trends and prevent a fatal faux pas in matters of dress.

Clothing Table
Item Cost Weight Availability
Belt 5d Neg. Everyday
Boots
City 10/6 1 Everyday
Riding £1/5/- 2 Average
Hiking 16/6 2 Average
Workman’s 11/- 2 Average

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Item Cost Weight Availability


Trousers
Wool 4cp 1 Everyday
Leather 1 1 Average
Cotton 7 1 Unusual
Brooch
Plain 2/- 1 Everyday
Ornamental 12/- 1 Average
Silver 15/- 1 Average
Gold £6/- 2 Average
Cloak
Wool 5/- 1 Average
Satin-lined 14/- 1 Rare
Waxed Canvas 8/- 1 Average
Fur-trimmed £2/10 1 Rare
Collar (removable) 5d Neg. Average
Cuffs, shirt (removable) 8d Neg. Average
Dress
Plain 2/- 1 Everyday
Patterned 7/- 1 Average
Embroidered £1/2 2 Average
Satin £5/- 2 Unusual
Ballroom Gown £80 + 4 Rare
Gloves
Gentleman’s 10/- Neg. Average
Lady’s 13/- Neg. Average
Workman’s 4/- Neg. Average
Hat
Felt 4d Neg. Everyday
Woolen 1/- Neg. Average
Bowler 2/6 Neg. Average
Silk 7/6 Neg. Rare
Stockings
Cotton 5d Neg. Everyday
Silk 5/- Neg. Unusual
Jacket
Wool 1/- 1 Average
Silk £4/10 1 Rare
Overcoat £1/15 2 Average
Robe
Wool or Linen 15d 1 Average
Embroidered 15/- 1 Average
Silk £11 1 Rare
Academic £8 + 2 Rare
Sandals 2d Neg. Everyday
Shirt
Flannel 1/4 1 Everyday
Cotton 4/- 1 Average
Silk £1/5 1 Rare

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Item Cost Weight Availability


Shoes
Cheap 2/- 1 Average
Gentleman’s (Middle class) £1/4 1 Unusual
Lady’s (Middle Class) £1/8 1 Unusual
Gentleman’s (Upper Class) £8/10 1 Unusual
Lady’s (Upper Class) £10+ 1 Unusual
Scabbard or Sheath 5/- 1 Average
Scarf
Wool 5 Neg. Average
Silk £2/- Neg. Rare
Socks 1/10 Neg. Average
Suit (Weekday) £2/- 1 Average
Suit (Sunday) £2/10 1 Average
Umbrella or Parasol 7/6 1 Average
Overcoat £1/15 1 Average

Everyday Items
Books have become much more commonplace since the beginning of the century, thanks to
W.H. Smith’s, a publishing firm that brings out cheap paperbound editions of classic British works
and runs kiosks at every railway station in the Empire. The morning paper has also come down in
price, from 7d to 1d, thanks to the innovations of cheap paper manufacturing and improvements in
the steam-driven press.

Common Items
Item Price Availability
Bicycle £4 Average
Book, hardcover novel 10/- Unusual
Coal, for home use £1/3 per cwt Everyday
Morning Newspaper 1d Everyday
Parafin (kerosene) 6d per gallon Everyday
Soap, general purpose 4/- per lb Everyday

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Tools and Devices


The stats provided for devices, such as Physical Defense and Physical Armor, apply only to
the device, not to the wearer or user unless otherwise specified. For example, the Standard Goggles
have one point of Physical Armor, which only protects the goggles from damage, and does not
transfer to the wearer.

Climbing Claws
Physical Defense: 7
Mystic Defense: 0
Physical Armor: 2 (applies to wearer also)
Mystic Armor: 0
Barrier Rating: 7
Weight: 2 (each bracer), 15 (backpack)
Price: £12
Availability: Very Rare
Climbing claws, steam powered devices run by a power pack similar to those worn for arm
prostheses, allow scaling cliffs and walls that would otherwise be impassable. They consist of bracers
strapped on to the forearm, with large, fierce looking claws extending out over the hands, and
controls that extend into the palm with two buttons at thumb reach. The user places their hand on
the surface to be climbed and presses the extend button on that hand. The pneumatic piston drives
the claw into the climbing face, granting solid purchase in the same fashion as a piton. The second
button retracts the claw, allowing it to be placed again further up. The climber alternates claws as
they ascend. For climbers laying a line to assist others behind them, the back of the claw has a flat
hammer head, so that the steam power can be used to drive pitons.
Climbing claws grant a +8 Step bonus to Climbing Tests. If the wearer does not have the
Climbing Skill, they gain it at an effective Rank of 8. When used to install a leading line for others,
climbers following the claw wearer gain a +4 Step bonus to their Climbing Tests, for using pitons
and climbing gear. Though not designed for it, the claws can also be used in combat, at a -2 Step
penalty to the wearer’s Melee Weapons Skill. The claws have a Base Damage Step of 8. Each extra
success on the Attack Test reduces the target’s Physical Armor by 1 point for that attack’s Damage
Test, due to the piercing nature of the claws.

Clockwork Runners
Physical Defense: 9
Mystic Defense: 0
Physical Armor: 1 (applies to wearer as well as device)
Mystic Armor: 0
Barrier Rating: 8
Price: £3/10
Availability: Rare
Large spring-driven contraptions strapped on to the bottom of one’s shoes, clockwork
runners apply the design for spring-driven foot prostheses to enhance the movement of able-bodied
individuals. A large clock spring drives a hinged plate on the bottom of the device. When pressure
is applied downward, the spring’s energy is released via a ratcheting gear, propelling the foot up and

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forward. The extra power allows the wearer to run faster and farther for less effort than they would
unaided. The springs must be rewound regularly, and they aren’t suited for handling large amounts
of weight. For short to medium distance sprints, however, the most out of shape clark can move
like a Zulu warrior.
The wearer gains a +3 bonus to their Movement, with no additional penalty for Strain or
Fatigue. If the wearer attempts any sort of complex maneuvers, such as engaging in combat, they
must make a Dexterity (8) Test each round or be Knocked Down. The runners must be rewound
after two hours of use. Wearing runners that have run down reduces Movement by 1 below the
character’s base.

Gas Detectors
Detecting poisonous gas before it affects you has been a major concern for generations. If
it’s already thick enough to start you coughing, you’ve been breathing it all the way into wherever
you are, and will keep breathing it all the way out, which reduces your prospects of survival. Miners
used to carry caged birds, as the birds would fall over long before the gas got bad enough to harm
the miners. There is better equipment now.
When characters with gas detectors enter an area with dangerous gas, the Gamemaster makes
a Test using the Damage Step of the gas against the rating of the detector. If the Damage Test
result is equal to or higher than the detector rating, the gas is detected, and the detector registers
the result according to its type. If the result is lower than the detector rating, the detector fails to
alert the characters. The Gamemaster should make an additional Damage Test against the Rating of
the detector each round before making a Damage Test against the characters. See Adventuring and
Peril in the 1879 Gamemaster’s Guide for more information on poison gas.
Badges
Physical Defense: 4
Mystic Defense: 0
Barrier Rating: 2
Physical Armor: 0
Mystic Armor: 0
These cheaply made, standard issue gas detectors consist of a thin steel plate with a pin on
the back, and slots in the front for several strips of different metals. The alloys react with specific
gases, and corrode when exposed to sufficient quantities. Of course, the wearer has to look at the
badge regularly to spot the corrosion, and even then, the alloys aren’t guaranteed to corrode quickly
enough to allow escape. Get a large group together, and the odds rise that someone’s badge will
corrode sufficiently to provide a warning and that someone in the group will spot it.
If a badge corrodes, each character present must make a Perception (6) Test to notice
the corrosion. The Gamemaster may increase the Target Number as appropriate for distracting
situations, such as fleeing a cave-in or engaging in combat.
Alloy detectors are available in the following ratings. The cheapest badges are colloquially
known as “death shiners” because they’re often found in pristine condition pinned to corpses.

Alloy Gas Detector Ratings and Prices


Rating Price Availability
18 1s Common
16 2s Common
14 3s Unusual

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Ringer Badge
Physical Defense: 4
Mystic Defense: 0
Barrier Rating: 3
Physical Armor: 0
Mystic Armor: 0
These work on the same principle as the basic badge: a metal strip corrodes in the presence
of the gas it’s supposed to detect. Instead of relying on someone to spot it, the badge runs a small
current through the metal. If the strip corrodes, the current stops and sets off a bell. There’s still a
risk of the alloy not being sensitive enough to detect the gas in time, but at least the wearer doesn’t
have to keep a constant watch on the badge. If the battery runs low on charge, the badge won’t ring,
so carrying spare batteries is a good idea.
The batteries last four hours, weigh a pound each, are the size of a pint bottle, and cost £1/9
per. Mines and other commercial facilities that use ringer badges have stationary bicycles hooked
up to dynamos for recharging, and require all workers to spend a quarter hour pedaling for each
shift worked, which is enough time to recharge three batteries. The Gamemaster should keep track
of how long the batteries have been in, but not remind the players to change them. If the battery
expires, the Gamemaster is not required to make a gas Damage Test for the badge. Characters may
make Perception Tests as with standard badges to visually check for corrosion.
Ringer badges are available in the following ratings.

Ringer Gas Detector Ratings and Prices


Rating Price Availability
15 2s Unusual
13 3s Unusual
11 4s Unusual

Liquid Detector
Physical Defense: 3
Mystic Defense: 0
Barrier Rating: 2
Physical Armor: 1
Mystic Armor: 0
Rather than relying on metal to corrode, liquid detectors use chemicals that react with the
gas. The fluids provide faster reaction and greater sensitivity, resulting in increased reliability. The
wrist mounted device holds a series of glass tubes with gas-permeable membranes. The wiring for
each tube is calibrated to the electrical resistance of the chemical used. If the chemical reacts, the
resistance changes, setting off the bell. The fluids evaporate over a period of eight hours after the
seal is removed from the membrane. Users must carry spare tube cartridges, which are fragile, being
made of glass, and are usually packed in cotton or wool inside a wooden or metal box. Liquid
detectors use the same batteries as ringer badges, and have the same issues with them. In addition
to alerting the wearer of the presence of dangerous gases, liquid detectors grant a +2 Step bonus to
Tests made to determine the type of gas from the reaction.
Liquid detectors are available in the following ratings. Replacement cartridges cost 3s each.
The detectors will work if short a cartridge, but each missing cartridge increases the Rating by 2
points.

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Liquid Gas Detector Ratings and Prices


Rating Price Cartridge # Availability
11 4s 3 Rare
9 6s 4 Rare
7 9s 5 Rare
Goggles
Due to the frequency of solar eclipses, goggles are necessary equipment for working in the
Gruv. With a more intense but smaller sun and multiple orbiting bodies, eclipses are much more
common and of longer duration than on Earth. To work outside during an eclipse without suffering
eye injury, humans have to wear goggles equipped with polarizing glass to filter out the harmful rays.
Goggles come equipped with basic polarizing lenses that can be flipped into position or out of the
way unless otherwise noted.
Many vision enhancing add-ons have been developed to give goggles more utility when not
being used for an eclipse. While the overall shape and design may be different depending on the
buyer’s tastes, most are made with standard sized round lenses that can be changed out via threaded
caps. Add-ons are customarily made to fit this design. Goggles block peripheral vision when worn,
resulting in a -1 to visually-based Perception Tests and the ability of a foe to Blindside the character
from the side as well as the rear.
Most goggles can support a maximum of three add-ons for each lens. An add-on that only
requires one eye will leave a slot open for the other eye. For example, one could have a set of
goggles with add-ons for binoculars (both eyes), heat sight (both eyes), ranged targeting (right eye),
and a magnifying loupe (left eye). Goggles can have more than three add-on slots, but the weight
is greater and custom design is required to compensate. When calculating cost for add-ons fitted to
a custom design, add a minimum of 10% to the price for each.

Goggles and Add-Ons Table


Item Physical Mystic Physical Mystic Barrier
Name Description Defense Defense Armor Armor Rating Price
Basic Standard issue goggles: 3 0 0 0 3 £1/1
Goggles eclipse lenses and no
add-on slots.
Standard 3 add-on slots for each 3 0 1 0 3 £1/6
Goggles lens.
Enhanced Larger frame, supports 4 0 2 0 4 £1/12
Goggles 4 add-on slots on each
lens.
Heavy Partial face cover frame, 5 0 3 0 5 £2/2
Goggles 5 add-on slots on each
lens. Can also attach
gas mask (sold sepa-
rately).

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Item Physical Mystic Physical Mystic Barrier


Name Description Defense Defense Armor Armor Rating Price
Panoramic Lens shaped to allow 3 0 1 0 3 £2/1
Goggles peripheral vision negate
the -1 Perception penalty
and the Blindside modi-
fier. 3 add-on slots on
each lens.
Binoculars Add-on for binocular vi- 1 0 0 0 1 16/-
sion, +2 for Perception
tests on distant events
up to 50 yards away.
Requires both lenses.
Magnifying Drop down magnifying 1 0 0 0 1 8/-
Loupes lenses, provides up to per
30x magnification, +2 lens
for Perception tests on
close up examination.
Requires one lens.
Heat SightDrop down lens mimics 1 0 0 0 1 £2/8
the racial ability Heat
Sight. Requires both
lenses.
Low Light Drop down lens mimics 1 0 0 0 1 £2/8
Vision the racial ability Low
Light Vision. Requires
both lenses.
Ranged Combination of scope 1 0 0 0 1 £1/3
Targeting lens with cross hairs
enhances ability to hit
ranged targets. +2 to
hit on ranged tests.
Requires one lens.
Mirror Uses a mirror to 1 0 0 0 1 £5/-
Sight show vision behind the
wearer, prevents Blind-
sided penalty unless
wearer loses all vision.
Requires both lenses.
Navigator Box attaches to the side 1 0 0 0 1 £4/2
Lens of the goggles, includes
a speedometer, altimeter,
and compass that proj-
ects on the lens when
dropped down. Provides
+2 to Navigation tests.
Size of the box requires
two slots on one lens.

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Hydroponic Terrarium (Bacon Jar)


Physical Defense: 2
Mystic Defense: 0
Physical Armor: 0
Mystic Armor: 0
Barrier Rating: 2
Size: 5
Weight: 4 (including battery)
Price: £3 for apparatus plus £1/9 per battery
Availability: Rare
With all the research to be done on the variety of plants found in the Gruv, transporting them
safely back to the lab is crucial. To do this without damaging the sample or altering its structure,
the specimen must be kept in a portable, controlled environment. The Hydroponic Terrarium uses
the Solution Culture technique first documented in Francis Bacon’s 1627 book Sylva Sylvarum,
with some modern innovations to help maintain control of the environment. The device consists
of a glass jar with a removable, adjustable membrane, and an attached apparatus that feeds into the
lower portion. When the specimen is collected, its current soil is removed, preferably by either local
water sources or distilled water to prevent the introduction of foreign contaminants. The removable
membrane opens to go around the roots, then adjusts to create a seal around the stem. Finally, the
plant is inserted into the jar, a tension seal is applied on the membrane to lock it in place, and the
top of the jar is sealed. This creates a water-tight chamber for the roots and keeps the specimen
in a stable position. Next, local soil samples are put into one chamber of the external apparatus,
and water (again, either local source or distilled) is added to a second, until the lower chamber of
the jar and a reservoir are filled. The apparatus is then turned on. Electrical resistance measurement
analyzes the mineral nutrient content of the soil sample, and dissolve it into the water sample,
continuously monitoring to aerate the roots and add more nutrients as needed. For long treks back
to the lab, additional water and soil may be added to the reservoirs as needed, provided the gatherer
has remembered to bring a sufficient supply. For the average sized plant specimen, the soil and water
samples contained in the reservoirs will last about two weeks. The battery lasts for two days. The
jars come in larger sizes to accommodate larger specimens, with the reservoirs increasing in size
accordingly. Weight increases by half again for each Size increase, so a Size 6 jar weighs 6 pounds,
a size 7 weighs 9, and so forth. Additional batteries are required for each point of Size increase.
Studying a plant that has been transported in a Bacon Jar gains a +2 Step bonus, due to its native
state having been preserved.

Parachute
The folded-silk parachute with venting for directional control has been around for nearly a
hundred years, first introduced by Andre’ Garnerin in 1797. With the advent of the Giffard as a
military and then civilian vehicle in regular use, advances have been made to produce the modern
knapsack parachute. Worn as a backpack, the parachute is deployed by pulling on a pair of handles,
one above each shoulder. This flips open the knapsack and launches, via a spring mechanism, a
drogue parachute, that catches the wind and pulls the main parachute out of the pack. Dexterity (9)
or Strength (8) Tests are required to keep hold of the handles when the main parachute deploys,
as they connect directly to the top vent, and will be yanked upwards with considerable force. Once
deployed, the parachute may be steered in a rudimentary fashion by pulling on the handles. Pulling
one handle opens the vent on that side, spilling air from the top of the parachute and causing it to
slide toward the opposite side. Thus, pulling the right handle causes the parachute to drop to the

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left. Pulling both handles causes a more rapid descent. The user is advised to flex their knees, and
roll forward or backward upon landing to avoid injury, pulling both handles at the same time to
collapse the parachute and avoid being dragged.

Availability: Rare
Cost: £35/-/-
Weight: 8 pounds
Physical Defense: 3
Mystic Defense: 0
Barrier Rating: 3

Pocket Calculator
The pocket calculator performs basic arithmetic, calculates logarithms and trigonometric
functions, and handles navigational and engineering mathematics. Usage requires the appropriate
Knowledge or professional Skill (Business, Mathematics, Engineering, Piloting) to use the advanced
functions. It adds +3 Steps to the appropriate Skill when used. Does not add Steps to a default
Perception Test if the proper Skill is not available. The device comprises a spring-driven clockwork
in a brass-bound wooden case, with ivory-inlaid keys and multiple setting wheels, and fits in a large
pocket.

Availability: Rare
Cost: £25/-/-
Weight: 2 pounds
Physical Defense: 6
Mystic Defense: 0
Barrier Rating: 4

Spallanzani Device
Physical Defense: 4 (drone), 9 (base station)
Mystic Defense: 0
Physical Armor: 0 (drone), 5 (base station)
Mystic Armor: 0
Barrier Rating: 3 (drone), 12 (base station)
Weight: 50 (base station with batteries installed), 1 (drone)
Price: £8, replacement drones £2/4, batteries per each £1/9
Availability: Very Rare
Also known as a dragonfly drone, this is an automaton that resembles a clockwork dragonfly.
Its casing is roughly bullet shaped with a pair of spring loaded wings on the back. It has a small
protrusion in the front similar in position to a proboscis, with a pair of large dishes situated where
the eyes would be. The tail end is a similarly designed protrusion, though at a different and longer
scale. The launching and relay station consists of a large barrel rifle with a collapsible conical dish
around it. The apparatus mounts to a stand, at the bottom of which sits a small difference engine
and printer.
The device operates on the research done by Lazzaro Spallanzani in the previous century
on how bats are able to navigate via sound. When the drone is launched from the rifle, its front
protrusion begins emitting pulses of a hypersonic tone, with the echoes picked up by the front
receiving dishes. As the echoes return to the device, a second, deeper tone emitted by the rear

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protrusion transmits back to the dish on the launcher, relaying what the drone has received. The
signal is then interpreted by the difference engine and printed out into a rough map of the area the
drone has navigated. Between the drone’s effective Perception Step of 7 and the engine’s effective
Mapmaking Skill Rank of 5, treat this as a Mapmaking (8) Test with a Step of 12. The best returns
come from large rigid objects like buildings or stone. These objects show up on the map if the
Mapmaking test is successful. The device is not as effective at detecting living beings or relatively
small objects like vehicles. The drone must make a separate Perception Test to detect each living
creature, moving vehicle, or similar object it encounters, against the target’s Mystic Defense.
The two different tone pitches, tuned to avoid heterodyning, prevent the signals from interfering
with each other. Interference can still occur, especially if more than one device is being used at a
time. The tones for each drone are very slightly different, so the base station must be calibrated
with each launch to ensure accurate data.
The drone has a maximum range of approximately one-half mile. If the drone strays out of
signal range of the base station, or its clockwork runs down past halfway, cams engage to return the
drone to the base station. The drone’s spring allows for approximately 20 minutes of flight, with an
average airspeed of 24 miles per hour, equal to that of the European barn swallow. The base station
requires four batteries and operates for one hour on their charge.

Spider Automaton
Physical Defense: 4
Mystic Defense: 0
Physical Armor: 2
Mystic Armor: 0
Barrier Rating: 3
Weight: 1
Price: £2
Availability: Rare
Small wind-up clockworks that resemble a spider, with round glass vials making up the
abdomen, spider automatons are most often used by miners or explorers to break open walls that
already have fractures, but also find use in the military by sappers and special forces units. Designs
vary depending on the type of terrain they are expected to deal with. They are programmed with a
preset travel path using a set of levers and cams, similar to setting up a difference engine. Explosives,
usually nitroglycerine, are loaded into the abdomen container with a timer, and the automaton
set into motion. The clockwork travels its predesignated route, and when the timer runs out, the
explosives detonate. The limited payload means the explosions are small, but when the automaton
has been sent deep into the obstruction, more of the explosion’s kinetic energy is released into the
target, making them much more effective. Having the explosion further removed from those setting
it off also increases safety. The automatons are small enough to readily escape notice, requiring a
Perception (11) Test to spot them. Some military units have used them for deploying surprise attacks
more subtle and better targeted than a thrown grenade.
Programming the path requires an Engine Programming Test, with the Target Number based
on the complexity of the path. The base Target Number of 4 allows a straight line with a set
distance or duration. For each turn, pause, or elevation change, increase the Target Number by 1.
Most automatons can hold a maximum of 8 instructions, including distance and duration of travel.

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Weapons
Adjustable Inertia Axe
Damage Step: 9
Strength Minimum: 13
Size: 5
Price: £2/3
Weight: 6
Availability: Rare
The adjustable inertia axe grants a +2 bonus to Melee Weapons Tests. It requires two hands
to use. The axe has a chain-driven gear assembly that adjusts the position of the axe head along
the shaft. The head rides at the center of the shaft when the axe is being carried and at the start of
the swing, making it easier to handle. As the swing begins, inertia causes the head to ride outward,
increasing the striking power. When the head arrives at the end of the shaft, the chain-drive locks
it in place until the swing completes, after which it slowly allows the head to return down the shaft,
the movement being controlled by spring tension. The increase in ease of control allows a heavier
head, increasing damage.

Flame Cleaver
Damage Step: 9 (melee), 8 (fire)
Strength Minimum: 15
Size: 6
Price: £3/8 (Cleaver), £5/- (Backpack Tank)
Weight: 8 (Cleaver), 15 (Backpack Tank)
Availability: Rare
Pole arms are excellent for breaking through shields or heavy armor, but their size prevents
them from moving quickly enough to effectively counter more nimble targets. A flame cleaver
attempts to correct this weakness by adding fire as both a ward against attacks and an extra attack.
Flame cleavers are single bladed monstrosities the size of a two-handed sword, that look more like
an axe with a long cutting surface. The primary structural component is the shaft, which runs the
entire length, with hand holds down at the base and higher up behind the blade, as the weapon
requires two hands to wield. The second grip is intended for use with the flame thrower function,
but also provides a leverage point for melee combat. A fuel tank in the hilt feeds through the shaft
out to the tip. Pulling the lever near the hilt releases compressed air from a cylinder into the fuel
tank, and a battery-powered sparker at the tip ignites it, as with a normal flamethrower.
The odd shape and shifting weight from the fuel reduce the weapon’s accuracy, inflicting a -1
Step penalty to Melee Weapons Tests. However, the same extra weight increases potential damage.
The flamethrower may be used at the same time as the blade, but requires at least one extra success
on the Attack Test. Adding the flamethrower to a melee attack requires a separate Damage Test at
Step 8. (If the blade Attack Test succeeded, then the weapon is assumed to be in position to spray
burning fuel on the enemy without another Attack Test being required.) The wielder’s Strength
Step is not added to fire damage. Additional successes on the Melee Weapons Test apply only to
the blade’s Damage Test. The flamethrower may be used on its own, with a Firearms or related
Skill Test for the ranged Attack Test. Do not apply the Melee Weapons penalty when only using
the flamethrower.
The built-in fuel tank’s capacity allows 5 uses before running dry. The weapon can be hooked
up to a backpack tank via a hose attached to the pommel, adding another 20 rounds of flamethrower
use. Doing so increases the Melee Weapons penalty to -2 Steps.

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Gyroscopic Aiming Assist


Physical Defense: 5
Mystic Defense: 0
Physical Armor: 1
Mystic Armor: 0
Barrier Rating: 4
Price: £6
Availability: Rare
This is an attachment designed primarily with sniper rifles, although it can work with any
large-calibre long arm. Once the shooter acquires the target, they activate the device’s gyro. This
helps to keep the rifle steady, preventing aim being thrown off by unintended movements, wind, and
recoil. The gyro is usually calibrated to the weight and barrel length of the rifle on installation, and
is later fine tuned for specific situations.
Installing the Gyro Assist requires a Craft Firearms (7) Test and an hour’s labor. Adjusting
it in the field requires a Craft Firearms (9) Test and two combat rounds, with the Target Number
possibly being higher based on the situation. The Gyro Assist grants a +3 Step bonus to hit a
stationary target, increased to +4 if the device is adjusted for the situation. The stabilizing action
makes the rifle harder to track in order to lead a moving target, inflicting a -2 Step penalty to hit
a target in motion. The Gyro Assist is powered by clockwork, which requires 2 rounds of winding
for each 1 round of use, with a maximum of 5 rounds of use when fully wound.

Pneumatic Sword
Physical Defense: 9
Mystic Defense: 0
Barrier Rating: 12
Sword: £8/7, Rare
Cartridges: 2s, Rare
Even in this time of firearms and magic, the sword remains the preferred gentleman’s weapon.
The pneumatic sword has a piston and a compressed-air cartridge in the hilt. After striking, the
user can press a button to activate the piston and add a sudden thrust to the blade, providing extra
piercing damage.
If the Attack Test scores more than one success, the wielder may activate the sword’s
pneumatics, adding an additional +3 Step bonus to the Damage Test. Replacing the compressed-
air cylinder in the hilt requires unthreading the pommel, which cannot be done in combat. Each
cylinder only has enough gas for one use. Cylinders may be purchased already charged, or can be
recharged with a tyre pump or other air compressor. Most reputable mechanics will refill or swap
out cylinders for a penny or two each.

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Vehicles (Non Powered)


Powered vehicles are handled in handled in the 1879 Gamemaster’s Guide.

Carts, Wagons, and Sleds


Prices do not include draft animals to haul the vehicle. The following table shows the vehicle
type, the number of draft horses or equivalent animals needed to draw it, the vehicle’s capacity, its
average price, and its availability.

Animal-Drawn Vehicles Table


Item Horses Capacity Cost Availability
Cart, Farm 1 2 people, open bed 1500 £10 Average
pounds
Cart, Freight 2 2 people, covered bed 3000 £15 Average
pounds
Wagon, Freight 4 4 people (driver, relief, 2 £20 Unusual
guards), covered bed 5000
pounds
Wagon, Caravan (Bardo) 2 4 people, living space and pos- £85 Rare
sessions
Sled, Open 1 2 people £35 Unusual
Sled, Cargo 2 2 people, open bed 2500 £45 Unusual
pounds
Boats
This table covers boats propelled by oars or poles only. Boats propelled by sail, steam, or
other power are found in the Steam Powered chapter, as previously noted.

Boat Cost Table


Item Cost Availability
Canoe 12/- Average
Rowboat 18/- Average

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Meals and Accommodations


Most adventurers will deal with food by purchasing something already prepared, or figuring
out field rations for travel. The first table lists basic items from a pub or restaurant. The second
table lists specific items for price calculations and travel rations.

Provender Table
Item Cost Weight Availability
Beer, Average (Pint) 3d NA Everyday
Beer, Good (Pint) 5d NA Average
Wine, Average (Bottle) 1/- 1 Average
Wine, Fine (Bottle) £1+ 1 Unusual
Meal, Simple 3d NA Everyday
Meal, Average 1/- NA Average
Meal, Good 6/- NA Average
Meal, Sumptuous £2/10 NA Unusual
Specific Food and Beverage Items Table
Item Cost Weight Availability
Tea (Per pound dry) 2/- 1 Everyday
Cocoa (Per pound dry) 1/- 1 Unusual
Sugar (Per pound) 3d 1 Unusual
Bread (Quarter loaf) 8d 4.5 Everyday
Serving of veal or ham 9d Neg. Average
Serving of potatoes 1d Neg. Average
Serving of summer cabbage 2d Neg. Average
Serving of marrow pudding 4d Neg. Average
Roll 1d Neg. Average
Serving of Cheshire cheese 1d Neg. Average
Small rum 6d Neg. Average
Lodging ranges from cheap flophouses that only provide floor space and don’t even guarantee
the roof won’t leak, to sumptuous hotels only available to titled nobility.

Accommodation Table (Nightly)


Lodging (per night) Cost Availability
Flophouse 1d Everyday
Cheap Inn, Public Room 5d Everyday
Cheap Inn, Private Room 1/- Average
Bed and Breakfast, boarding house 3/- Average
Bed and Breakfast, boarding house, with bath 5/- Unusual
Middle Class Hotel 8/- Average
Middle Class Hotel, with Dinner and Breakfast 14/- Unusual
Luxury Hotel £1/5 Average
Luxury Hotel, with amenities £2 Unusual
Luxury Hotel, with valet £4 + tips Rare

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Accommodation Table (Weekly)


Lodging Cost (weekly) Source
A furnished house in the West End 5 to 25 guineas a
‘Elegantly furnished rooms’ in West End 4 to 15 guineas a
An unfurnished house in Holland Park (Wealthy suburb, 7 to 10 guineas b
Kensington area)
A sitting room and bedroom in Pimlico (Well-to-do 1 to 4 guineas a
suburb)
A house in suburban Walthamstow (A railway commuter 10/- to £2 b
suburb, NE London)
Three rooms in Soho (Relatively poor but central London 14/- to £1 f
district)
House on Shaftesbury-park model housing estate, built for 7/6 to 11/- c
working men and their families in Battersea (Varied with
size of house, from five rooms through to eight)
Single room in Soho (Relatively poor but central London 6/- to 8/- f
district)
Single room for “mechanic” (Manual labourer) in lodgings 3/- to 6/- g
Two rooms in Peabody Model Housing 4/9 c
Society for Improving the Condition of the Labouring 3/6 g
Classes model housing estate, two room cottage
Sources:
a) Murray’s Handbook to London As It is, 1879
b) The Surburban Homes of London, 1881
c) Dickens’s Dictionary of London, 1879
d) Cruchley’s London, 1865
e) London Labour and the London Poor, 1851
f) Life in West London by Arthur Sherwell, 1897
g) Illustrated London News on “Model Lodging”, 1846

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Animals
While steam power has been put to many uses, animals remain the primary source of motive
power and travel for most purposes. This section discusses working animals, and provides a good
deal of background information on them. Game statistics can be found in the Bestiary chapter of
the 1879 Gamemaster’s Guide.

Mounts and Draft Animals


For long journeys, most characters prefer riding. A mount can carry them faster and farther
in a single day than their own feet. Not every mount can carry a character of any race; some folk
are too large or too small for certain mounts. Humans, elves and snarks can ride nearly any type of
mount. Saurids can also ride just about any mount, though most prefer the buff or the harpy for
everyday use, and use a saddle with no cantle to allow for their tails. Dwarves can ride ponies and
pack mules, but their legs are too short to reach the stirrups on most horses. Trolls are too big
and heavy for riding horses and smaller mounts, but war horses are strong enough to carry them.
More often, trolls in the Gruv ride trihorns.
A cavalry soldier or officer’s starting mount, and any mounts bought from a typical dealer,
come trained for riding and will generally not spook in combat, although temperament may vary
among individuals. Untrained mounts may be purchased for 75 percent of the standard list price.
Except where already noted, combat-trained mounts cost at least ten times the prices shown. Training
can be accomplished with the Animal Bond (pg.179) and Animal Training (pg.180) Skills.

Tack and Harness


To properly ride a mount, a character needs stirrups, saddle, blankets, bridle and reins, and
the like. Not having one or more of these items may cause penalties to Tests made while riding,
at the Gamemaster’s discretion. The typical price of a full set of equipment is one third the price
of the mount’s list price, to a maximum of £7/10. For example, an untrained war horse normally
costs £33, so its saddle and other equipment cost £7/10, the maximum allowed, instead of £11.
Availability for tack and harness is the same as for the mount.

Care and Feeding


A rider must ensure that their mount gets adequate rest, warmth and food if they want the
mount to perform well. Ideally, a mount should be rubbed down after a long day’s ride or a long
gallop, given a clean stable to sleep in every night, and fed and watered each day. Characters must
spend the time and money needed to care for their mounts. If they don’t, their mounts become
irritable and sluggish, slow down the pace of travel and force the characters to stop frequently. The
possibility of a spook by a tired or irritable horse rises considerably.
Most Terrestrial mounts are herbivores. They eat mostly grass and hay, occasionally
supplemented by high-energy grains such as oats. Many Gruv mounts are omnivores, eating pretty
much anything, or carnivores, requiring a diet of reasonably fresh meat, such as the sihrstuulah.
Meat costs more than grain, so feeding a carnivorous mount costs more than feeding a horse or
a mule. Characters can allow carnivorous mounts to hunt, but a mount cannot hunt while being
ridden, and most riders are understandably reluctant to let their valued mounts wander into the
wilderness in search of prey.

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Riders usually allow their mounts to graze whenever they stop to rest, and they frequently
carry an additional supply of feed to supplement the mount’s diet. Carnivorous mounts can consume
preserved meat, but they prefer it fresh. When hunting or using survival Skills to provide food for a
band of adventurers, player characters should treat a carnivorous mount as another member of their
party. For example, sihrstuulah generally eat as much meat per day as a snark, although the snark
may not appreciate the comparison.

Healing Mounts
Mounts injured in combat can be healed by the same methods used on people. However,
medications and magical remedies designed for humans or Saurids may not be as effective on
animals. Some may even cause more injury due to incompatibility. Characters can mix potions,
herbal remedies, and pharmaceuticals with a mount’s feed, but this reduces the effectiveness of such
medicines by half. For example, a booster potion mixed with feed works at half its normal efficacy,
granting only a +4 bonus to the mount’s Recovery Test.
If a mount goes lame, its rider has a serious problem. A mount that suffers more than 3
Wounds in combat or is hit by a combat spell that causes skeletal damage or specifically targets
a limb may suffer a crippling injury to one of its legs or wings. A lame mount cannot walk or fly
until the injury heals, and even then its Movement Rate will be reduced by as much as half. Most
riders simply put down lame mounts rather than spend the effort needed to heal them. Cavalry
soldiers and officers whose mounts go lame normally put a round in their suffering mount’s head
rather than condemn them to life as a cripple.

Mount Descriptions
Buff: A theropod, or bipedal, saurian about the size of a horse, covered with brownish
plumage that gives it its name. Buffs are used as riding animals and for light drayage in the Gruv.
Elephant: In some regions elephants are used to haul heavy carts and wagons overland along
the trade routes that link the coastal cities.
Garnickey: An ankylosaurian used for draft work more by humans than Saurids in the Gruv,
the garnickey is renowned for its obstinate stupidity. Garnickey handlers use hand-held electrical
prods to direct the animals.
Geealong: An ankylosaurian used primarily by the Saurids for draft work, the geealong is
considerably smarter than the garnickey, which is not that difficult.
Harpy: A theropod, or bipedal, saurian about the size of a horse, noted for being about twice
as fast on the gallop as a terrestrial equine. Brownish-green hide with rudimentary plumage at the
joints makes harpies easy to tell from buffs from a distance. A bad temper makes it easy to tell
them apart up close.
Horse, Draft: Draft horses are used as pack animals and to pull carts and wagons. They are
generally stronger than riding horses, but are also slower.
Horse, Riding: The most common type of horses used, riding horses make strong mounts,
but cannot wear barding or armor.
Horse, War: Larger and stronger than riding horses, war horses are bred to carry heavy loads
while remaining able to canter and gallop. War horses can wear barding, and are often used by
armies and cavalry units.
Hunchbeak: A vaguely birdlike theropod saurian with armor plating down its spine, fearsome
claws on its feet, and an odour and temperament charitably described as foul, the hunchbeak is used
by some Saurid tribes as a war mount. Experiments by the British cavalry have been inconclusive
at best.

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Mule, Pack: Pack mules pull carts and wagons. Slow but strong, these animals can travel
through terrain that horses and other larger pack animals cannot.
Pony: A smaller breed of horse used mainly by the Welsh for transportation in the coal
mining districts. In the last two years, dwarves have taken to using them as riding animals, finding
the usual breeds of riding horses to be too large to manage properly.
Sihrstuulah: On the border of the pteranodon verging into the avian, with a generous pinch
of nightmare thrown in, the sihrstuulah has been domesticated by the Saurids, who ride it as a
flying mount to great effect in warfare. Work is under way to train British cavalry to ride the beast.
Sisnapishtu: A hybrid of the Terrestrial horse produced by the Samsut, the sisnapishtu has
more forward-set eyes, giving it better depth perception and no blind spot, a more robust digestive
system, and lower legs more like those of a rhino, better suited to the razor-edged grasses and loose
scree of the Samsut homeland.
Sissetbandura: The Samsut crossed the horse with the ravager pig, creating a six-legged mount
they use in warfare. The sissetbandura has tusks like a boar, a substantially more pugnacious attitude
than a horse, and can eat virtually anything. They do not spook.
Storkasaur: A more avian pteranodon, with plumage, the storkasaur has been domesticated by
the Samsut, who use it to pull their sky chariots.
Trihorn: A massive three-horned saurian, twenty-five to thirty feet in length and weighing
several tons, the trihorn is used by the Saurids as a beast of labor, similar to how elephants are used
in India. They also use the trihorn in war, putting a howdah atop its back to considerable effect.

Mount Statistics
The following table provides information on each mount.
Feed Cost: How much the animal eats per day, in terms of pounds sterling needing to be
spent in London or Fort Alice.
Stable Cost: How much, in pounds sterling, the stablekeeper will charge for providing a stall
and proper care for the animal.
Carrying Capacity: The animal’s unencumbered carrying capacity in pounds.
Speed: The animal’s Movement Rate.
Weight: How much the average specimen weighs, in pounds.
Lifespan: The animals’ natural lifespan, in years.
Cost: What a character can expect to pay for the mount on the open market. This will vary
wildly according to the locale and the Availability.
Availability: The Availability of a mount or draft animal is based on its native environment.
Terrestrial animals in the Gruv have their Availability raised one or two levels. Gruv animals are not
normally available at all on Earth due to problems with trying to import them. (The Rabbit Hole
tends to reject Gruv natives trying to pass through to Earth, sometimes explosively.) Samsut mounts
have their Availability set based on British-held territory. In their native lands, their Availability
Rating tends to be Average or even Everyday.

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Mounts Table
Mount Feed Cost Stable Cost Carrying Capacity Speed Weight Lifespan Cost Availability
Buff 9d 5d 390 13 900 20 £19 Everyday
Elephant £1/10 NA 1,760 8 3.5 tons 70 £150 Very Rare
Garnickey 1/5 6d 1,200 8 2.75 tons 60 £40 Average
Geealong 1/1 3d 820 7 1.5 tons 50 £30 Average
Harpy 1/8 7d 390 15 800 25 £22† Everyday
Horse, Draft 9d 3d 510 8 1,800 30 £14 Everyday
Horse, Pony 5d 3d 280 8 700 25 £12 Average
Horse, Riding 8d 4d 390 10 1,000 25 £18 Average
Horse, War 1/1 6d 660 8 1,800 25 £33† Unusual
Hunchbeak 2/5 1/5 660 10 1,200 20 £38† Rare
Mule, Pack 6d 3d 390 8 900 20 £12 Average
Sihrstuulah 1/8 1/2 660 5/14* 600 18 £52 Rare
Sisnapishtu 9d 6d 820 10 1,100 25 NA** Very Rare
Sissetbandura 1/1 1/5 1,000 9 2 tons 30 NA** Very Rare
Storkasaur 1/8 1/2 510 4/12* 500 15 NA** Very Rare

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Trihorn 1/3 5d 1650 9 3 tons 30 £60 Unusual
Chapter 11

* The second value is the mount’s flying movement rate.


** These mounts are not available for routine sale. They can only be found in the possession of the Samsut, or Terrestrials who have captured them
from the Samsut.
† These mounts are sold combat trained. The price reflects the training the mount has received to allow them to act in combat situations.
EQUIPMENT

Services
This section covers things that are neither material goods nor basic necessities. The duties
of servants, and how many can be maintained, are discussed. Pay rates for professional services,
domestic services, and travel are provided.

Professional Services
One must occasionally engage the services of a tradesman, artisan, or skilled laborer. The
following table shows the customary fees for such work as of 1879. Prices for craftsmanship are
rising as prices of manufactured goods fall, so expect these figures to change over the next several
years. Given the wide variety of services that might be obtained from a factory worker (such as
getting airship parts machined) or navvies (such as having an archaelogical site excavated), the table
provides the average daily wage for such workers instead of piecework prices for specific efforts.

Professional Services Table


Service Type Average Cost Availability
Messenger, Local 2/- Everyday
Letter, within UK 1d Everyday
Letter, UK to Europe 6d Average
Library access, public 1d Everyday
Library access, private* 1/- Rare
Library access, university* 2/- Rare
Shop clerk, seamstress, low end semi-skilled labor 10d per day Average
Farm worker, soldier, typist 1/4 per day Average
Sailors, navvies, heavy manual labor 2/5 per day Average
Factory workers (skilled) 3/5 per day Average
Skilled tradesmen (cabinetmakers, dressmakers, carpen- 4/9 per day Unusual
ters, plasterers, typesetters, locomotive drivers)
Mechanics, artisans, other highly skilled tradesmen 12/4 per day Unusual
White collar labor (journalist, teacher, shopkeeper, ac- £1/1 per day Unusual
countant)
Professional services (doctor, barrister, solicitor, senior £1/10 per day Unusual
clerk)
Senior Professionals (clergy, renowned physician, re- £4/2 per day Rare
nowned barrister)
* To get into a private or university library without being a member of the organization requires a
personal introduction. Money alone will not suffice.

Domestic Services
Servants are a necessity for keeping up with the housework. Nearly everything is done
manually. Meals are cooked from scratch every day. Laundry requires scrubbing clothes against a
corrugated metal board in a basin of soapy water heated over a coal or wood stove. The electric
iron is still a novelty, available only to the most well to do and only useful if the house is wired for
electricity, which most aren’t. The larger the household, the more servants required just to keep it

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in order. The following definitions and table address the function of each servant position, and how
many servants might reasonably be expected in a household.
Most servants are referred to either by their first name, or by their surname with no title.
Thus, the nursemaid could be addressed as Mary, and the butler as Smith. Which name is used
depends on the tradition of the household and the preference of the squire, or master of the estate.
Generally, female servants tend to be addressed by first name and male servants by surname, but
again, this varies. The housekeeper and the cook in a large household receive the courtesy title of
Mrs., whether single, married, or widowed, as noted below in the definitions.

Servant Definitions
Maid of all work: A woman who does pretty much anything around the house, from cooking
to cleaning to child care
Tweenie: A woman who divides her time between cooking and housemaid duties
Boy: Generally under 15, the house boy cleans boots, runs errands, carries heavy loads, and
does outdoors work. By the time the boy reaches 15, he’s usually got a position as an assistant
groom or apprentice tradesman or other career path open.
Coachman: Besides driving the coach, the coachman sees to its repair and maintenance, and
oversees the stable and the horses.
Stableboy: Usually under 18, the stableboy lives in the stable, sometimes in a spare stall, other
times in the loft, rarely in a room of his own, and cares for the horses. The stableboy tends to rise
to the position of groom or coachman.
Housekeeper: The woman in charge of the female domestics, and often with supremacy over
the butler, the housekeeper hires and fires the domestic staff, keeps the accounts for the household,
keeps the master keys for all access, and supervises the female indoor staff. She provides the
cook with direction, and the cook manages the kitchen staff. The housekeeper is addressed by her
surname and as Mrs., whether married or not, as a courtesy title.
Butler: The chief of staff for the male domestics, and primary servant to the lord of the estate,
the butler supervises the other male indoor servants. The butler holds the key to the wine cellar and
to the silverware cupboard, often seeing to the polishing himself. He maintains all formal rooms,
ensuring that fires and lamps are lit and doused, curtains open or closed, and book and newspapers
present and in good order. He announces visitors and oversees the serving of all meals. The butler
serves as valet to the master of the house if no valet is in service. Butlers do not wear household
livery, but instead the suit of a gentleman. Although addressed by his bare surname by the family,
all other servants address him as Mr. and his surname.
Valet: Normally only in service to single men, disabled or elderly men, or military officers,
the valet is the personal servant to a gentleman. The valet sees to his master’s clothing, bath water,
and quarters, and waits on his master at table. Married men do not normally have a valet, entrusting
the duties to the butler, footmen, housemaids, and so forth.
Footman: Somewhat of a glorified houseboy, the footman delivers messages, tends the fire and
trims the lamps, carries luggage, reserves railway seats, cleans the glass and silver, carries burdens
as required, and acts as valet to the sons of the squire. Footmen wear traditional livery, with knee
breeches and stockings to show off their legs. Footmen may be addressed by their own first names,
or by the conventional names of Charles, James, John, or John Thomas.
Pageboy: The pageboy serves as an understudy and assistant for the footman. Like the
houseboy, he also cleans boots, runs errands, and handles the lesser manual labor.
Cook: In a small household, the cook prepares meals. In a large household, the cook
supervises a staff of assistant cooks, kitchen maids, scullery maids or scullions, and a stillroom

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maid. She also holds the keys to the pantry, supply cupboards, and other storage areas for food,
beverages, and kitchen supplies. Like the housekeeper, the cook is addressed by her surname and as
Mrs., whether married, widowed, or single.
Kitchen maid: The kitchen maid does the shopping, handles the preparatory work, and
generally helps the assistant cooks.
Scullery maid / Scullion: The scullery maid, or scullion if the position is held by a young boy,
does the washing up in the kitchen. Scullery maids vie for positions as kitchen maids or assistant
cooks.
Stillroom maid: In charge of making preserves, liqueurs, tea, and coffee, the stillroom maid
handles the complex liquid preparations of the kitchen.
Lady’s maid: The equivalent of the valet to the lady of the house, the lady’s maid must be
attractive, literate, and tidy. She sees to her mistress’s wardrobe, does the mending, may do sewing
and lacemaking, and does the fine hand laundry that cannot be entrusted to the laundry maid. She
brushes and styles her mistress’s hair, sees to her bath, makes the bed, and tends the mistress’s
dogs and cats, if any. Normally only found with a woman of high enough Social Level to require a
personal dresser, the lady’s maid is generally given her mistress’s worn or out of fashion garments
for her own use.
Housemaid: Like the maid of all work, the housemaid does the cleaning. If there is no
footman, the housemaid carries coal and wood and tends the fires and lamps. She carries water
upstairs for baths, and empties the slops. Upper housemaids generally wear black and a frilly apron,
as they work in public areas and may interact with guests of the household. Lower housemaids wear
a plain, striped, or patterned dress and a plain apron, and handle the more untidy chores.
House steward: The man in charge of all outdoor work and staff, the steward supervises the
coachman, grooms, stableboys, greenskeepers, gamekeeper, gardener, and laborers. The steward may
answer to the butler, to the housekeeper, or to the squire of the estate, as the squire sees fit.

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Number of Servants by Household Income


Income (Annual) Number Description
£150 1 Maid of all work
£300 2 Maid of all work, nursemaid
£500 3 Cook, housemaid, nursemaid or tweenie or boy
£750 4 Cook, housemaid, nursemaid or tweenie, boy
£1000 6 Cook, 2 housemaids, nursemaid, coachman, stableboy
£5000 24 Housekeeper, cook, lady’s maid, nurse, two house-
maids, laundry maid, stillroom maid, nurserymaid,
kitchen-maid, scullion, butler, valet, house steward,
coachman, two grooms, one assistant groom, two foot-
men, three gardeners, and a laborer
£10,000 Many London and country residence maintained; some
servants will move between houses with the family.
Country estate will have gamekeepers, both estates will
have caretakers.
£30,000 Many Mansion in fashionable part of London, multiple
country estates
The following table shows the annual income range for domestic servants, which must be
accounted for in the household budget. See the earlier section on the function of each servant
position, the typical complement of servants per household size, and income for the actual number
of servants in any specific household. Availability of domestic service is Everyday for all positions.
Pay rate for male servants does not include the luxury tax, charged for all menservants except for a
single attendant kept by a retired military officer or disabled elderly person.

Domestic Servant Pay Rate Table


Position Pay Range
Butler £25–£50
Coachman (livery supplied) £20–£35
Cook (plain) £14–£30
Cook (presentation) £20–£40
Footman £20–£40
Gardener £20–£40
Groom £15–£30
Head nurse £15–£30
House steward £40–£80
Housekeeper £20–£45
Kitchen-maid £9–£14
Lady’s maid £12–£25
Maid-of-all-work £9–£14
Nursemaid £8–£12
Page or footboy £8–£18
Scullery-maid £5–£9
Stableboy £6–£12
Stillroom-maid £9–£14

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Position Pay Range


Under butler £15–£30
Under footman (livery supplied) £12–£20
Under housemaid £8–£12
Under laundry maid £9–£14
Upper housemaid £12–£20
Upper laundry-maid £12–£18
Valet £25–£50

Rates and Fares


Getting from one place to another costs money, whether one has one’s own transport or must
use the hire services. Only the most well to do have their own coaches for in-town travel. The rest
engage a cab or ride the omnibus. Crossing large distances requires train, ship, or airship travel,
which can be quite pricey. The following table shows the average fares for getting about within
London and to points beyond. For shipping a mount, pay twice the human fare for a horse-sized
mount, four times the human fare for unusual mounts such as pteranodons, and eight times the
human fare for very large mounts such as trihorns.

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Train Accommodation Classes


First Class: Roomy coaches, well upholstered seating, heated and cooled nicely, and tidy.
Benches face each other in the compartment, like in a coach. Newer cars (Rare) have a connecting
corridor down the far side from the platform and a lavatory at the end of the car. Older cars, which
are the majority still in service, have no corridor or lavatory, with the compartments letting out
directly to the platform. Reserved for gentry (SL4, SL5).
Second Class: Passable seating with leather covering, somewhat cramped quarters, hopefully
reasonably ventilated. Open plan with central aisle and forward-facing seats. Lavatory every other
car in newer models (Rare). Used by middle class and servants of the gentry (SL2 at the high
end, SL3).
Third Class: Use your luggage for seating or find a spot on the benches along the walls if
you can. Lavatory is at the station along with pretty much everything else. (SL1, SL2 lower end).
Ship Accommodation Classes
First Class: Posh cabin, well appointed, maid service to keep it tidy. Access to upper deck
facilities including saloon, dining hall, parlor, and smoking room. Entertainment in the evenings in
lavishly appointed ballrooms.
Second Class: Efficient but small cabin, provided with a broom and dustpan for tidying it up.
Access to mid-deck dining hall. Passengers are expected to find their own entertainment.
Steerage: Open barracks-style accommodation wedged in next to the machinery rooms. Loud,
poorly ventilated, crowded. Food brought in three times a day by a steward who’s got better things
to do than feed you lot. Breakfast is sweet tea and dry ship’s biscuit. Lunch might have a soup
with a bit of something meatlike in it. Dinner has soup, ship’s biscuit, sweet tea, and maybe a dab
of something green they say is veg. Smart people who can afford it bring their own travel rations.

Rates and Fares Table


Passage To/From Rate Availability
London Cab, first 2 miles 1/- Everyday
London Cab, additional miles 6d each Everyday
Airship, London to Paris £30 Unusual
Train, First Class, UK 4d per mile Unusual
Train, Second Class, UK 2d per mile Average
Train, Third Class, UK 1d per mile Everyday
Train, First Class, Gruv 8d per mile Rare
Train, Second Class, Gruv 4d per mile Unusual
Train, Third Class, Gruv 2d per mile Average
Train, Dining Car Service, First Class (UK Only) 2/6 Rare
Steamship, Liverpool to New York, Steerage £8/8 Unusual
Steamship, Liverpool to New York, Second Class £25 Unusual
Steamship, Liverpool to New York, First Class £41 Rare
Steamship, New York to San Francisco via Cape Horn, £88 Rare
saloon
Steamship, New York to San Francisco via Cape Horn, £44 Unusual
steerage

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1879 Players Guide

Magic Theory

“Everything is possible to him who wills only what is true! Rest in Nature, study, know,
then dare; dare to will, dare to act and be silent!”
- Éliphas Lévi, Transcendental Magic: Its Doctrine and Ritual

E xcerpt from Toward an Understanding of the Arcane, a pamphlet series


by Dr. Euphnius Crabtree, reprinted by the kind permission of Crawley and Sons,
Ltd., publishers, Cambridge:
A previously unknown energy leaking from the Rabbit Hole? The gift of a divinity? The
force of the human mind channeled through willpower? Many ideas have been bandied about
concerning the nature of magic. None have proven out, although evidence supports many of
them to a certain extent. Professor Knochverstand said, in his treatise on the Laws of Magic,
“If it works, it’s true”. What we can establish from that is that magic is to some extent
subjective, as what works for one person may not work for the next. The chants of a priest do
nothing for a clockwork engineer, and the tools of the workbench are useless to a magician
following an ancient Egyptian ceremony. Belief seems to have a considerable impact.
This said, the gentle reader will understand that codifying the arcane cannot be a neat
and tidy thing, a quick summing up and a few handy rules. Several explanations must be
explored. The rules of three different primary approaches need to be listed and discussed. The
science of magic, and there’s an interesting phrase if ever there was one, is still very much
in its infancy. The Saurids have had generations to come to terms with the miracles of their
shamans. We have had less than two years on Earth to rediscover something that perhaps our
distant ancestors knew of, but did not explore with the scientific rigour of the modern era.

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One thing is certain: magic exists. It may not be commonplace, and may never become
so, but it is part of our world now. What changes this new methodology of getting things done
will wreak upon our culture, our daily lives, and the course of our Empire remain to be seen.
It is our fervent hope that in reading this, you, the reader, will gain sufficient understanding to
control how magic will affect you, instead of being controlled by the magicians. And if you
are a magician, then perhaps you will take the moral and ethical lessons to heart, and maybe
gain an understanding of traditions beyond your own.

A Few Hypotheses as to How Magic Works


The three primary schools of thought in regard to the arcane each have their own ideas as
to where the energy comes from, how it can be channeled and put to use, and why it’s present in
the first place. Any proper examination of the phenomenon must consider all of the possibilities.
Therefore, we shall look at each school in turn.
The Mages believe that magic is an ambient energy field, inherent to the world (or worlds,
as the case may be). They believe that certain individuals possess the inherent talent to sense this
energy, and to direct its flow. Some of their Lodges hold that magic is a finite resource, like coal or
wood, and that long ago, our ancestors used up what was available. They say that when the Rabbit
Hole opened, magic began to flow into our world like water into a canal lock, refilling Earth with
energy from the Gruv. This theory does have some supporting evidence, but does not compensate
for the fact that the Gruv’s magic does not appear to be subsiding as Earth’s increases. Some Mages
suggest that magic is a regenerative energy source, like the electricity in an acid battery, that will
build back up from a reaction within the vessel. They have no explanation for how this regenerative
cycle operates, though, which weakens their argument.
The Priests (and the term may apply to women as well as men; the English language is
terribly chauvinistic) believe that magic is the power of their deity, or deities, or divine principle
in action. Exactly how this manifests, and through whom and under what conditions, is a matter
of fierce debate within each religion of the world. The terrible row between religions as to validity
and source and the conditions under which miracles may occur shall not be reproduced here. Let
it suffice that each Faith has its own rules as to who may use magic, or be the vehicle of miracles,
or whatever they choose to call it. Generally, these rules require stringent adherence to the Faith,
fervent belief in the divine, and somehow having earned the favor of the divinity or being chosen as
a tool with which the divinity may exert its will. Religious magicians regard their source of power
as infinite, which is to be expected, given that they credit it as divine in nature. As to why magic
has returned to the world coincident with the opening of the Rabbit Hole, most Priests prefer not
to address the issue, rather saying that the divinity has its own reasons and that those are not for
mortals to either know or comprehend.
The Weird Scientists don’t generally believe in magic as magic per se. They believe that a
previously untapped energy source has been found, or that new principles of Science have been
discovered, or that the reason old theories such as the ether and phlogiston were discredited was
partly because those people were doing things all wrong and didn’t understand the results of their
experiments. They’re able to reproduce their own work, and some of their fellows get similar results.
If the larger scientific community can’t verify the experiments, perhaps a rethinking of the more
widely accepted ideas is in order. If your science cannot explain why my machine can turn ceramic
vases inside out without breaking them, but I can build another machine that does exactly the same
thing, and the machine works for anyone who operates it, then your science needs to adjust its
theories to fit the new evidence. That’s how science works, after all.

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Mana Theory
In game, there’s quite a lot of debate about magic, and where the energy comes from, and
how it works. From a game mechanics standpoint, it all comes down to mana theory.
Mana is the energy of life, the motive force of the gaiasphere. It’s produced as a natural
byproduct by every living thing on a world. It accumulates in the world up to a maximum level,
based on the concentration of life forms. Population centers tend to be hotspots for mana production
and accumulation, because of the concentration of people and animals. A dense jungle, such as the
Amazon Basin, forms another type of hotspot, again because of the concentration of living things
within the region. Because of this concentration, mana-related phenomena tend to appear more often
in these locations. Large cities have a higher incidence of LGF than small, remote villages. The
jungle does not just feel magical. It is magical, a mystical place, where mana-related events are more
likely to occur because of the higher concentration of energy.
Earth existed in a low-mana state for thousands of years before the opening of the Rabbit
Hole. Since then, the continuous flow of mana from the Gruv, through the Rabbit Hole, has
raised Earth’s mana level enough to trigger an early rise in mana generation, which would not have
naturally occurred before the end of the Twentieth Century. The effect first reached out across the
ley lines, the channels of magical force that wrap around the planet like currents in the ocean or
winds in the atmosphere. The nodes where those lines intersect became hotspots of mana generation,
and created the outbreaks of LGF seen in Paris, Moscow, Tokyo, Christchurch, and other major
population centers, which tend to be built atop nodes, as if people could sense their presence even
when the mana level was too low for the nodes to be active. Areas where life is concentrated, such
as cities and dense jungles, have more ambient mana than areas where life is sparse, such as deserts
and the arctic tundra. Magicians traveling to such areas may find spellcasting to be difficult, if
not impossible, due to the low energy level. Boojums may find themselves weakened, due to their
nature being dependent upon the mana field. While Earth is now producing a substantial amount
of mana on its own, mana continues to pour through the Rabbit Hole from the Gruv. Once the
levels on either side equalize, like water levels in a canal lock, the flow will stop, but that may take
many years. Earth’s magicians are aware of the phenomenon, as they can easily see the mana flow
with astral sensing, but generally do not discuss it outside of their own circles. There’s no sense in
panicking the public with the news that an invisible energy that allows magic to work is flooding
out of a hole in the middle of London.

Astral Theory
Any discussion of magic must include an exploration of astral space, a limitless region
that coexists with the physical world, but on a different plane. The astral and physical worlds
are intricately connected and interdependent. Neither could exist without the other. The biggest
difference between the way the physical world appears and the way it appears astrally is that viewing
the world from astral space reveals the glow emanating from all living things, that represents their
life energy. Living things include not only people and animals, but also plant life, the true elements,
and the living stone of the planet itself.
While astral space mirrors the physical world, the astral realm also functions as a world unto
itself, subject to its own laws of reality. As a result of this dual nature, astral space remains a source
of much conjecture and speculation among even the most knowledgeable scholars and magicians.
What is certain is that astral space is the cosmic fabric that binds together all worlds, and the

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medium through which magical energy travels. Whether astral space is the source of magical energy
or simply a conduit for it is one of the countless mysteries that the astral realm continues to hold.
The people and creatures who use magic do so by drawing energy from astral space into the
physical world. In order to do this, they must be able to perceive astral space. Only through astral
perception can magical energy be manipulated, as magical energy is only visible in astral space. All
the magical Skills available in 1879 allow characters to perceive the magical energy necessary to
perform them.

The Nature of Astral Space


Astral space has no native landscape of its own. It has no ground or sky, and no source of
illumination such as the sun. Without ties to the physical world, astral space appears as a limitless
void of inky black. It contains nothing to see, nothing to hear, nothing to feel. Any being within
this void would be lost in an ocean of darkness.
The connection between the astral and physical worlds, however, provides the astral realm with
features that mirror the physical realm. Locations in astral space correspond with physical locations,
because everything in the physical world possesses an astral imprint that reflects the physical object’s
essential nature. In a sense, astral space is like a mirror held up to the physical world, reflecting its
magical nature. Though astral space does contain some apparently featureless areas where the void,
known as the deep astral or high astral, seems to exist, these areas are usually just the astral imprints
of extremely bleak physical locations.
While every living thing and inanimate object that exists possesses an astral counterpart,
astral space contains objects and living things that only exist within astral space, with no physical
counterpart. Indeed, some parts of astral space, such as the realms known collectively as the
netherworlds, seem to exist outside the standard astral/physical continuum.

The Astral Landscape


On viewing or entering astral space, an explorer sees the astral imprints of the people, physical
objects, and creatures within their line of sight. In addition, they see astral creatures, such as spirits,
and any other astral patterns, such as spell effects, curses, and other active magic. These astral
imprints, creatures, and patterns comprise the astral landscape. Vision is the only sense that applies.
The nature of astral space precludes physical beings (including people) from using their senses of
hearing, smell, taste, and touch.
Other features of the astral landscape are the ever-present swirls of astral energy and the
imprints left by events with strong emotional content, such as the corruption left by violence. Astral
energy rarely impedes a person’s movement or perception. It usually appears as lightly shimmering
wisps eddying in and around everything. When a magician casts a spell, they gather some of this
energy, form a pattern, energize the pattern, and release it to generate the spell’s effect.
In contrast, the interference or corruption left by violent or other emotionally charged events
may seriously affect astral explorers. Battlefields can be particularly difficult, as they resonate for
years, sometimes for generations. The turbulence can obscure a person’s vision and perception, cause
mental or physical damage and impede magical abilities such as spellcasting.

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Astral and Physical Forms


All living things and inanimate objects exist in either astral or physical form, and frequently
in both. The place of origin (physical world or astral plane) usually determines whether any given
thing possesses a physical or astral form. Normally, physical beings cannot directly affect or interact
with objects or beings in astral space, though some spells and magical powers may allow them to
do so. Likewise, astral beings cannot normally interact with things in the physical world without the
use of magic spells or powers. Because people rarely enter astral space, most everything and everyone
characters are likely to encounter in 1879 possess physical forms.
The forms of creatures and objects can be changed from astral to physical or from physical
to astral. When a character or creature from the physical world enters astral space, its physical
form merges with its astral imprint to create an astral form. When the character or creature returns
to the physical world, it reverts to its physical form. When a character or creature native to astral
space enters the physical world, its astral imprint generates a physical presence that aligns with its
astral nature. This means that physical objects can be taken into astral space, and creatures from
astral space can enter the physical world. This also means that physical objects and beings can be
left in astral space (perhaps the perfect hiding place), and astral objects or beings can be trapped
in the physical world.
Subjects are usually identified by their current forms. The term “physical being” is used to
denote both naturally physical beings such as people as well as astral creatures, like spirits, that have
manifested physical forms. Likewise, the term “astral beings” is used to denote native denizens of
astral space as well as people that have assumed astral forms.
The only exception are dual-natured entities, which exist in both physical and astral forms
simultaneously. In some cases the physical and astral bodies of a dual-natured entity can work
independently of each another, though most are connected in some way. This nature makes these
entities extremely powerful and especially difficult to kill. Most of them can create new physical
bodies to replace ones that have been destroyed, or create new astral forms by simply entering astral
space. Destroying both the physical and astral form at the same time is required to kill such an
entity.

Astral Imprints
There are two general types of astral imprints generated by physical objects: those of inanimate
objects, and those of living beings and magical items. The magical energy of living beings and
magical items provide their astral imprints with considerably more substance than those of inanimate
objects. Inanimate astral imprints possess form but little substance. The astral imprint of a book
can be seen, but the pages of the imprint cannot be turned. A magician may look through the astral
imprint of a window, but not the imprints of opaque physical objects. The astral imprints of walls,
dead trees, or any non-magical objects created by people appear nearly identical to their physical
counterparts. Though an astral imprint resembles the physical object that produces it, most astral
imprints appear nearly colorless and tend to blend into a dull mass when viewed by a casual observer,
especially when they are far away.
Because the astral imprints of inanimate physical objects are insubstantial, astral beings
(including people in astral space) can pass through them. The sensation of passing through the astral
imprint of what the character recognizes as solid matter can be disconcerting and confusing. Most
people in astral space prefer to move around imprints of obstacles rather than through them. To
reflect this disorientation, any person who passes through an astral imprint of solid matter suffers
a –2 penalty to all Action Tests made within the next two minutes. Spirits and other native astral
entities do not suffer this penalty.

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In contrast to the dull, insubstantial


imprints of inanimate objects, the astral imprints
of living things, such as plants, animals, and
people display a distinctive glowing aura with
a vivid appearance. People display particularly
strong auras because of the complexity of their
essential nature. The world is also a living
entity, and produces an aura that gives most
of astral space the appearance of twilight. This
light is visible in almost all areas of astral
space, except in areas completely enclosed by
the astral imprints of inanimate matter.
The imprints of living things also
possess substance. Since they are “solid,” astral
beings cannot pass through them. Because
the earth has a living imprint, astral beings
cannot penetrate through ground level in astral
space. They may pass through the imprints of
freestanding rocks or cobblestone roads, and
may even venture below ground through caves,
tunnels, or mine shafts where the living earth
has been removed, but the imprint of the earth
itself blocks their passage.
Magical items and active spells also
produce vibrant, “living” astral imprints. All
magical items are created by directly investing
them with magical energy, and so they create astral imprints with auras and substance. Spells reflect
living astral imprints because they are created from magical energy. Most spell imprints take on
shapes that reflect their function.
Astral imprints make it relatively easy to determine whether an item is “magical”. If it displays
a living aura, it is magical. The aura does not usually give any clue as to the nature of that magic,
only that magic is present in some form. To learn about the nature of the magic, one must study
it, which requires specialized magical knowledge.
True to Form
A living thing’s astral imprint reflects its nature, and so the astral imprint resembles the
thing’s truest form. Generally, only two situations produce discrepancies between the physical
appearance and the astral imprint of a living being. The first is a radical change in the being’s
physical form, such as the loss of a limb. In such cases, the astral imprint will simultaneously reflect
the change and the being’s original appearance. For example, the imprint might retain an ethereal,
ghostlike vestige of the amputated limb.
The second situation occurs when a thing or being’s nature is directly altered. In this case, the
subject’s astral imprint and its physical appearance would reflect the change in its nature. In such a
scenario, the being’s astral imprint would become a blurred combination of the altered and original
imprint, forcing any viewer to focus on one or the other. Altering the nature of a living thing in this
way requires extremely powerful magic.
The astral imprint of a living being often offers clues to the nature of the person. The more
magic a person uses, the more complex their astral pattern, and the more significant their astral
imprint will be. The astral imprint of a farmer who uses charms to guard his livestock will be more

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complex than the pattern of a merchant who uses no magic at all. The pattern of a Journeyman
Tier Mage will show greater interweaving and denser latticework than the astral imprint of a Novice.

Astral Regions
Turbulence and corruption in astral space can handicap magicians and astral travelers.
Magicians who cast spells in corrupted regions of astral space risk injury or even death, fates that
also threaten astral travelers and beings who move through such areas.
The sight of corrupted areas proves unsettling. Looking at these tainted regions is like gazing
into madness. The astral landscape appears physically warped, stretched and smeared as if reality
were no more than a delicate painting that a violent event could transform with the wipe of a bloody
hand.
In game terms, astral regions fall into four classifications: Safe, Open, Tainted, and Corrupt.
Safe regions are areas of astral space untouched by turbulence-creating events. Typically,
Safe areas are only found in the deep wilderness, in places of peaceful haven such as churches and
temples and mosques, and well out to sea. A few settlements in the Gruv are Safe because their
inhabitants have sanctified the area, cleansing astral space through Priestly magic. Astral beings who
pass through Safe areas suffer no ill effects.
Open regions correspond to areas in the physical world where minor events have occurred to
cause turbulence. Typically, the astral landscape of an open region appears creased and wrinkled, like
a sketch crumpled and mostly smoothed out. Human habitations tend to be Open because of the
emotional turmoil of everyday life, and the constant stirring of astral energies by the movements
of living beings through the area. Spellcasting in Open regions incurs a slight penalty due to the
turbulence. Much of astral space both on Earth and on the Grosvenor World is comprised of Open
regions.
Tainted regions correspond to places where great suffering and torment have occurred, such as
battlefields and massacre sites. Far too much of Britain and Europe have become Tainted through
centuries of warfare. The village of New Wigan in the Gruv has been Tainted by the massacres of
the original settlers and the first patrol to investigate by a giant flea breeding swarm. Large clouds
of polluted astral energy drift through these regions, and the astral landscape is twisted and warped
almost beyond recognition. Spellcasting in Tainted regions incurs a significant penalty, because
of the difficulty of working magic in such a region, and exposes the magician to the potential of
warping damage, from passing the tainted energies through their person. More about this may be
found in the Spellcasting chapter.
Corrupt regions are the most dangerous regions of astral space. These areas correspond to
the places where terrible atrocities have occurred, possibly scarring the astral landscape forever. As
an example, the town of Beziers in southern France, where somewhere between seven and twenty
thousand people were slaughtered for heresy during the Albigensian Crusade in July of 1209 AD,
should be avoided by anyone astrally sensitive, as the echoes of the massacre still resound. Dark and
violent emotions emanate from these areas in overwhelming surges. Spellcasting in a Corrupt region
poses considerable threat to the magician, due to the exposure to such wild and dangerous energies.
Shifts in Condition
The condition of astral space in a region can change over time. Corruption slowly fades,
bringing the region down to Tainted. Large, violent events can push an Open area up into Corrupted
in a matter of seconds. How long the turbulence and damage lasts depends largely on what caused
it.
Battlefields demonstrate this clearly. Much of Earth and the Gruv are Open territory. One
cavalry charge against massed infantry can push the field into Tainted, just from the pain and death

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of the first impact. The fog of battle rises in the astral plane as quickly as it does in the physical. By
the end of the second hour of a large engagement, the magicians can’t see to cast spells any better
than the infantrymen can see to fire on the enemy, and both are choking on the vapors swirling
about them. It’s going to take several days, perhaps even several weeks for the last of the dead to
be removed and buried, and for the plants to start making some effort at growing back. The astral
recovery runs about the same, with the turbulence from hundreds of people dying abruptly and
painfully, the battle rage of the soldiers and the anguish of the medical corps, the uncomprehending
shock of the horses, all taking considerable time to dissipate.
Some battlefields and similar places never clear. It largely depends on the story and who’s
telling and retelling it. The smaller the event and the fewer people talking about it, the more quickly
the astral pollution clears. Gettysburg may very well remain Tainted for as long as the War of
Secession is remembered. Visitors to the site who can see into the astral plane sometimes report
that the spirits of the soldiers are still fighting the battle, having not given up even after dying, or
not realizing that they’re dead.
There are no hard and fast rules or game mechanics for the accumulation of astral corruption
and its dispersal. We can’t say, well, if one person was murdered, that generates this many points,
but if five thousand were slaughtered in a single hour by cannon fire, that’s this many points, and it’ll
take this long for those points to be resolved. The Gamemaster must use their best judgement as to
the rise and fall of astral turbulence, based on what happened previously, what’s happening now, and
how long it might take for the memories to fade from the living and the scars to fade from the land.

Null Zones
Life generates mana, or is it the other way round? That’s another argument, already explored
above. What’s important is that there is no mana where there is no life, and conversely it can be
really hard to live where there is no mana. Null zones are places where the mana level sags or drops,
or just isn’t there at all. Ancient texts held by a few Lodges call these sort of places fovae, and
warn that a magician or someone dependent on mana (such a a Boojum) being caught in a fova
has little chance of survival. Certainly, working magic in such an environment is no more possible
than lighting a fire in a vacuum.
On the Gruv, these are few and very far between. The Samsut city-states are kept at such a
low level of ambient mana by their Life-giver technology that spellcasting and Looking Glass Fever
are not possible within the Edeesmatu, the Samsut homeland. The rest of the Gruv has reached a
sort of equilibrium, where the mana level just doesn’t vary much from one place to another.
Earth is a different story entirely. The mana level is still rising, and mana production has been
kicked off irregularly around the planet. Areas with little in the way of life have not filled in from
the surrounding regions. Thus, the Sahara, the Gobi, Death Valley, the Takla Makan, and the polar
regions have little to no ambient mana.
Boojums entering these areas will take Step 7 damage on entering and every ten minutes
thereafter, more frequently if they press on deeper into the region. Armor does not protect against
this damage. If the damage reaches their Unconsciousness Rating, they lose their Boojum form, but
do not return to human, instead being left twisted, collapsed in on themselves, and misshapen, their
Dexterity and Strength reduced by half permanently.
Magicians entering a null zone take damage using their Spellcasting Rank plus 3 as the
Damage Step, and continue to take damage the same as a Boojum. If the damage reaches their
Unconsciousness Rating, or causes a Wound, they must make a Spellcasting Test against the
damage they’ve taken. Failure indicates the loss of a Rank in their Spellcasting Skill. This is a loss
of ability, not knowledge, similar to a weight lifter’s loss of muscle tone when on enforced bed rest.
They will have to work their way back up to lifting the heavy weight.

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Spirits take their own Force Rating in damage each combat round they are present in a fova.
They will not willingly enter, being able to clearly see the danger.
Enchanted items stop working in a fova. Every five minutes, they must make a Test using their
Effect Step against their own Mystic Defense. If the Test fails, the item’s enchantment is undone.

Astral Sensing
Astral perception can be a dangerous activity. To fully perceive astral space, a character must
project their image into the astral, as one cannot see a place in which one is not present. This astral
form can be noticed by creatures who inhabit astral space, as well as by others actively perceiving
astral space, making the character vulnerable to astral attacks.
In addition, the nature of astral space is an unnerving sight for most viewers, and magicians
perceiving astral space can become disoriented. Many tales tell of those who attempted to view astral
space directly and ended up insane or dead.
Fortunately, the Skills, spells, and abilities characters use provide a limited type of astral
perception called astral sensing. Astral sensing allows a viewer to sense the magical energies and
astral imprints of people, places, and things present in astral space, but does not require the character
to project into astral space to do so. Most magicians use astral sensing, rather than true astral
perception.
Astral sensing can be performed using two methods: the Astral Sight Skill and the Astral
Sense spell. These methods provide varying degrees of detail when viewing astral space. Specific
rules for using each of these are provided below.
Using Astral Sensing
Astral sensing detects the astral imprints of spell effects, wards, astral creatures, magical items,
people, and animals. Astral sensing enables a magician to determine if a given object is magical,
and may help the character discover information about the nature of a subject by studying its astral
imprint.
The first step when astral sensing is to successfully perceive astral space and the imprints of
nearby objects. The character makes an Astral Sensing (6) Test, against the base Mystic Defense of
astral space. This base Target Number is modified by the classification of astral space, as shown in
the Astral Sensing Table. If the Test succeeds, the character senses the astral imprint of everything
within the range of the astral sensing ability being used. The character can tell whether the imprint
is a magical or mundane object, and can also determine the classification of astral space. If the
Test fails to beat the modified Target Number, but still exceeds the base Target Number of 6, the
character knows that the failure was because of astral interference or corruption.
Effects of Astral Corruption on Astral Sensing
Astral corruption obscures astral sensing. When a character uses any form of Astral Sensing,
the Target Number is modified based on the level of astral corruption present, as shown on the
Astral Sensing Table.

Astral Sensing Table


Region Type TN Modifier
Safe NA
Open +2
Tainted +5
Corrupt +12

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While searching the study of a businessman he suspects of being involved with the Sons
of Thoth, Thomas Sutterfield, a Mage of the Galvanic Order, finds a lockbox under a false
panel in the wall. Thomas decides to use his Astral Sight Skill to check for any magical traps
protecting the box. The Gamemaster has decided that the building is in Open astral space, so
the Target Number for astral sensing Tests is 8 (base Target Number of 6 for an easy task, +2
for the state of the astral). The player makes an Astral Sight (8) Test with a result of 13, two
successes against the modified Target Number. Thomas successfully perceives astral space and
the imprint of the lockbox. He notices that astral space here is “Open.” He sees no magical
imprints on the box, so he is fairly certain there isn’t a magical trap protecting it.
Unless specifically indicated by the particular ability, astral sensing does not enable a magician
to detect the imprints or patterns of subjects hidden behind or within other objects.

Patterns in Astral Space


Magicians may encounter several types of astral imprints during their adventures. Living
creatures such as people and animals, magical items, and spells and other magical abilities (including
creature powers) all possess different types of astral imprints. Each type of imprint appears slightly
different from the others, just as each individual imprint differs from others of the same type.
When viewed astrally, the pattern of any living subject, person, creature, or plant, appears in
the subject’s astral imprint. The imprint is roughly the same size and shape as the subject, and can
be studied to determine basic information, such as the subject’s general state of health. The pattern
is more complex and provides considerable information about the subject. For example, a magician’s
astral imprint is the same size and shape as the magician, has a glowing presence that swirls around
the imprint, but provides no other information. On the other hand, the magician’s pattern might
show their type of magic (Mage, Priest, Weird Science), give hints as to the nature of their path
(Galvanic Order, Anglican Church, Newtonian), and reveal signs of injury or blood magic use.
While the patterns of most people and creatures occupy the entire astral imprint of their
subjects, the pattern of a magical item may occupy only a portion of its imprint. This usually results
from the method used to enchant the item. For example. the astral imprint of a fireball gun will be
shaped like a gun, but its pattern may only occupy the barrel and mechanism.
Spells and other magical abilities produce the most unusual type of patterns. (The term
“magical abilities” includes Skills, creature and spirit powers, and unusual magical effects such as
the river of mana pouring out of the Rabbit Hole.) Patterns produced by these magical abilities
typically resemble clouds of magical energy representing the spell or ability’s effect and cover its area
of effect. For example, the physical part of a Containment Circle may consist of nothing more than
a circle drawn on the ground in salt, and maybe a bit of a glow, but its astral pattern might appear
as a forbidding wall of iron bars rising a dozen feet or more. The Style of a magician’s spells is
a projection of this effect into physical space, the spell’s pattern shaping its physical presentation.
While astral sensing allows magicians to view the patterns of spells and magical effects used
during combat, most magicians use it to detect and study the patterns of extended-duration spell
effects, such as those produced by magical traps or wards. Close examination of such a pattern may
reveal its effect, the type of spell, its Tier, or even clues about the magician who cast the spell. It
may also reveal weaknesses in the trap or ward that allow the magician to more readily Dispel it.
When using an astral sensing ability to study the pattern of a spell, the magician makes an
Astral Sensing Test against the spell’s Mystic Defense, which is the same as the spell’s Dispel
Difficulty. The Gamemaster determines the specific details of a subject’s pattern, based on the
subject’s nature, and what information a character can learn from studying a subject’s pattern, based
on the result of the Astral Sensing Test.

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Astral Sensing Methods


To illustrate the differences between the available astral sensing methods — the Astral Sight
Skill and the Astral Sense spell — each of the following sections includes an example of a magician
using one of the methods to examine the same magical item: a silver torc set with three large semi-
precious stones. The stones are held in place with silver wire, and the stones themselves are infused
with True elements. The item was crafted in a previous age by a powerful magician, with elemental
spirits helping with the enchantment process. The torc has a Mystic Defense of 15.
Astral Sight Skill
The Astral Sight Skill allows characters to look into astral space and directly view astral
imprints and patterns. This is perhaps the best overall method of astral sensing available in 1879.
Because Astral Sight is a Skill, characters can improve the ability over time, allowing the magician
to view the patterns of subjects with high Mystic Defense ratings and detect considerable detail in
a pattern.
Of course, Astral Sight is not without drawbacks. The character takes 1 Strain each time the
Skill is used, with the effect only lasting for a relatively short time. As such, extended examinations
of magical patterns can be taxing. After detecting a pattern, a magician can make subsequent Astral
Sight Tests to see more detail. These Tests do not cause the character additional Strain if they are
performed during the Skill’s duration. When the duration expires, or if any of the subsequent Tests
fail to equal or exceed the subject’s Mystic Defense, the character loses sight of the pattern and must
make a new Astral Sight Test to continue examining the pattern, taking 1 Strain.

When he first looks at the torc with Astral Sight, Simon Mallory sees the silver wire
woven around the elemental stones and determines that they contain the item’s pattern. Mr.
Mallory makes another Astral Sight Test to study the pattern. The Test yields a result of 21,
two successes against the torc’s Mystic Defense. Mr. Mallory sees a chain of interlocking
waves that flows from one end of the pattern to the other, looping around brighter spots that
match up with the enchanted stones. The stones are different colors and patterns, based on
the elements infused into each. One shows dozens of birds swirling around a vortex of air, the
second has a swirling mass of boulders, while the third has flaming sprites flitting back and
forth through a bonfire in a complex dance. Mr. Mallory reasonably deduces that the three
stones are enchanted with Air, Earth, and Fire, but does not know how they interact.

Astral Sense Spell


The Astral Sense spell enables a magician to detect and study magical presences in astral
space. While the spell has a range of 30 yards and a duration of more than 10 minutes, the spell
is not as effective for studying patterns as the Astral Sight Skill. Magicians using the Astral Sight
Skill actually see the item’s astral imprint and pattern. The Astral Sense spell puts an image of the
imprint and pattern in their minds. Because the information is essentially second-hand, like seeing a
photograph rather than the object itself, certain details simply cannot be discerned.
To detect astral patterns with the Astral Sense spell, the magician makes a Spellcasting (6)
Test, using the Mystic Defense of astral space. If successful, the magician makes an Effect Test,
detecting the pattern of one creature, object or magical effect with a Mystic Defense no greater than
the Effect Test result. Only one pattern may be detected per Test, which means that a magician must
typically make several Tests to detect all the patterns within range of the spell. Once a pattern has
been detected, the magician can focus the spell’s effect on that pattern, making subsequent Effect

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Tests to see more detail. As described above under Using Astral Sensing, each Test must yield a
higher result than the previous Test to provide more detail.
For more information on the Astral Sense spell, see the Spells chapter, p. 372.

Theresa Clement uses the Astral Sense spell to study the torc. She casts the spell, and
after scanning the area she senses the torc’s pattern with an Effect Test of 16, a single success.
The torc’s pattern appears to Ms. Clement as a twisting chain around three brighter points.
The chain is made up of repeated blue waves, and twist around what appears to be a swirling
wind, a sinkhole, and a bonfire. While Ms. Clement could reasonably deduce that the stones
were imbued with Air, Earth, and Fire, respectively, she could also see that the silver wire is
imbued with Water. She still is no better off than Mr. Mallory, however, as she has no more
idea of how these interact than he does.

Lodges
In game terms, a Lodge is an organization in which a magician may hold membership, which
in turn provides structure to the exercise of arcane talent. In-game, these may be referred to as secret
societies, orders, churches, cults, brotherhoods, or a host of other terms.
Lodges are grouped for game purposes into Orders, Faiths, and Schools, representing the
Mage, Priest/Shaman, and Weird Science approaches respectively. Thus, magicians with Spellcasting
as their Profession Skill and a secular approach would belong to an Order, magicians with either
Spellcasting or Summon as their Profession Skill and a religious approach would belong to a
Faith, and magicians with Craft Device or Alchemy as their Profession Skill would follow a School.
The people of Earth are still figuring out how magic works. Each Lodge will have an
incomplete knowledge, and thus a restricted spell list. Eventually, some of these approaches may be
combined or merged, as the underlying principles of magic become better understood. The Spell
Lists for each Lodge are found in the Secret Societies chapter (pg.457), at the end of the full write-up
on each Lodge. The descriptions provided here are for quick reference only.

Orders
Mages, or secular magicians, organize themselves into Orders to share information, pool their
resources, and provide structure for their advancement. Some Orders are more secretive than others.
As with all Lodges described in this book, a more detailed description can be found in the Secret
Societies chapter (pg.457).
The OBV
The Order of Britannia Victorious is made up of ambitious officers in Her Majesty’s Army,
who have found themselves with the ability to manipulate mystic forces. They use their powers to
aid the army to ensure victory over the enemies of the empire. Their spells use items, usually guns,
sabers, or swords, as foci and emanation points. Their Style tends to be militaristic, flashy, colorful,
and loud. The OBV is divided into Warriors, Healers, and Seers, each with distinctive insignia,
and each trained in specific magics.
The Galvanic Order
A Mage Order founded around the studies of merging magic with electricity and technology,
the Galvanic Order was created as a way to prove that magic was not supernatural but a scientific

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harnessing of natural forces. Incantations


are spoken formulae involving scientific
terminology. They tend towards wearing long
frock coats and carrying silk kerchiefs, brass
and glass rods, and other electrically-related
implements. Their Style exhibits electrical,
mechanical, or metal-affecting properties.
The Mumpers
Magic has touched people of all walks
of life, from the highest to the lowest. The
Mumpers are low class commoners and
criminals with a gift for magic, but without
anywhere to turn for help, so they band
together to learn and understand their powers.
Lack of formal education means most can’t
read, so book learning and research is
impossible. Mumpers have to practice by
trial and error, so mishaps, injuries, and even
fatalities are not uncommon. Spell names tend towards common words or crude slang, reflecting
the roots of the practitioners. Many have connections with the Dodgers, lending their aid to shady
activities. Membership in the Mumpers requires proof of talent and a careful check to prove the
applicant is of common heritage, as they fear reprisals from the upper social classes. Mumpers may
not have a Social Level higher than 2.

Faiths
Priests, Shamans, and other religious magicians derive their power from their Faith. They
regard their work as theurgy rather than thaumaturgy, religious magic as opposed to secular.
The Anglican Church
Although the processes involved in working miracles are suspiciously Papist in nature, no one
can doubt that God really does seem to be on the side of the Church of England. Certainly, since
the opening of the Rabbit Hole, Anglican priests, or at least some of them, can lay on hands, repel
evil spirits, and otherwise be the vessels for miracles as portrayed in the Bible. The Church has
taken to organizing its talent, providing training for those with the gift of channeling the miraculous
power of the Almighty, and keeping a close eye on its magically active priests to make sure they
stay within the tenets of the Faith.
The Nightingale Sisters
A quasi-religious order specializing in helping and healing others, the Nightingale Sisters were
named after, but have no other connection to, Florence Nightingale, who has publicly disavowed
their methods as unscientific. While non-violent, the Sisters are not idle pacifists and have the power
to defend themselves and their patients. Besides working as magic-using nurses, they maintain a
network of women’s shelters, and have been active in assisting women to use their newly won voting
rights. Their Style tends toward spells with no visible effect during casting, although some create a
nimbus of light that inspires feelings of peace and well-being.

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MAGIC THEORY

Saurid Shamans
Saurids in general follow a tradition of respect and reverence for nature, both the gifts it
provides and the terrifying power it displays, as well as elements of spirit worship. Over time, certain
Saurids displayed the ability to tap into that natural power to aid their tribes, leading to the creation
of the order of shamans. Saurid shamans are loyal to their tribe, even fighting each other during
feuds. However, many of them come together in fellowship once a year on the summer solstice to
exchange techniques, remedies, and stories, no matter the state of hostilities between their tribes.

Schools
Weird Science is not regarded as magic by either its practitioners or Earth culture. Its
followers think of themselves as opening new fields of study, areas that have not yet achieved
academic acceptance. They see themselves as rebels, or rogues, in academia, pushing the boundaries
as proper scientists should. Conventional scientists don’t always think well of them, but when
something works, it works, and only a fool denies what has been demonstrated. The Law of
Pragmatism, one of the fundamental laws of magic, applies here: If it works, it’s true.

The Daily Telegraph and Courier,


Letters to the Editor
Oswalds Or Not!
It seems the scientific community has mixed opinions about the recently coined nickname
for their like, “Oswalds”. I personally feel honoured to be named after such a great man.
Oswald Grosvenor was a paragon of the scientific community - a true genius. Without his
contributions, we shouldn’t have any of the technology we do now. The portal opening to the
Gruv has had a tremendous impact upon our ability to develop scientifically, and frankly, I
don’t see any other way for us to have gone this far. The exploration allowed alone should
be enough to make my fellows enjoy this new moniker.
Edwin Willoughby, Cork
What utter bunk! To be named after a man who couldn’t keep his calculations together
enough to avoid such a catastrophe as it has been, to have opened that portal - why, it’s a
shame and a disgrace! Without Oswald Grosvenor we would have progressed quite nicely,
thank you. It was only a matter of time before we would find ourselves discovering such grand
things as the microsteam engine. It’s due time that we scientists be treated with respect, and
not be relegated to being named after a hackneyed failure.
Margaret Hasherton, Blackburn

Herons
Mechanics and engineers, named after Heron of Alexandria, members of the Heron School
are clever with steam, automated devices, and theatrical effects. Herons must be literate in Hellenistic
Greek and Arabic, as much of Heron’s work was preserved in the Library of Toledo by Muslim
scholars who had translated his work into Arabic. His original writings are mostly lost, largely in
the destruction of the Library of Alexandria. Herons tend to be flashy showmen, eager to exhibit
their latest fancy gadgets and entertain the nobility. As a result, they frequently enjoy patronage, but
spend about half their time building animated fountains and automated dioramas for aristocrats.

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Newtonians
Alchemists, the Newtonians do their spellcasting work in the lab, where they create expendable
spell foci, potions, and so forth. If a Newtonian has the time and the materials available, they’re
much more effective in the field, as they can discard any bad lab results and keep only the best
of their efforts. Like the Galvanic Order, Newtonians tend toward a scientific, rational Style, with
notebooks full of experimental results, careful and precise measurement of processes and effects,
and a love of predictability.
Prometheans
The Prometheans study the mysteries of biology and life. After the Portal opened in London,
and new avenues opened in Science, these visionaries worked together to try and create artificial
forms of life. After their experiments were found, decried as abominations, and destroyed, they
realized that there was no Earth society that could accept them. The Prometheans formalized their
school, went underground, and migrated to the Gruv, working on the edges of civilization. After an
encounter with the Samsut, they realized that their future may not lie with the British Empire. Their
inventions are based around augmenting and enhancing natural life forms, and give visually subtle
effects. Despite being difficult to spot by the untrained eye, their inventions and augmentations have
a major effect on a person’s prowess, tenacity, and strength.

Spirits and Elementals


Noncorporeal entities can be divided into two major categories, with some subdivision: spirits
and elementals. The former are either the ghosts of those who once lived on this plane of existence,
or entities from other planes of existence paying a visit to this one. The latter are embodiments of
natural forces.
Ancestral spirits are effectively ghosts, the essence of a person who once lived and who has
remained present in an astral form. Some of these may remain on the Earthly plane instead of
moving on to whatever spiritual destination awaits them because of interest in ongoing affairs. These
spirits may be helpful or harmful depending upon what business they’re continuing to follow. The
spirit of a grandfather who wants to see his grandchildren grow up is generally not a problem, but
the spirit of a murder victim seeking vengeance against their killer may be quite dangerous indeed,
especially with the recent increase in ambient mana and the resulting effectiveness of magic and astral
phenomena. Other spirits may not have realized that they’re dead. These often result in poltergeist
phenomena, objects being moved and such, as the spirit tries to interact with the living, sometimes
growing angry that nobody’s responding to them properly. Shamans particularly work with ancestral
spirits, especially those of their own bloodline, as the familial link makes them easier to summon.
This requires staying on good terms with the dear departed, or putting up with considerable
chastisement for being disrespectful in order to gain an audience with an ancestor.
Place spirits are manifestations of the nature of the place and of cultural beliefs about such
places. For example, many cultures have stories of house spirits and hearth spirits, entities that not
only inhabit a home or a fireplace but represent the place and see to its order. A hearth spirit could
easily be tasked with watching over the stewpot to make sure it doesn’t boil over or scorch. A house
spirit would readily tell the rightful inhabitants of any visitors or intruders, and would help defend
the home and its people against outside trouble. The nature, powers, and knowledge of place spirits
are all determined by their place. A hearth spirit would know who had sat by the fire, but not who
came in through the door. The house spirit would know about everything and everyone that passed

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into or out of the house, whether by door, window, or chimney, but would know nothing of events
transpiring out in the stableyard.
Alien visitors to the Earthly plane account for many tales of peculiar astral entities, some
granting wishes, others demanding strange sacrifices or services, and some just being curious about
the world. Many cultures have legends and myths about visits from otherworldly entities, distinct
from the divinity or divinities of the culture. The weakest of these visitors show up when tasked
spirits are summoned, entities whose existence itself is somewhat tenuous and who gain sustenance
from the magic of the summoning, performing the task essentially for a handout. Caution should
be taken when approaching the more powerful, as their motives and goals may not even be
understandable by humans.
Forces of nature taking astral and potentially physical form may be called nature spirits or
elementals, depending on the views of the magician. In terms of game mechanics, a fire spirit
and a fire elemental are the same thing. Generally, Terrestrials use use the term “elemental” and
Saurids use “nature spirit”, but cultural use may vary. Elementals on Earth usually divide into the
four Classical forces of earth, air, water, and fire, but elementals of other types may be encountered
depending upon cultural definitions of the elements. For example, in Japan and China, metal is
considered a separate element from earth, and so five types of elementals may be summoned.
Summoning an elemental requires having the element itself present. Air is thus the most
readily available, but air elementals can be distractible, impulsive, and likely to only listen to half the
instructions before rushing off to do what they think might be the job. Earth may be hard to reach
in a city, buried under pavement or dozens of feet below the top floor of the building. Dead stone,
cut from the earth, cannot be used to summon the living earth. In the wild, earth is more readily
available, and less irascible, having not been overlaid with dwelling-places and streets and factories,
put aside like an unwanted cousin. Water is always closer than people think. Besides the oceans and
lakes and rivers, there are underground streams, fountains, the contents of a canteen, the hydraulic
pressure line that drives the elevator, and rain. Water does not have the solid strength of earth, but
is more persistent, and in large quantities can be terrifying. Fire is the most transient of elements,
here and gone as quick as the striking of a match and a puff of air to put it out. Capricious and
ravenous, fire exists to propagate itself, to find new sources of fuel, to devour and to move on.
Those working with fire learn quickly to respect it, watch it closely, and never completely trust it.

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Blood Magic
Blood magic draws its power from sacrifices, usually blood, but drawing mana, which is life-
energy, from any living thing counts as blood magic. The sacrifice may represented by a character
taking Damage Points to strengthen the magic of a Skill, ability, or promise, or as Strain applied
to the energy source. The Samsut Life-giver technology is effectively blood magic on a grand scale.
Blood magic tends to be associated with torments inflicted on people, often against their will.
As a result, ordinary people often feel suspicious of characters who use blood magic. Most people
of European descent disapprove of anything so primitive and savage, the British having outlawed the
Indian custom of suttee, or burning the widow alive in the pyre of her husband, and the Spanish
having done their best to exterminate the Mayan and Inca priesthoods with their human sacrifice
rituals. Those who accept blood magic as a necessary means to achieve the greater good often
refer to this practice as “life magic” to stress the positive aspect and cultivate tolerance among the
mainstream for those who use it. Thus, the Samsut refer to their technology as the Life-giver instead
of the Life-taker, even though it performs both functions.
Some point out that blood magic can be used for both good and evil. While places like the
Em-kisubbis, the desert in the Samsut homeland, offer an example of blood magic gone horribly
wrong, others have benefited from life magic and suffered no ill effects. These individuals agree
that blood magic offers great power, but also stress that such power demands great responsibility
of those who would use it.
Characters in 1879 may use blood magic in a variety of ways. Characters most commonly
use blood magic to power spells, blood charms, and living armor. Characters may also use blood
magic to enhance their Skills or abilities, swear oaths or perform rituals. Characters may even use
a special form of blood magic, known as sacrifice magic, to perform heroic feats or lay curses. The
Samsut use of blood magic, via the Life-giver, is described in the Samsut sourcebook.
Every use of blood magic requires a character to make a sacrifice, which may take the form of
Strain, Blood Magic Damage, one or more Wounds, or even the character’s life. Unless otherwise
noted, a character taking a Wound required by blood magic need not make a Knockdown Test for
that Wound.
Strain damage suffered as a result of blood magic is recorded and healed in the same
manner as other damage (see Effects of Injury, pg. 239). Blood Magic Damage, however, is recorded
separately, in the Blood Magic space on the Character Sheet. Blood Magic Damage is not healed
by standard Recovery Tests, and is not counted as damage for the purposes of healing Wounds,
increasing Skill Ranks, or other situations where the character must be uninjured. After its duration
has elapsed, specified by the type of blood magic, Blood Magic Damage reverts to regular damage
and may be healed normally. The duration of Blood Magic Damage is typically a year and a day,
but for minor things, such as blood charms, the period may only be a day or until the charm is
used. In some cases Blood Magic Damage is permanent, and should be recorded as a reduction in
the character’s Death and Unconsciousness Ratings that is never recovered.

Blood Wounds
Some types of blood magic cause damage that may only be healed under certain conditions.
In addition to this damage, blood magic can cause a Blood Wound that can only be healed after
a certain length of time, or by the use of magical healing. Unless specifically noted, any Wound
caused by the use of any form of blood magic is considered to be a Blood Wound, and can
be healed after a year and a day. Some legends say that Priests of various faiths can heal Blood
Wounds, but no evidence has yet been found to substantiate these tales.

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Blood Wounds, like other long-term Blood Magic Damage, do not prevent the character
from increasing Skill Ranks or advancing to new Tiers. Blood Wounds are otherwise treated as
normal Wounds, affecting the character’s Action Tests and ability to heal damage (see Wounds in
the Combat chapter, pg. 229).
Use of a healing potion (or similar healing aid) to heal a Blood Wound may only be
attempted after all other normal Wounds have been healed, and is not automatic. The character
drinks the potion, and makes a Recovery (24) Test (the Mystic Defense of a Blood Wound). The
potion’s bonus is applied to this Recovery Test, as normal. If the Test succeeds, the Wound heals,
leaving a runic scar. The potion does not heal any other damage the character may have; the magic
is entirely consumed in the attempt to heal the Blood Wound. If the Test fails, the Blood Wound
remains, but the potion works normally, healing a number of Damage Points equal to the Test
result, minus the number of Wounds (including Blood Wounds) the character has.
The runic scar from a healed Blood Wound is permanent, though it may be concealed with
clothing, make-up, or illusion magic. Reading a runic scar using the Read and Write Magic Skill
reveals the reason for the Blood Wound scar. Make a Read and Write Magic Test against the base
Mystic Defense of the scarred person. One success reveals what sort of blood magic caused the
scar, such as an oath. Two successes reveals whether or not the blood magic was successful, for
example whether the oath was fulfilled or broken. Three or more successes reveals the entire story
of the scar. On a Rule of One result, the person attempting the reading does not recognize the
type of scar and is noticeably baffled by it, and the scarred person feels their scar itch and notices
the person trying to read it.

Common Blood Magic


The following are examples of “common” blood magic, practiced by characters from across
both worlds. Because the details vary from use to use, only a general overview is provided here.
Powering Skills and Spells
Many 1879 Skills, spells, and Profession abilities require blood magic, in the form of Strain,
in their use. The specific requirements are noted in the Skill, spell, or ability description. Most
blood magic in this category only causes Strain, but some abilities cause Blood Magic Damage,
or even Permanent damage.

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Powering Blood Charms and Living Armor


Blood magic is also used to power blood charms and certain types of living armor. These
applications of blood magic usually cause the user Blood Magic Damage that cannot be healed
until the item is used or removed.
Ritual Blood Magic
In ritual blood magic, a character draws magical power from a donor’s blood or life force.
In this form of blood magic, rare in Terrestrial and Saurid societies but common in the Samsut
lands, the power derived from the donor is used to create specific effects rather than enhancing other
uses of magic. Ritual blood magic includes the Saurid regenerative healing ceremony, where friends
of the injured person donate a bit of their lives to regrow the missing body parts of the injured,
and the continuous drain of the life-force of the Samsut city-states by the Life-giver device at their
centers, overseen by a technical priesthood.

Blood Oaths
When swearing a blood oath, characters use blood magic to seal a promise. A character may
swear a blood oath with any other character who holds at least an Unfriendly attitude towards him,
though some blood oaths require a more favorable attitude. With the Gamemaster’s permission,
two player characters may swear a blood oath between themselves.
Blood oaths can only be sworn between two characters at a time. If two snarks wish to swear
a blood oath with three dwarves, for example, each snark would have to complete the oath three
times, once with each dwarf.
Blood oaths must be sworn voluntarily, but if a character swears a blood oath while under
the influence of magical charms, spells, or drugs (including strong drink) he is considered to have
done so voluntarily. Blood oaths possess great power. Regardless of circumstance, magic binds those
who swear such pledges. There are stories of those who have sworn a blood oath while drunk, and
regretted their carelessness.
While blood oaths typically involve an even exchange of abilities or deeds, equally binding
vows, or unceasing and active loyalty to one another, they may also be used to strike other important
bargains. In general, blood oaths enforce the spirit of the agreement, rather than the letter. Scholars
are not sure why this is so. Stories exist in the myth cycles of many countries of scoundrels who
somehow deceived others into swearing unevenly advantageous blood oaths, but these bounders
always fare badly as a result, the lesson being that blood magic punishes the unjust user.
Most blood oaths last for a year and a day. At the end of the oath’s duration, it may be
renewed. Details on the duration and renewal terms of the different types of blood oaths are included
with the descriptions below.
Blood Peace
A blood peace oath seals a truce between two characters. Any two living characters may swear
a blood peace oath. A character may swear separate blood peace oaths with as many characters as
they wish, limited only by the number of points of damage the character must take for each oath.
To swear blood peace, each character draws blood from their dominant weapon arm (Saurids
often draw blood from their tails), suffering 2 points of Blood Magic Damage. This damage cannot
be healed as long as the oath remains in effect. Each character presses their weapon into the other
character’s blood, and swears the oath as the blood dries on the weapon. The exact wording of
the oath can vary, but all versions should include the elements contained in the following example.
“As the sun shines upon the earth, so shall light illuminate my deeds. All people shall see
that I mean no harm to [other character’s name]. I shall take no action to bring harm to him

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MAGIC THEORY

or those of his blood, or knowingly allow harm to befall [other character’s name] or those of
his blood. As the moon shines upon the earth, so shall light illuminate my intent. All people
shall see that I honor my promise.”
By swearing a blood peace oath, the characters promise that they will never harm one another
or allow harm to come to the other through inaction. A character who violates a blood peace
oath releases the other from the vow. In addition, the violator’s Blood Magic Damage can never
be healed, and they suffer a Blood Wound on the part of their body they drew blood from. This
Wound lasts for a year and a day from the time it appears, and may be healed as described under
Blood Wounds, above. The scar that forms afterward marks the character as having betrayed a
blood peace oath.
If both characters keep their vow for a year and a day, the Damage Points taken for swearing
the blood peace may be healed as normal damage. In addition, the scar on each character’s body
where they drew the blood for the oath turns a contrasting color to their skin, and marks them as
having held to their oath for anyone who can read the scar. Each character subsequently adds +1 to
their Death Rating as long as both characters maintain their vow of peace. The characters lose this
Death Rating bonus if either breaks the vow, but neither suffers any additional penalty for breaking
the peace after the vow’s duration ends.
If they choose, the characters may re-swear the blood peace oath after the first year and a day.
If the oath is re-sworn, the 2 points of Blood Magic Damage may not be healed, and breaking the
oath will cause the damage to become Permanent and a Blood Wound, as described above. While
renewing the blood peace may not seem as advantageous, it represents a stronger commitment
between the characters.
Blood Promise
Characters who swear a blood promise oath pledge to perform certain dangerous or heroic
deeds. Any two living characters with at least Unfriendly attitudes toward each other may swear a
blood promise oath. Characters may only swear one blood promise at a time.
To swear a blood promise, each character cuts their forehead and their chest over the heart,
drawing blood. Each character takes 4 points of Blood Magic Damage, which cannot be healed until
both parties fulfill their promise. The damage becomes Permanent for characters who do not fulfill
their sworn promise within a year and a day.
Each character wipes the blood from their forehead with their left hand and the blood from
their chest with their right hand. Facing each other, the characters press their hands together, mixing
the blood. As the blood dries on their hands, the characters state their names and recite their
promises to each other.
The characters should state their promises as similarly as possible. Each character must
describe their pledged deed, identifying a Skill they will use while accomplishing it. The characters
must also state the time period, not exceeding a year and a day, within which they must perform
their deeds and meet after fulfilling their promises.

Herewiss, a Saurid Tribal Warrior, is trying to work out an arrangement with Larrillian,
a Shaman of poor reputation. Herewiss needs the Tempest Scroll, thought to reside in the
ruins of Kyrbyzmyth on the Saurid Continent. Larrillian needs plant and water samples from
the Swamp of Sorrows. Larrillian knows where Kyrbyzmyth is, and has a pretty good idea of
where the Scroll might be found within it, but refuses to share this knowledge. He also doesn’t
want to go mucking about in the Swamp of Sorrows – what sane Saurid does? - so Larrillian
and Herewiss strike a deal. They agree to swear a blood promise and make the following oaths:

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“I, Herewiss, promise to travel to the


Swamp of Sorrows. There I shall obtain
three living plants and three gourds of water,
all from different locations. I shall be diligent
in my efforts. I shall do my best to not
engage with what lives there, but Frighten it
away. I shall not delay, nor will I accept any
other tasks until I have secured the plants
and the water. I shall return to this village
before winter and deliver the plants and water
to Larrillian. With him I mix my blood in
promise.”
“I, Larrillian, promise to travel to
the ruins of Kyrbyzmyth. I shall Summon
the spirits of the place to guide me to the
location of the Tempest Scroll, and thank
them properly once I have retrieved it. I shall
not delay, nor will I accept any other tasks
until I have secured the Scroll. I shall return
to this village before winter and deliver the
Tempest Scroll to Herewiss. With him I mix
my blood in promise.”
The blood magic of the oath supports
the Skill named in the blood promise by
granting it a +2 bonus. In the example above,
Herewiss gains a +2 bonus to his Frighten Skill, while Larrillian gains a +2 bonus to his Summon
Skill. The bonus lasts for the duration of the promise, or until the promise is broken. The character
applies the bonus whenever the Skill is used for the duration of the oath, whether the character
is using the Skill to fulfill the promise or for some other purpose. The characters must fulfill the
promise within the agreed time or the oath is violated.
A character violating a blood promise oath takes two Blood Wounds, one on the forehead,
the other on the chest. These Wounds last for a year and a day from the time the blood promise
is broken, and will not heal naturally during this time. A character may attempt to heal the Blood
Wound with magic as described previously. When the Blood Wounds are healed, the runic scars
clearly identify the character as an oathbreaker to anyone who can read them. If one character
violates the promise and the other does not, only the character breaking the promise takes the Blood
Wounds and is marked. The other character may immediately heal their Blood Magic damage with
no scars forming.
If both characters keep their promise, the wounds on the characters’ chests where they drew
blood turn a contrasting jewel-tone color. When they meet after fulfilling the promise, the characters
may immediately heal the 4 Damage Points that making the promise cost them. If they choose to
heal this damage, they lose the bonus to the Skills used to fulfill the blood promise. The characters
may instead agree to heal only 2 Damage Points and make the increase to the Skills used in their
blood promise permanent. The remaining 2 Damage Points become permanent damage and can
never be healed. Subtract those 2 points from each character’s Death and Unconsciousness Rating.
Both characters must choose the same option. The runic scars that form retain the jewel color, and
clearly mark the characters as oathkeepers to anyone capable of reading the scars.

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MAGIC THEORY

Blood Sworn
The most potent blood magic oath is the blood sworn oath. Only characters with Loyal
attitudes toward each other may be blood sworn. Each character must have demonstrated the depth
of their loyalty to the other at least three times by taking considerable risks for the benefit of the
other character or otherwise behaving in a manner generally recognized as loyal. At least three years
of loyal behavior must pass between the first loyal action and when the characters become blood
sworn. A character may be blood sworn to only one other character.
The characters begin the blood sworn ritual by cutting their forehead and their chests over
the heart, drawing blood. This causes 4 points of Permanent damage that can never be healed. Each
character subtracts 4 from their Death and Unconsciousness Ratings.
One character wipes the blood from their forehead with their left hand and presses their
blood-smeared hand to the other character’ forehead and recites the first part of the oath. The other
character repeats this gesture and the oath. The first character then wipes the blood from their chest
with their right hand and presses that hand against the other character’s chest and recites the second
part of the oath. The second character repeats the gesture and the oath. The exact wording of the
oath can vary, but should include the same elements as the following example:

First Oath: “As the sun rises each day, I shall think of you. As the stars shine each night,
so shall you be constantly in my thoughts. As night follows day, so closely shall we share our
separate lives. I shall know you as completely as you shall know me. This I swear to you.”
Second Oath: “As the blood of my heart touches yours, so shall I touch your feelings. As
your heart beats against my hand, so shall your feelings touch mine. My loyalty shall be yours.
My courage shall be yours. The strength of my heart shall flow through your veins. When there
is need, I shall be strong for both of us. This I swear to you. We are blood sworn.”
The blood sworn oath lasts for a lifetime. Blood sworn characters must remain loyal to each
other, protect each other and serve each other for the rest of their lives. A blood sworn character
who violates their oath receives seven Blood Wounds that last for three years and three days after
the oath is broken. After this time, six of the Wounds can be healed normally. The runic scars that
remain after the Blood Wounds are healed clearly mark the character as a betrayer and oathbreaker
to anyone with the ability to read them. One of the Blood Wounds, usually the one over the heart,
remains unhealed, and no known magic can heal this final Wound. The character may attempt to
heal the other six Blood Wounds with magic as described under Blood Wounds, above.
Blood sworn characters gain several advantages from their oath. First, each character adds +2
to one Attribute value and +1 to a second Attribute value. These increases do not count toward the
limits for Attribute improvement (see the Character Advancement chapter, pg.259). Second, each
character gains +1 Rank in the Blood Sworn Skill. See the sidebar for the game mechanics for this
Skill. Characters can purchase Ranks for this Skill as a Journeyman Tier Skill, but these Ranks do
not count toward the requirements for Tier advancement.
Finally, blood sworn characters add +1 Rank to their Thought Link and Empathic Sense
Skills when using them to communicate with each other. If the characters do not possess these
Skills, they gain them at Rank 1, but cannot increase the Rank of these Skills and may only use
them to communicate with their sworn partner.
If one of the blood sworn characters dies and is not revived within a year and a day, any
Skills, abilities, or bonus Ranks gained from being blood sworn are lost. The 4 points of permanent
damage that were incurred in the oath are not regained. After the year and a day has passed, the
surviving character may enter into another blood sworn oath, provided the required displays of loyal
behavior have happened since the former blood sworn partner died.

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Blood Sworn (Magic)


Step: Rank + TOU Default: No
Action: Standard Karma: Yes
Strain: 0 Tier: Journeyman
The character may transfer damage between themselves and their blood sworn partner.
The character makes a small cut on their own person, then that of their partner, not large
enough to count as a Damage Point, then touches the incisions together and makes a Blood
Sworn Test. The result is the maximum number of Damage Points that can be transferred
between the two, in either direction. The character may elect to transfer the entire sum or only
part of it. For example, a character might transfer only 7 Damage Points from a Test Result
of 10, or might transfer the whole amount of 10. Transferring only 7 points to themselves
reduces their partner’s Current Damage by 7 points, however, not the possible 10 points.
The character can choose to transfer Physical Damage, Stun Damage, or both, but the total
amount transferred cannot exceed the result of the Test.
Transferred damage never causes a Wound, but if the number of Damage Points
transferred causes the recipient’s Current Damage total to equal or exceed their Unconsciousness
or Death Rating, the recipient passes out or dies, respectively.
The Blood Sworn Skill provides one more power. It can be used to try and raise a
sworn friend from the dead. The character’s Rank in the Blood Sworn Skill must equal or
exceed the number of days the partner has been dead. One use of the Skill must reduce the
damage to the deceased to less than their Death Rating. The character gets one chance to
do this. If it fails, no further attempts can be made. Using this Skill to raise a dead friend
permanently reduces both characters’ Death Ratings by two points. Note that in some cultures,
a tremendous stigma may attach to being raised from the dead, or raising someone from the
dead. The Anglican Church has some very stern words in regards to necromancy.

355
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1879 Players Guide

Spellcasting
A spell is a process, not a thing. Repeat as necessary.
- Master Antonious

S pellcasting is the process of pulling mana, or life-energy, from astral


space, using it to empower a pattern that describes a change in the world, then
enforcing that pattern on reality to make the alteration or effect. The magician
decides what the effect should be, sets up the pattern in their mind, possibly with
the aid of props or tools or other magicians, charges the pattern with energy from
the astral plane, and then releases the empowered pattern, hopefully making the
desired change.

Spellcasting Basics
The power is in the magician, not the tools. A well trained Mage should be able to work
magic naked in the midst of an ice field.
- Master Antonious
The Spellcasting Skill
In order to handle mana and use it to create effects in the world, the magician needs a Skill.
Spellcasting covers this process end to end, from gathering the necessary energy and shaping it
according to the pattern of the desired effect, to releasing it in a controlled fashion. The Rank of the
magician’s Spellcasting Skill determines the degree of effect in many cases. The Tier of the magician
determines which spells may be safely attempted. More detail may be found as to the workings of
the Spellcasting Skill throughout this chapter, and in the Skills chapter (pg.169).

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SPELLCASTING

The Willforce Skill


As magicians gain experience, they learn to apply their will to the effect of their magic more
efficiently. The Willforce Skill represents this discipline of the mind. Magicians apply the Willforce
Skill to represent the increased focus that they have developed, boosting the effectiveness of their
magic. Willforce cannot be used to resist magical effects targeted on the magician, or area-effect
magic.

Grimoires
Every magician has a grimoire, a record of the spells they have learned. Mages may call it a
spellbook or a lab notebook. Priests may call it a prayerbook or a hymnal. The grimoire may be
an actual book, or a string of beads, each carved with the symbolic representation of a spell, or a
prayer shawl with the spell steps worked into the weave and the pattern of the fabric. The act of
recording the spell’s steps into the grimoire reinforces the learning process. Later, the magician may
consult their grimoire to refresh their memory before casting.
Because grimoires are such personal items, they count as Major Foci, about which more may
be found in the Spellcasting Process further along in this chapter. Magicians go to great lengths to
protect their grimoires, using physical locks, wards, bound spirits, and whatever means they can get
to keep their grimoires, and thus themselves, safe. Allowing another magician access to a grimoire,
for example to teach them a new spell and allow them to copy it into their own, is an act of supreme
trust. Gaining that level of trust with someone from the same Lodge requires time and effort, along
with demonstrated loyalty to the Lodge and respect for its principles. Gaining sufficient trust with
someone from another Lodge involves double the effort at the very least. This is one reason why
Lodges tend to have limited spell lists, with duplication under different names from the lists of other
Lodges. Information sharing just doesn’t come naturally to magicians of different Lodges.
Grimoires have Physical and Mystic Defense Ratings, and a Barrier Rating. The Defense
Ratings determine how difficult it is to damage or gain illicit access to the grimoire. The Barrier
Rating serves as the grimoire’s Death Rating. Any attack that removes a point from a grimoire’s
Barrier Rating destroys the pages / runes / beads / &c. containing two spells. The Gamemaster may
roll dice to determine which ones, or select the spells based on whatever criteria seem appropriate.
The magician must replace lost spells within a number of weeks based on the Tier of the spells, or
lose the ability to cast them from lack of reference. At that point, the magician will have to relearn
them. See the following table for the time before a spell lost from a grimoire is forgotten.

Spell Loss Table


Tier Weeks
Initiate 9
Novice 6
Journeyman 4
Warden 2
Master 1

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Chapter 13

Known As Variants, Style, and Modifications


Because of the way that magic is being developed on Earth, with dozens of rival organizations
all seeking their own view, nobody really knows the fundamental underlying mechanics. As a result,
no magician knows the spells in the Spells chapter by those names. Instead, they know them as
their Lodge’s reinvention of the wheel. These are called Known As Variants (KAVs), and allow for
considerable flexibility in the magic system. Each Lodge has its own thematic appearance for its
spells, its own approach to implementing spellcasting, and its own hard-won knowledge of magic.
Once in a great while, two Lodges realize that they have essentially created the same spell under
different names and with different special effects, but this is rare so early in the rediscovery of the
arcane on Earth.
In the spell list of a Lodge, spells are listed by the names under which they may be found
in the Spells chapter (pg.369). Subsequent columns in the table describe the KAVs of the spells
known by the Lodge. These columns provide considerable variation in the magic system based
on the Lodges, allowing players to learn spells through their Lodge or someone else’s Lodge in
different permutations without requiring a long chapter of spell listings and complex mechanics.
Every magician who knows the Bolt spell uses the same base mechanics for the spell, whether they
know it as Incendiary Shot, Galvanic Arc, or Smite. Variations in the statistics of the spell are also
handled in the columns of the spell table, as explained below.
Note: The Spell Lists for Secret Societies in this manual contain four Initiate Tier spells,
five Novice Tier spells, and one Journeyman Tier spell. This is not a limitation by any means.
These spells are provided as examples for how to create Known As Variants. Players are encouraged
to create KAVs of other spells in the Spells chapter for their Lodge, with the approval of the
Gamemaster.

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SPELLCASTING

Example Spell List: The OBV (Novice Tier)


Spell Tier Known As Style Modifications
Bolt Novice Incendiary Fiery streak shoots from Make a second Effect
Shot focus (usually the officer’s Test against target’s
saber). Mystic Defense to set
target on fire, doing
Step 4 damage for
three rounds.
Explosion Novice Fused Shot An illusionary shell None.
launches from the magi-
cian’s hand and detonates
at the target.
Improve Damage Novice Ferocity Magician says something None.
inspiring, such as “Lay
waste to Her Majesty’s
enemies”.
Improve Defense Novice Stalwart Magician says something Restricted to Physical
Rating Warrior inspiring, such as “Solid Defense. Strain -1.
as an oak wall, that’s the
Empire’s fighting man”.
Reduce Movement Novice Mire of The target sees the None.
Agincourt ground beneath them
turn to mud; this is an
illusion but cannot be
disbelieved.
The Known As heading names the variant of the spell developed by or learned by the Lodge.
Magicians belonging to the Lodge will know the spell under its Known As name, not under the
generic name found in the Spells chapter. For example, Shield is known as Arcane Armor by the
OBV, as Resistance by the Galvanic Order, and as The Protection of Heaven by the Anglican
Church.
Style represents the special effects and casting methods of the Lodge. Spells may be known
by more than one Lodge, but cast in different ways. For example, Arcane Armor looks like a suit of
armor when cast by a Warrior of the Order of Britannia Victorious. Resistance looks like a wall of
riveted iron plates when cast by a Mage of the Galvanic Order. The Protection of Heaven looks like
a very large cross standing between the Priest and the source of danger when cast by an Anglican.
All of these are variations of the Shield spell and use the same base mechanics.
Modifications lists the changes to the game statistics for the Known As version. For example,
Incendiary Shot adds a chance of igniting the target and starting secondary fires. Lightning Bolt
reduces the Dexterity Step of the target for a few rounds. Smite has no extra effects, just doing
damage, and so the Modifications column for it simply says “none”.

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Learning Spells
The Magic Theory Skill serves multiple purposes. While it can be used to interpret glyphs,
runic scars from blood magic, and other arcane symbols, magicians use it primarily for learning
new spells and copying them into their own grimoires. Once a spell has been learned and copied
into the magician’s grimoire, it may be cast at will.
To learn a new spell, the magician makes a Magic Theory Test against the Learning
Difficulty of the spell, which is determined by its Tier. See the spell description, as a few spells
have modifications to their Learning Difficulty based on the nature of the spell. The following table
shows the base Learning Difficulty according to the Tier of the spell.

Spell Learning Difficulty


Spell Tier Learning Difficulty
Initiate 9
Novice 11
Journeyman 17
Warden 25
Master 33
If the magician is taught the spell by a fellow magician, the Magic Theory Test gains a +2
Step bonus. If the spell is from a different Lodge or Faith, the Magic Theory Test takes a -4 Step
Penalty. Some Faiths will not allow their Priests to learn rituals and sacraments from another Faith.
Mages cannot learn Priest spells, and vice versa, due to the religious requirements.
One spell may be learned per day without penalty. To learn additional spells, the magician
must spend a Recovery Test for each spell learned. If the magician has no remaining Recovery Tests,
no further spells may be learned that day.
Learning spells above the magician’s current Tier is simply not possible. More advanced magic
requires more advanced techniques, which are not learned until the appropriate Tier. Think of it as
trying to learn physics without having first completed coursework in either calculus or trigonometry.
The math would be incomprehensible.

Concentration
Spellcasting requires a magician’s undivided attention. If distracted, the magician may lose
their place in the process. Effects that have extended duration likewise require concentration. If that
focus is disrupted, the effect comes to an end before the magician intended it to.
When a magician takes damage, they must make a Willpower Test against the number of
damage points taken to avoid losing their concentration. Magic Theory may be used for this Test,
basing the test on WIL instead of PER. If the damage does a Wound, the Test is at -3 Steps. If
the magician fails their Knockdown Test, they automatically lose their concentration.
Effects that go against Defense Ratings may disrupt concentration. For example, Battle Shout
goes against Social Defense. If the Battle Shout Test is successful, beating the magician’s Social
Defense, the magician must make a Willpower Test against the Battle Shout Test result to avoid
having their concentration disrupted. Again, Magic Theory, WIL-based, may be used for these Tests.

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SPELLCASTING

Targeting
To work a spell against a person, place, or thing, the magician must be within the spell’s
range, and must be able to see the target, or have some other means of directing the mana to its
destination. For most spells, line of sight will be sufficient, as anything beyond that will likely be
outside the effective range of the spell. Establishing line of sight for spellcasting falls under the same
rules and restrictions as for distance weapons (see Combat, pg.251). Full cover may prevent spell
targeting. Astral Sight will not see through cover, but Lifesight will. Two successes are required with
Lifesight to perceive the target sufficiently for spell targeting. Other Skills may also allow astral
targeting. Some of these are not gained until after the Journeyman Tier and are described in the 1879
Companion. Physical means of extending vision, such as binoculars, or spells that extend sight or
allow viewing of remote locations, may also overcome line of sight limitations. The possibilities here
are sufficiently complex to require the Gamemaster to make judgement calls on a case by case basis.
Non-visual targeting requires a link to the target. For a person, this may be a recent blood
or tissue sample. For a place or thing, some item of equal significance is required. The magician
must attune to the link by making a Spellcasting Test against the Mystic Defense of the target.
Two successes are required to attune and achieve the necessary connection. Spellcasting may then
proceed as normal.

What Spellcasting Looks Like


To the mundane observer, spellcasting appears to be just so much waving of hands and
chanting until the effect manifests. Magicians have been known to make a few “mystic passes” and
mumble a bit of nonsense to discomfit, dissuade, or otherwise convince non-magicians that they
are Up To Something.
Someone with the ability to see or otherwise detect astral activity does not fool so easily.
They can readily perceive the swirl of mana about an active magician, see the pattern forming, and
know when it is about to be released. An experienced magician may even recognize the spell, more
likely if the caster is of the same Lodge. A Magic Theory Test against the Casting Difficulty of
the spell will suffice.

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Spellcasting Methods
1879 offers two methods of Spellcasting: Raw and Grimoire. Raw Casting routes the energies
through the magician, and is the normal method used. Grimoire Casting routes the energies through
the book or other object holding the spell’s pattern, known as a grimoire, and is only used for spells
the magician either does not know or cannot learn.
Raw Casting exposes the magician to the energies of astral space, which can be a risky
proposition. Eventually, someone may come up with a safer way of handling mana, perhaps with
some sort of buffer, but for now the magicians of Earth and the Gruv will have to deal with the
unpleasant side effects of opening themselves to the astral. The Saurids are rumoured to have a
way of routing the energies through a shamanistic fetish, but they have not shared the technique.
Grimoire Casting uses a spellbook, or grimoire, containing an unfamiliar spell, or the
magician’s own grimoire, used as a buffer against astral energies. Very few magicians are willing to
risk damaging their own grimoires in order to avoid taking Strain, and someone else’s grimoire,
especially if it’s an old one, is far too valuable to risk, but desperate times sometimes call for
desperate measures. Grimoire casting also allows the use of spells that the magician cannot learn,
such as those above their current Tier. The process of Grimoire Casting is explained in detail in its
own section, further on in this chapter.
Ritual Casting is a special case of Raw Casting that allows multiple magicians to work together
to cast a powerful but heavily draining spell. The magicians share the burden of Strain and possible
Warping. The ritual leader gains bonuses to their Spellcasting Test from the supporters, enabling
them to attempt spells with much higher Target Numbers than they would normally be capable of
reaching.

Raw Casting
As stated at the top of this chapter, a spell is a process, not a thing. To work spell magic
in the game world of 1879, magician characters must go through a series of well ordered steps
to achieve the desired result. This process provides the foundation for all other means of working
magic – Grimoire Casting, Ritual Casting, and Enchanting.

• Identify the Spell. This lets the Gamemaster know what’s about to happen, and determines
the game stats of the process.
• Identify the Target. This determines the base Target Number, which is usually the target’s
Mystic Defense. Check the spell description for any differences or modifiers. Make sure
that the target can be perceived sufficiently for casting.
• When the magician targets the spell on themselves, they use their base Mystic
Defense, ignoring all bonuses from enchantments, items, devices, and so forth.
• Apply modifications to TN for the condition of astral space in the region, if any. If
the condition is different in the target area from that where the magician is located,
use the worse of the two. See the following table for the adjustment to the TN.

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Astral Condition TN Adjustment Table


Region Type TN Modifier
Safe 0
Open +2
Tainted +4
Corrupt +6
• Having a Focus, something significant or magically linked to the target, grants a
bonus to Spellcasting. This may be a blood or tissue sample, a cherished personal
item, or something that the target has made, enchanted, or attuned themselves to.
As a result, Weird Scientists are very reluctant to give out their devices, as they can
be attacked through their work. One of the early techniques a Weird Scientist learns
is magical defense, and how to detach an object they made. Don’t name it after
yourself, the School tells every Weird Scientist, as that connects the item directly
to you, inviting your enemies to strike you from a distance through the item. See
the following table for adjustments for Foci. Note that, as already mentioned, a
Spellcasting Test against the Mystic Defense of the intended target must be made,
with two successes required to attune the focus, before the TN adjustment can be
gained.

Focus TN Adjustment Table


Type of Focus TN Adjustment
Significant -1
Blood Link -2
Attuned or deliberately linked -3
Enchanted By -2
• Make the Spellcasting Test. Figure any Step bonuses or penalties to Spellcasting, then roll
the appropriate dice. Take note of any extra successes. Some spells have their range or
duration extended by extra successes in the Spellcasting Test, while others allow them to
be applied to the Effect Test. If the Spellcasting Test fails, skip the Effect Test and move
on to Take Strain. On a Rule of One result, the magician takes their own Spellcasting
Rank in Strain, then moves on to the Take Strain step. There may be other effects of a
Rule of One result specified in the spell description.
• Determine Effect. The spell description will specify the Effect, and whether or not an
Effect Test is required. Magicians may substitute their Willforce Skill for their Willpower
Attribute Step in the Effect Test, if they know the Skill. Apply the Effect to the target.
• Take Strain. The casting magician must take the Strain damage specified in the spell
description. If this causes a Wound, the magician must make a Knockdown Test as if
taking a physical blow. If this renders the magician unconscious or dead, that’s one of
the risks of working spell magic.
• The base Strain for a spell is determined by the spell’s Tier. The following table
shows base Strain by Tier for reference purposes. Make sure to check the spell
description for the actual Strain of the identified spell, as Strain will be added for
the Effect Step, if any.

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Base Strain by Spell Tier


Spell Tier Base Strain
Initiate 1
Novice 2
Journeyman 4
Warden 8
Master 16
• Check for Warping. Exposure to the energies of astral space may cause damage. Make a
Warping Test against the base Mystic Defense of the casting magician. This does not
count any items the magician may have that raise Mystic Defense.
• The Step of the Warping Test is based on the condition of astral space in the area
and the Tier of the spell. If the condition is different in the target area from where
the magician is located, use the worse of the two. See the Base Strain by Spell Tier
table, above, for the Base Strain number.
• If the Test succeeds, the magician takes Warping damage according to the Damage
Step column of the table. This represents the negative effects of exposing oneself to
the energies of the astral continuum. The damage ignores all Mystic Armor worn
by the magician, but Mystic Armor from Willpower applies. Again, if this causes a
Wound, a Knockdown Test must be made. If it causes unconsciousness or death,
the magician knew the job was risky when they took it.

Raw Magic Warping Table


Astral Condition Warping Step Damage Step
Safe Base Strain +2 Base Strain +4
Open Base Strain +5 Base Strain +8
Tainted Base Strain + 10 Base Strain + 12
Corrupt Base Strain + 15 Base Strain + 16
Grimoire Casting
To cast a spell that has not yet been learned, the magician must have access to a grimoire
other than their own that contains the spell. Magicians may also use their own grimoire as a means
of buffering themselves from the energies of astral space. Both of these have risks as well as benefits.
Use the standard Raw Casting process with the following exceptions and modifications.

• Magicians may attempt to cast spells above their Tier through Grimoire Casting.
Attempting this incurs a penalty of -5 Steps per Tier that the spell exceeds that of the
magician. If this drops the magician’s Spellcasting Step to zero or below, the spell
cannot be cast.
• After completing the Identify the Spell and Identify the Target steps, the magician must
attune themselves to the grimoire. Make a Spellcasting Test against the Mystic Defense
of the grimoire. One success is sufficient. If the magician fails to attune after three tries,
they must wait one week before another attempt may be made. On a Rule of One result,
the magician must raise their Spellcasting Rank before they may try to attune to that
specific grimoire again.

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SPELLCASTING

• If casting from their own grimoire, the magician reduces the TN of the Spellcasting
Test by -2.
• If casting from someone else’s grimoire, the magician increases the TN of the Spellcasting
Test by +2.
• The magician may attempt to divert Strain to the grimoire. This is voluntary, not
required. Make a Spellcasting Test against the Mystic Defense of the grimoire. One
point of Strain may be sent to the grimoire per success. Each point of Strain routed to
the grimoire reduces its Barrier Rating by 1. Yes, this destroys spell entries.
• Warping damage, if any, is taken by the magician if the spell is within their Tier.
This damage may be routed to the grimoire similarly to Strain, with the problem of
destroying spell listings. If the magician was casting a spell above their Tier, Warping
damage is split between the magician and the grimoire. If there is a point left over, the
magician takes it.

Ritual Casting
Some magical workings are simply beyond the capabilities of a single magician. The Strain
may be enough to kill even the toughest Mage, or the TN may be beyond the reach of the
Spellcasting Step of the most exalted Priest. In these cases, the casting may be done as a Ritual.
Ritual Casting works similarly to Raw Casting in terms of process, but adds a few steps at
the beginning and modifies a few steps at the end. The following list walks through the process step
by step, explaining along the way.

• Identify the Spell: All magicians involved in the Ritual must know the spell. Ritual
participants cannot Grimoire Cast, partially because only one person can attune to any
given grimoire at a time.
• Identify the Target: This works the same as with Raw Casting.
• Support the Leader: All magicians in the Ritual make a Spellcasting Test against the
Spellcasting Rank of the leader. Each success contributes +1 Step to the leader’s Test
to cast the Ritual spell.
• Cast the Spell: The leader makes a Spellcasting Test to perform the spell, at a Step
bonus equal to the number of successes scored by the other magicians in the previous
step. If the leader fails their Spellcasting Test, the spell does not take effect, and all in
the Ritual take Strain and possible Warping as with Raw Casting.
• Make the Effect Test: The leader makes the spell’s Effect Test at a Step bonus equal to
the number of successes scored by the other magicians in the Support the Leader step.
• Take Strain: Divide the Strain for the spell evenly across all the magicians in the Ritual.
If there is a remainder, the leader may take the extra Strain or direct it to specific
supporters. Thus, if the spell causes 34 Strain, and there are five magicians supporting
the leader, each supporter takes 5 points of Strain, while the leader takes 9 points of
Strain. The leader has the option of directing the extra 4 points to one or more of
the other magicians. This tends to be used as a means of punishing those who weren’t
pulling their weight in the ritual. Leaders who routinely drop the extra Strain on their
followers, however, may find themselves with a dearth of followers.
• Check for Warping: The leader checks for Warping damage. If any is taken, it’s divided
across the magicians in the ritual in the same way as Strain.

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Dispelling Magic
Many spells have durations longer than a single round. It is possible to prematurely end
these spells, disrupting their effect. This is called dispelling. The primary means of dispelling spells
is through use of the Dispel Magic Skill, although some spell effects may be countered by other
means. See the spell’s description as to whether or not it can be dispelled in other ways.
Unless otherwise noted, the Target Number for dispelling a spell is the Effect Test result of
the spell. If the Spell has no Effect Test add the Base for the Tier of the spell as shown on the
Dispel Difficulty Table to the Rank of the casting magician. Thus, a spell with no Effect Test, with
a Tier of Novice, cast by a magician with a Spellcasting Rank of 4, would have a Dispel Target
Number of 15 (Base of 11 plus Rank of 4).
The Dispel Magic Skill can also be used to dispel magical effects produced by Skills and
Profession abilities. Only magical effects with an extended duration, measured in rounds, minutes,
hours, days, and so on, can be dispelled. Permanent effects cannot normally be dispelled. For
example, the Wood Skin Skill grants a character an increase to their Death and Unconsciousness
Ratings that lasts for one or more hours. At any point during this period, the Wood Skin effect
may be dispelled by the Dispel Magic Skill.
The Target Number for Skills uses the Tier at which it is learned plus the Rank of the Skill.
A Wood Skin Skill with a Rank of 3, learned at the Novice Tier, would have a Dispel Target
Number of 14, a Base of 11 for the Novice Tier plus the Rank of 3.
The Dispel Difficulty for Profession Abilities is the Base for the Tier at which the ability is
first eligible to be gained. Again, see the Dispel Difficulty Table for the Base number according to
the Tier of the Skill or Ability.
In most cases, Dispel Magic serves to either cancel the target spell, or to neutralize the
magical effect. This does not prevent the ability from being used again, although any criteria for
minimum periods between uses of the ability still apply.

Dispel Difficulty Table


Tier Dispel Target Base Tier Dispel Target Base
Initiate 10 Warden 18
Novice 11 Master 22
Journeyman 14

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1879 Players Guide

Spells
“All you need is one thought and one word.
When you learn how to connect them, you can do anything you like.”
– Jennifer Loiske

Spell Statistics
B efore 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.
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.

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.

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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 may be broken, in which case 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 successfully touched the target.

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 some 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. If the character has the Willforce Skill, the Skill Step may be substituted for
the Willpower Step. 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.

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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
being 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.
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.
Successes
A number of spells designate special uses for the extra successes achieved on either the
Spellcasting or the Effect Test. If the spell has a special use for extra successes, the description
will specify it.

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SPELLS

Spells Listings
magician detects those with the lowest Mystic
Aetheric Containment Defense first. Once detected, a target stays
Tier: Novice detected as long as it remains within the area
Casting Difficulty: TMD of effect. Once the spell is cast, the magician
Casting Time: 2 rounds should take a round to sense nearby members
Range: 10 yards of their group and verify that an astral presence
Duration: Rank + 3 rounds is not coming from a comrade. Once their
Effect: WIL + 13 comrades have been sensed, the magician knows
Strain: 9 the next target detected is unknown. Making an
This spell traps an undead creature or Effect Test does not prevent the magician from
physically manifested spirit. The magician makes taking other actions that round. Astral sight is a
a Spellcasting Test against the target’s Mystic Simple Action (see Actions, pg.231).
Defense. If successful, a circle of astral energy The magician may attempt to cast spells
surrounds the target, preventing it from moving. on a target that has been astrally sensed, even if
The target can still communicate, assuming the the target cannot otherwise be seen. Magicians
magician wishes to talk to such a creature. The use this spell for many different reasons. It is
magician must maintain concentration, and can often cast to determine if an item or object has
take no Standard or Sustained Actions without an astral presence, or to detect the presence of
breaking the effect. Each round, the target may nearby entities within astral space. A magician
attempt to free itself by making a Willpower using Astral Sense to view a magical item can
Test against the Effect Test result. If successful, readily see that the item is magical in nature.
the restraint is broken and the spell ends. To determine the type of magic, the magician
The Galvanic Order is still working on a must make a Magic Theory Test against the
way to do this with machinery of some sort, so item’s Mystic Defense, gaining one piece of
as not to tie up a senior researcher doing the information per success.
sort of work that really should be delegated to
a lab assistant. Bestow Astral Sight
Tier: Novice
Astral Sight Casting Difficulty: TMD
Tier: Initiate Casting Time: 1 round
Casting Difficulty: 6 Range: Touch
Casting Time: 1 round Duration: Rank + 10 minutes
Range: Self Effect: Target’s WIL + 4
Duration: Rank + 10 minutes Strain: 4
Effect: WIL +6 Acts as the Astral Sight spell, but grants
Strain: 4 the ability to another person. The magician
This spell grants the magician vision into makes a Spellcasting Test against the target’s
astral space. The magician makes a Spellcasting Mystic Defense. If successful, the target gains
(6) Test. If successful, the magician is able to the ability to see into the astral continuum for
see presences in astral space. Each round, the the Duration of the effect. The target may make
magician may make an Effect Test against the Effect Tests to perceive astral presences as with
Mystic Defense of any target within the area the Astral Sight spell. However, if the target
of effect. If successful, the target is detected. If is not a magician, and has not had training
more than one target is in the area of effect, the in astral perception, they may not know what
to make of what they see. It is suggested that
repeat recipients of this spell eventually learn

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an Astral Lore Skill, or analogous ability, that Physical, Mystic, and Social Defenses for the
allows them to make a Perception + Rank Test Duration of the spell. This spell cannot have its
to interpret what they see while under the benefit Duration extended. Priests only.
of this spell.
Bolt
Bind Tier: Novice
Tier: Initiate Casting Difficulty: TMD
Casting Difficulty: TMD Casting Time: 1 round
Casting Time: 1 round Range: Rank x 2 yards
Range: Rank + 5 feet Duration: Instant
Duration: Rank + 8 rounds Effect: WIL + Rank
Effect: WIL + 4 Strain: 6
Strain: 2 + target count This spell throws a bolt of damaging
This spell entangles, shackles, or otherwise energy. The magician makes a Spellcasting Test
contains the target, hindering their action. The against the target’s Mystic Defense. If successful,
magician makes a Spellcasting Test against the the magician makes an Effect Test to determine
target’s Mystic Defense. If casting this spell on the damage taken by the target, at +1 Step per
a group, use the highest Mystic Defense in the extra success on the Spellcasting Test. The
group and add 1 to the Target Number for each bolt may be comprised of whatever the Lodge’s
additional person or creature. If successful, the Style calls for - fire, ice, lightning, water, etc.
target is entangled, and takes a penalty of the Subsidiary effects from the bolt are handled
magician’s Rank plus 1 for each extra success to with Modifications to the Known As Version.
all Actions that require freedom of movement.
The magician makes an Effect Test, the result of Burn Area
which becomes the Target Number for the target Tier: Journeyman
to escape the binding. Whether this TN requires Casting Difficulty: TMD
a Test with WIL, DEX, or STR depends on the Casting Time: 1 round
Style of the spell. A Style that uses ribbons of Range: Rank yards
mystic light would require a WIL Test to escape, Duration: Instant
while a Style that used nearby plants or ship’s Effect: Rank + WIL
rigging would require a DEX Test to slip out Strain: 10
or a STR Test to break the bonds. On a Rule This spell ignites the target area. The
of One result, the magician entangles their own magician makes a Spellcasting Test against the
hands for their Rank in rounds. highest Mystic Defense in the area. If successful,
everything in the target area is set afire. Make an
Bless Effect Test for the damage suffered in the first
Tier: Initiate round. Physical armor does not protect against
Casting Difficulty: TMD this damage. Damage over subsequent rounds
Casting Time: 1 round depends on whether or not things continue to
Range: Touch burn. See Fire in the 1879 Gamemaster’s Guide
Duration: Rank + 5 rounds for the damage done according to the size of
Effect: Special, see text the blaze.
Strain: 3
This spell enhances the target’s defensive
capabilities for a short time. The magician
makes a Spellcasting Test against the target’s
Mystic Defense. If successful, the target adds
the magician’s Spellcasting Rank (+1 for each
extra success on the Spellcasting Test) to their

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SPELLS

Clairvoyance Control Animal


Tier: Initiate Tier: Novice
Casting Difficulty: TMD Casting Difficulty: TMD
Casting Time: 1 round Casting Time: 1 round
Range: Rank miles Range: Rank x 10 yards
Duration: Rank rounds Duration: Rank rounds
Effect: WIL + Rank Effect: Special
Strain: 3 Strain: 7
This spell allows the magician to see The magician seizes control of a non-
beyond their physical limits, through barriers intelligent living creature’s actions. The magician
and/or into distant locations. The magician makes a Spellcasting Test against the animal’s
makes a Spellcasting Test against the location’s Mystic Defense. If successful, the target makes a
Mystic Defense. If the location’s Astral condition Willpower Test against the result to resist being
is different from that where the magician is controlled. If the animal fails its Willpower
located, use the worse of the two. If the Test Test, the magician gains control of the animal’s
is successful, the magician makes an Effect Test actions, and may direct it to do anything of
against the Mystic Defense of the person or which it is physically capable. If the animal is
object at the remote location to be viewed. injured, or directed to do something that would
This Test gains a +1 Step bonus for each extra result in certain injury or death, it may make
success scored on the Spellcasting Test. If the another Willpower Test to break control, at a
Effect Test is successful, the magician can clearly bonus of +2 Steps. If the animal dies while
see the target object or person for the Duration under control, the magician takes half of its
of the spell. Anything in the vicinity appears Death Rating as feedback damage. No armor
blurred and vague, and cannot be seen clearly. protects against this damage, including natural
On a Rule of One result, the magician suffers Mystic Armor from Willpower. When the
a terrible headache and is Harried for one hour.

Cleanse
Tier: Initiate
Casting Difficulty: TMD
Casting Time: 1 round
Range: Rank feet, single target
Duration: Instant
Effect: Rank + WIL
Strain: 2
This spell removes contaminants from
a person or object. The magician makes a
Spellcasting Test against the target’s Mystic
Defense. If successful, the person (and their
clothing and carried equipment) or object is
cleaned of ordinary substances that do not
belong, such as dirt or grease. Extra successes
will remove unusual contaminants, such as gengit
spray or radioactive contamination. The number
of extra successes required must be determined
by the Gamemaster according to the nature of
the contaminant. Objects are limited in size to
twice that of the magician.

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spell’s Duration expires, the animal may make a Control Person


Perception Test to figure out where the control Tier: Journeyman
was coming from, if it has not become obvious. Casting Difficulty: TMD
How the animal reacts when the spell’s Duration Casting Time: 1 round
expires must be determined by the Gamemaster. Range: Rank yards
This spell’s Duration cannot be extended. Duration: Rank minutes
Effect: WIL + Rank
Control Element Strain: 4 + TMD
Tier: Novice This spell allows the magician to take
Casting Difficulty: Special (see text) control of another person’s actions. This spell
Casting Time: 1 round only affects living sentient beings definable
Range: Rank yards as people, regardless of species. Animals, the
Duration: Rank rounds undead, and spirits are not affected. The target
Effect: Special must be in the magician’s line of sight. The
Strain: 4 magician makes a Spellcasting Test against
This spell maintains the magician’s hold the target’s Mystic Defense. If successful, the
on a gathered element. It can also take hold of magician seizes control of the person’s voluntary
a readily available element that does not need motion. Involuntary motions, such as breathing
to be gathered, such as the fire in a bonfire or and blinking, are not affected. Make an Effect
the water in a bathtub. The magician makes Test. The result is the Target Number for the
a Spellcasting Test against a Target Number spell target to resist with a Willpower Test.
as determined by the element desired from the The target may resist each time an action is
table below. If assuming control of a gathered chosen by the magician that will cause harm or
element, the Test must score a number of damage in any form, or that goes against the
successes equal to or greater than the number target’s moral, ethical, or spiritual beliefs. If the
scored in the Gather Element Spellcasting Test. Willpower Test is successful, the target resists
If taking control of an element the magician the magician’s attempt at control and does not
Gathered themselves, reduce the Target Number move. The Willpower Test result must be greater
by 2. than double the Effect Test result to break
the spell. The magician must concentrate to
Control Element Target Numbers maintain control, and may take no other actions
other than focusing on the target and moving as
Element TN necessary to keep the target within line of sight
Earth 6 and the spell’s Range. If the magician loses sight
Water 8 of the target, has their concentration broken, or
Air 10 the target moves out of the spell’s Range, the
Fire 12 spell effect ends. This spell’s Duration cannot
be extended.
The magician may control a volume of
the element up to their Rank times their own Cut
body size. The effect is relative to the magician. Tier: Novice
If the magician moves, the controlled element Casting Difficulty: TPD
moves as well. This spell does not allow the Casting Time: 1 round
magician to reshape the element. Range: 1 yard
Duration: Instant
Effect: WIL + Rank
Strain: 6
This spell severs an inanimate object.
No effect is produced on anything living. The

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SPELLS

magician makes a Spellcasting Test against the a Spellcasting Test against the target’s Mystic
Physical Defense of the object. If successful, Defense plus the value of the Defense Rating
the magician makes an Effect Test, gaining a being attacked. Yes, this means if the spell is
+1 Step bonus for each extra success scored on targeting Mystic Defense, the Spellcasting Test
the Spellcasting Test. If the result of the Effect is against double the target’s Mystic Defense.
Test is equal to or greater than half the object’s If successful, the value of the specified Defense
Barrier Rating, the object is cut into two pieces Rating is reduced by the magician’s Rank for
along the line specified by the magician. On the Duration of the spell. Defense Ratings
a Rule of One result, an ugly mark is put on cannot be reduced below 2, but at that value,
the object where the magician meant to place the target effectively has no defense. On a Rule
the cut. This mark does not reduce the object’s of One result, the target gains a +1 bonus to
Barrier Rating or Physical Defense, being only the specified Defense Rating for the Duration.
cosmetic, but may reduce its monetary value due
to being aesthetically unpleasant. A Known As Deny Karma
Variant of this spell with a higher Strain cost Tier: Journeyman
allows multiple and complex cuts to be made, Casting Difficulty: TMD
for example carving out a millstone from a cliff Casting Time: 1 round
face in a single casting. Range: Rank yards
Duration: Rank rounds
Darkness Effect: Special
Tier: Initiate Strain: 7
Casting Difficulty: Area’s Mystic Defense This spell temporarily prevents the use
Casting Time: 1 round of Karma by the target. The magician makes
Range: Rank x 5 feet radius from caster a Spellcasting Test against the Target’s Mystic
Duration: Rank x 5 minutes Defense, requiring two successes. If the Test
Effect: Rank + WIL succeeds, the target cannot spend Karma for
Strain: 4 any Test or to power any Skill or ability for the
This spell damps out light within the area Duration of the spell. On a Rule of One result,
of effect. The magician makes a Spellcasting the magician takes the effect of the spell, being
Test against the area’s Mystic Defense, with a unable to use Karma for the Duration.
minimum Target Number of 6. If successful, all
natural light within the area is blocked. Make Deny Movement
an Effect Test, and compare the result to the Tier: Journeyman
Spellcasting Test result of any magical lighting Casting Difficulty: TMD
in the area. If the Effect Test result is greater Casting Time: 1 round
than the Spellcasting Test result, the magical Range: 10 yards
light is blocked. This spell’s effect counts as a Duration: Rank rounds
shadow for purposes of other spells and Skills. Effect: WIL + Rank
Strain: 9 + target count
Deny Defense Rating This spell attempts to immobilize the
Tier: Journeyman target. The magician makes a Spellcasting Test
Casting Difficulty: TMD against the target’s Mystic Defense. If casting
Casting Time: 1 round this spell on a group, use the highest Mystic
Range: 10 yards, 1 target only Defense in the group and add 1 to the Target
Duration: Rank rounds Number for each additional person or creature.
Effect: Special If successful, the target’s Movement Rate is
Strain: 9 reduced by the magician’s Rank for the Duration
This spell attempts to remove one of the of the spell. If this reduces the Movement Rate
target’s Defense Ratings. The magician makes to zero or below, the target is unable to move

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from their current location. They may still creates 2 points of penalty to the vehicle or
take Actions that are not dependent on their vessel’s Maneuverability per success. On a Rule
Movement. of One result, the magician creates one point of
Maneuverability bonus for the vessel or vehicle
Deny Skill for the Duration of the spell.
Tier: Journeyman
Casting Difficulty: TMD Detect
Casting Time: 1 round Tier: Initiate
Range: 10 yards Casting Difficulty: Special (see text)
Duration: Rank rounds Casting Time: 1 round
Effect: WIL + Rank Range: Rank x 10 yards
Strain: 9 + target count Duration: 1 round
This spell attempts to prevent the target Effect: Rank + WIL
from using a Skill. The magician makes a Strain: 2
Spellcasting Test against the target’s Mystic This spell determines the presence or
Defense. If casting this spell on a group, use absence of a thing, and may give information as
the highest Mystic Defense in the group and to its qualities. Normally, the Known As, Style,
add 1 to the Target Number for each additional and Modifications will specify what the spell
person or creature. If successful, the Rank of the is looking for, and provide Strain reductions
specified Skill is reduced by the magician’s Rank according to the restrictions and specificity
for the Duration of the spell. If this reduces the applied. The magician makes a Spellcasting
Skill Rank to zero or below, the target is unable Test against a Target Number of 6 for a general
to use that Skill. They may still take Actions area analysis effect; against the Mystic Defense
that are not dependent on the Skill, or may of the target if the spell is checking a specific
use an Attribute in the Skill’s place if the Skill object, person, or other living creature for a
allows default use. On a Rule of One result, the quality; or against the Dispel Target Number
target gains a +1 Rank bonus to the specified if the spell is looking for specific active magic,
Skill for the Duration. such as an active spell. One success determines
whether or not the thing or quality is present.
Destabilize Ship/Vehicle Additional successes provide more information
Tier: Journeyman as the Gamemaster determines appropriate, and
Casting Difficulty: TMD + any Maneuverability as the Known As Variant specifies. The Effect
bonuses in effect Test can also be used to determine the accuracy
Casting Time: 2 rounds and depth of the information gathered. Examples
Range: Rank x 50 yards, 1 target only of Detect usage include:
Duration: Rank minutes Detect Magic – is there active mana in
Effect: Special the area or present in the target, such as an
Strain: 4 + 1 per Spellcasting Test success enchantment or a running spell?
This spell increases the effect of Detect Spirit – are there any astral entities
turbulence, poor weight distribution, and so present?
forth upon a vessel or vehicle, interfering with Detect Curse – is there a damaging or
its Maneuverability. See the Steam Powered impeding enchantment present, either active
chapter in the 1879 Gamemaster’s Guide for (currently causing a problem) or potential (set
more information. This spell applies to any as a trap)?
land, air, or water-borne vessel or vehicle. The Detect Influence – is the target under any
magician makes a Spellcasting Test against the form of magical coercion, such as an Improve
Mystic Defense of the vessel or vehicle, modified Attitude spell?
by any current Step bonus or penalty to its
Maneuverability. If successful, the magician

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SPELLS

Disperse Element objects. Note that Samsut undead are non-living,


Tier: Novice being essentially battery-powered corpses. The
Casting Difficulty: Special (see text) magician makes a Spellcasting Test against the
Casting Time: 1 round target’s Mystic Defense. If successful, the target
Range: Rank x 10 yards degenerates, appearing to age rapidly, taking
Duration: Instant the Effect Test in damage to its Barrier Rating
Effect: Special or equivalent, Physical Defense, and Physical
Strain: 5 Armor each round that the spell is in effect.
This spell scatters the specified element The Effect Test is at +1 Step per extra success
from its source over a wide area. The magician on the Spellcasting Test. This causes metals to
makes a Spellcasting Test against a Target oxidize, rusting and corroding; paper to become
Number as determined by the element desired brittle and turn yellow; leather to stiffen, dry
from the table below. If successful, the magician out, crack, and fall apart; and so forth. All of
may disperse a volume of the specified element the materials of the target object are affected in
equal to their own body mass times their Rank an appropriate fashion.
over any area within the Range of the spell
to which the magician has line of sight. For Explosion
example, a Novice Mage with a Spellcasting Tier: Novice
Rank of 4 could disperse a bonfire four times Casting Difficulty: TMD
their size over an area ten yards wide by twenty Casting Time: 1 round
long, twenty yards away. This would have the Range: 50 yards
incidental effect of doing Step 4 damage to Duration: Instant
anyone and anything in the area, as if struck Effect: Rank + WIL
with a lit torch, and possibly igniting flammable Strain: 5+Rank
objects. Dispersing two barrels of water through This spell causes a damaging blast at the
the same area in the next round, to prevent target point. The magician makes a Spellcasting
the fire from catching and spreading, might be Test against the highest Mystic Defense in the
advised. area of effect. If successful, the detonation occurs
at the specified point within the spell’s Range.
Disperse Element Target Make an Effect Test for the damage done, at +1
Numbers Step per extra success scored on the Spellcasting
Test. This damage drops by half every ten feet,
Element TN and has no effect beyond thirty feet. Physical
Earth 6 armor protects against this damage. The most
Water 8 common Known As Variant of this spell is the
Air 10 Fireball, which adds secondary fire damage and
Fire 12 increases the Strain.

Extract Element
Entropy Tier: Journeyman
Tier: Novice Casting Difficulty: Special (see text)
Casting Difficulty: TMD Casting Time: 3 rounds
Casting Time: 1 round Range: Rank yards
Range: Touch Duration: 1 round
Duration: Rank Rounds Effect: Special (see text)
Effect: WIL Strain: 4 + 2 per success
Strain: 5 This spell compresses and extracts
This spell accelerates the process of decay the essence of a Gathered element (see the
in the target. It can only be cast on non-living Gather Element spell). The magician makes a

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Spellcasting Test against the Target Number Fly


for the element involved, as determined by Tier: Journeyman
the following table, with the Target Number Casting Difficulty: TMD
increased by +1 per success on the prior Gather Casting Time: 1 round
Element Spellcasting Test. Range: Touch (up to Rank targets)
Duration: Rank + 15 minutes
Extract Element Target Numbers Effect: Special
Strain: 9 + 1 per target
Element TN This spell grants the power of flight. The
Earth 8 magician makes a Spellcasting Test against the
Water 10 target’s Mystic Defense. If casting this spell on
Air 12 a group, use the highest Mystic Defense in the
Fire 14 group and add 1 to the Target Number for each
additional person or creature. If successful, the
One kernel of True element is produced target gains the ability to fly. Make an Effect
per success on the Spellcasting Test, with a Test for the Movement Rate.
maximum equal to the number of successes on
the Gather Element Spellcasting Test. Thus, Freeze Area
if the previous Gather Element spell resulted Tier: Journeyman
in 2 successes, the Extract Element spell can Casting Difficulty: TMD
only produce a maximum of 2 kernels of True Casting Time: 1 round
element, even if its Spellcasting Test achieves Range: Rank yards
3 successes. The spell maintains control over Duration: Instant
the True element kernels long enough for them Effect: Rank + WIL
to be put into containers. The magician is Strain: 10
encouraged to have such containers ready and This spell rapidly lowers the temperature
waiting before casting this spell. of the target area, and may include wind and ice
effects. The magician makes a Spellcasting Test
Fix against the highest Mystic Defense in the area.
Tier: Novice If successful, the temperature in the area of effect
Casting Difficulty: TMD drops immediately to below freezing. Make an
Casting Time: 1 round Effect Test for the freezing damage suffered by
Range: Touch everything within the effect area. Physical armor
Duration: Rank hours does not protect against this damage.
Effect: Rank + WIL
Strain: 6 Gather Element
This spell repairs damage to objects by Tier: Novice
restoring Barrier Rating. The magician makes Casting Difficulty: Special (see text)
a Spellcasting Test against the Mystic Defense Casting Time: 1 round
of the item to be repaired. If successful, the Range: Rank yards (including vertically)
magician makes an Effect Test to determine Duration: Rank rounds
how many points of Barrier Rating are restored. Effect: Special
Extra successes increase the Effect Step by +1 Strain: 4
each. On a Rule of One result, the magician This spell pulls together the specified
does their Rank in additional damage to the element from within the spell effect’s Range.
object. Restrictions as to the type of object The magician makes a Spellcasting Test against
will reduce Strain. For example, the Known As a Target Number as determined by the element
Variant Mend restricts the spell to textiles, and desired from the table below. The percentage
reduces the Strain to 4. of the available element gathered depends on

379
SPELLS

the number of successes. Note that Earth will make a Willpower Test against the Effect result.
remain in place once gathered, but water, fire, On a failure, the target takes a Wound’s worth
and air must have Control Element or Move of damage, opening a bleeding wound, and must
Element immediately cast to retain them. obey the compulsion. On one success, the target
takes two points of Strain and must obey the
Gather Element Target Numbers compulsion. On two successes, the target takes
a Wound’s worth of Strain and may ignore the
Element TN compulsion. On three or more successes, the
Earth 6 target takes three points of Strain, and may
Water 8 ignore the compulsion. This Test must be made
Air 10 every time that the compulsion triggers and the
Fire 12 target tries to resist it. The Duration may be
extended to a year and a day by spending the
The gathered element moves to a space magician’s Wound Threshold in Karma. Rumors
within the Range designated by the magician. exist of blood magic and other dire techniques
How much space it takes up depends on the that can make a geas permanent.
volume of the available element. Note that air is
compressible, and that fire will reduce to sparks Grant Skill
when deprived of fuel. Tier: Journeyman
Casting Difficulty: TMD
Geas Casting Time: 1 round
Tier: Journeyman Range: 10 yards
Casting Difficulty: TMD Duration: Rank rounds
Casting Time: 5 rounds Effect: Special
Range: Touch Strain: 9 + target count
Duration: Rank weeks This spell attempts to imbue the target
Effect: Rank + WIL with a Skill they do not know on their own. The
Strain: 10 + TMD magician must know the Skill being granted,
This spell places a compulsion on the or have someone present who knows the Skill
target, either restricting their behavior or forcing who is willing to lend it. The magician makes
a specific response to a specific trigger. The a Spellcasting Test against the target’s Mystic
classic implementation of this enforces employee Defense. If casting this spell on a group, use
loyalty to the firm, known as the “Good Boy the highest Mystic Defense in the group and
Geas”. This spell only works on humans and add 1 to the Target Number for each additional
their variants, Saurids, and other intelligent races. person or creature. If the Skill is being donated,
The magician makes a Spellcasting Test against the magician must make a second Spellcasting
the target’s Mystic Defense. Two successes are Test against the donor’s Mystic Defense. If the
required. If successful, the magician places one Spellcasting Test or Tests are successful, the
condition on the target’s behavior, which must Skill is granted to the target at the Rank at
be simply stated, constrained to specifics, and which it is known by the magician or the donor
not vaguely worded. The compelled behavior for the Duration of the spell. Extra successes
must be achievable by the target. For example, extend the Duration of the spell by one round
the magician could compel the target to bring per success. The magician or donor may
her the left ear of every Samsut soldier that he continue to use the Skill themselves while the
kills, but not the left ear of every Samsut, as the knowledge of it is granted.
target population would be impossibly large. The
magician makes an Effect Test. This becomes
the Target Number for resisting the geas. If the
target tries to resist the compulsion, they must

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Heal that the object is not hidden from non-visual


Tier: Novice senses, so that it can still be felt, heard, and
Casting Difficulty: TMD smelled. Hiding a running steam engine would
Casting Time: 1 round be pointless, as the stink of burning coke and
Range: Touch hot metal, and the hiss and clank of operation,
Duration: Instant would be readily detectable. The magician
Effect: WIL + Rank may hide an object of up to their Rank times
Strain: 6 their own size. On a Rule of One result, the
This spell only affects creatures and object briefly glows, then appears blurred to the
people with at least one point of their Death magician for ten minutes.
Rating remaining. Inanimate objects and
creatures or people whose Death Rating has Ignite
been reduced to zero or less are not affected. Tier: Initiate
The magician makes a Spellcasting Test against Casting Difficulty: TMD
the target’s Mystic Defense. If successful, the Casting Time: 1 round
magician makes an Effect Test to determine how Range: 2 yards
many points of damage are restored. If extra Duration: 1 round
successes are scored in the Spellcasting Test, the Effect: Special
magician may use them to gain a +1 Step bonus Strain: 2
to the Effect Test per success, or may trade This spell sets a flammable object on fire.
two successes to heal one Wound. This means The magician makes a Spellcasting Test against
that the magician must score three successes to the higher of the object’s or its bearer / wearer’s
heal a Wound, as the first success empowers Mystic Defense. If successful, a small jet of
the spell, and two more successes are required flame hovers over the target and sets it alight.
for the Wound. On a Rule of One result, the If clothes are ignited, the fire inflicts Step 4/
magician takes their own Spellcasting Rank in D6 damage during the first round, reduced by
damage. Priests casting this spell gain +1 Step –1 Step per round until the fire goes out (after
to the Effect Test, and reduce the Strain by 2 three more rounds) or is extinguished. The spell
points. may only be cast on small flammable objects,
such as torches, wooden furniture, and clothing.
Hide Object
Tier: Novice Illusion (Mental)
Casting Difficulty: TMD Tier: Novice
Casting Time: 1 round Casting Difficulty: TMD
Range: Touch Casting Time: 2 rounds
Duration: Rank x 5 minutes Range: Rank x 10 yards, Rank targets
Effect: Rank + WIL Duration: Rank x 2 rounds
Strain: 7 Effect: WIL + Rank
This spell renders an object invisible. The Strain: 5 + target count
effect can only be applied to non-living items. The This spell convinces a person or group
magician makes a Spellcasting Test against the of people of the existence of a thing that has
object’s Mystic Defense. If successful, the object no objective reality. This spell only affects
is hidden from ordinary sight. Extra successes intelligent living beings. Animals and spirits are
may be used to hide it from enhanced vision, not affected by mental illusions. The magician
such as Heat Sight, requiring two successes makes a Spellcasting Test against the target’s
for each mode. Extra successes may also be Mystic Defense. If casting this spell on a group,
added to the Effect Test as +1 Step bonuses. use the highest Mystic Defense in the group and
Make an Effect Test to determine the Target add +1 to the Target Number for each additional
Number for seeing through the invisibility. Note person. If successful, the magician builds a scene

381
SPELLS

in the target’s mind. The action of this scene of detail and realism of the illusion. On one
is limited to a number of rounds equal to the success, the illusion is obviously an artwork and
magician’s Rank. The scene may involve no sketchy on detail. On two successes, the illusion
more persons, objects, or sensory impressions might be convincing if no one looks too closely.
than the magician’s Rank. Extra successes on On three or more successes, anyone viewing the
the Spellcasting Test add one round and one illusion must make a Perception Test against
sensory impression per success. As an example, the magician’s Effect Test result to detect that
if the magician wishes the target to see an apple, it is in fact an illusion and not a real scene.
be able to pick it up and feel it, bite it and be Attempting to touch the illusion immediately
able to taste it, that requires four impressions: reveals it as such, as the illusion has no solid
one for the visual presence of the apple, one presence. Illusions produced with this spell are
for touch, and one each for taste and smell, as silent. Each component may be no larger than
both of those must be covered for the apple to the average human. To produce the illusion of
taste right. If the magician wishes the target to larger objects, multiple components must be
see a foundering ship and hear cries of distress grouped. The movements of the illusion can run
from it, that requires two impressions. Once no longer than the magician’s Rank in rounds,
the illusion is defined, the magician makes an after which the motion either repeats or halts, at
Effect Test for its believability. If the target the choice of the magician.
doubts the evidence of their senses, they may
make a Willpower Test against the magician’s Improve Attitude
Effect Test result. On one success, they realize Tier: Novice
that they are experiencing an illusion, but still Casting Difficulty: TMD
perceive it. On two or more successes, the target Casting Time: 1 round
dismisses the illusion from their mind. On a Range: Rank feet
Rule of One result in the Spellcasting Test, the Duration: Rank rounds
magician is Harried by an intense headache for Effect: Special
the Duration of the spell. Strain: 3 + 1 per success on the Spellcasting
Test
Illusion (Physical) The target’s Attitude toward the magician,
Tier: Initiate the magician’s party, or some other person or
Casting Difficulty: 8 group is temporarily adjusted. See Gamemaster
Casting Time: 2 rounds Character Attitudes in the 1879 Gamemaster’s
Range: 10x Rank yards Guide for information on Attitudes. The
Duration: 3 x Rank rounds magician makes a Spellcasting Test against
Effect: Special the target’s Mystic Defense. If successful, the
Strain: 3 target’s Attitude improves by one degree per
This spell shapes light into a vision that success. For example, if the magician scores two
everyone in the area can see. The magician makes successes, the customs agent’s Attitude could be
a Spellcasting Test against a Target Number improved from Unfriendly to Friendly, greatly
of 8. If successful, the illusion is created, enhancing the chances of getting the cargo
and may have up to the magician’s Rank in through without it being fully inspected. The
components. Each static figure or moving part target may make a Perception Test against the
counts as a component, so the image of a man magician’s Spellcasting Test result to detect the
sitting at a table, occasionally drinking from influence. How the target reacts if they realize
a tankard, would have three components: the the magician is influencing their Attitude must
man in the chair, his arm holding the tankard, be decided by the Gamemaster.
and the table. Extra successes allow one more
component each. The magician makes an Effect
Test against a Target Number of 6 for the level

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Improve Attribute Improve Defense Rating


Tier: Journeyman Tier: Novice
Casting Difficulty: TMD Casting Difficulty: TMD
Casting Time: 1 round Casting Time: 1 round
Range: Touch Range: Touch
Duration: Rank rounds Duration: Rank rounds
Effect: Special Effect: Special
Strain: 5+1 per success on the Spellcasting Test Strain: 3+1 per success on the Spellcasting Test
The target’s specified Attribute Step The target’s specified Defense Rating
receives a temporary boost. The magician makes receives a temporary boost. The magician makes
a Spellcasting Test against the target’s Mystic a Spellcasting Test against the target’s Mystic
Defense. If successful, the target’s Attribute Defense. If successful, the target’s specified
Step gains a +1 Step bonus per success for the Defense Rating gains a +1 bonus per success
Duration of the spell. On a Rule of One result, for the Duration of the spell. On a Rule of
the target takes a -1 Step penalty to their Attribute One result, the target takes a -1 penalty to the
Step for the Duration of the spell. Restricting specified Defense Rating for the Duration of the
this spell to a specific Attribute reduces the spell. Restricting this spell to a specific Defense
Strain by 2. Thus, “Improve Strength” would Rating reduces the Strain by 1. Thus, “Improve
have a Strain of 3 + 1 per success. Physical Defense” would have a Strain of 2+1
per success.
Improve Damage
Tier: Novice Improve Karma
Casting Difficulty: TMD+DR Tier: Journeyman
Casting Time: 1 round Casting Difficulty: TMD
Range: Touch Casting Time: 1 round
Duration: Rank rounds Range: Touch
Effect: Special Duration: Rank rounds
Strain: 3+1 per success on the Spellcasting Test Effect: Special
The target weapon’s Damage Step receives Strain: 5 + 1 per success on the Spellcasting
a temporary boost. This spell may only be cast Test
on objects deliberately made to be weapons. The The target’s Karma Step receives a
magician may attempt to enhance the Damage temporary boost. The magician makes a
Step of a sword or pistol, but not the Damage Spellcasting Test against the target’s Mystic
Step of a chair leg wielded as a club. The Defense. If successful, the target’s Karma Step
magician makes a Spellcasting Test against the gains a +1 Step bonus per success for the
target’s Mystic Defense plus its Damage Rating. Duration of the spell. On a Rule of One result,
If successful, the target’s Damage Rating gains the target takes a -1 Step penalty to their Karma
a bonus equal to the magician’s Rank for the Step for the Duration of the spell.
Duration of the spell. Extra successes add +1
Step each to the damage increase. On a Rule Improve Movement
of One result, the target weapon takes a -1 Step Tier: Novice
penalty to its Damage Rating for the Duration Casting Difficulty: TMD
of the spell. Restricting this spell to a specific Casting Time: 1 round
type of weapon reduces the Strain by 1. Thus, Range: 5 yards, up to Rank targets
“Improve Pistol Damage” would have a Strain Duration: Rank minutes
of 2 + 1 per success. Effect: Special
Strain: 4 + target count
This spell temporarily increases the
target’s Movement Rate. Only living creatures

383
SPELLS

are affected. Inanimate objects gain no benefit Improve Skill


from this spell. The magician makes a Tier: Novice
Spellcasting Test against the target’s Mystic Casting Difficulty: TMD
Defense. If casting this spell on a group, use the Casting Time: 1 round
highest Mystic Defense in the group and add 1 Range: 5 yards, up to Rank targets
to the Target Number for each additional person Duration: Rank minutes
or creature. If successful, the target adds the Effect: Special
magician’s Rank to their Movement Rate for the Strain: 4 + target count
Duration of the spell. The target does not suffer This spell temporarily increases the Step
additional Fatigue for the extra distance covered of one Skill known by the target. Only living
(see Fatigue and Injury in the 1879 Gamemaster’s creatures with Skills are affected. The magician
Guide). On a Rule of One result, the target’s makes a Spellcasting Test against the target’s
Movement Rate is reduced by 1 point for the Mystic Defense. If casting this spell on a group,
Duration of the spell. use the highest Mystic Defense in the group and
add 1 to the Target Number for each additional
Improve Sense person or creature. If successful, the target adds
Tier: Initiate the magician’s Rank to the Step of the specified
Casting Difficulty: TMD Skill for the Duration of the spell. On a Rule of
Casting Time: 1 round One result, all targets take a -1 Step penalty to
Range: Touch the specified Skill for the Duration. Restricting
Duration: Rank minutes the version known to a specific Skill reduces the
Effect: Special Strain by 2 points.
Strain: 2
This spell temporarily increases the Invisibility
sensitivity of one of the target’s senses, specified Tier: Novice
either in the version known or at the time of Casting Difficulty: TMD
casting, or adds capability to the specified sense, Casting Time: 1 round
at the choice of the magician if the generic version Range: Touch (maximum Rank targets)
of the spell is known. The magician makes a Duration: Rank x 5 minutes
Spellcasting Test against the target’s Mystic Effect: Rank + WIL
Defense. If successful, the target gains a +1 Step Strain: 5 + target count
bonus to Perception Tests made with the selected This spell renders the magician and/
sense for the Duration of the spell. Alternatively, or other persons or creatures undetectable to
the magician may extend the capability of the ordinary vision. To make a nonliving object
sense. This requires a minimum of two successes invisible, see the Hide Object spell. The
on the Spellcasting Test. Possibilities include magician makes a Spellcasting Test against their
granting Low Light Vision or Heat Sight to base Mystic Defense, or against the Mystic
races that do not naturally have such abilities. Defense of the target. If casting this spell on
On a Rule of One result, the target’s sense is a group, use the highest Mystic Defense in the
temporarily impaired, taking a -1 Step penalty to group and add 1 to the Target Number for each
Perception Tests made with that sense for the additional person or creature. If successful, the
Duration of the spell. Restricting the spell to a targets are concealed from sight. Make an Effect
specific sense or specific augmentation reduces Test, and use its result as the Target Number
the Strain by 1 point. for Perception Tests to spot the invisible people
or creatures. Extra successes can be spent to
hide the targets from Heat Sight or other
enhanced vision. Note that this spell does not
render the targets silent or immaterial, so they
can still be heard and felt, and will still leave

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footprints. The effect extends to clothing and pounds of weight. The magician may “bootstrap”
personal gear within the target’s Strength limit. Levitate spells for improved effect. This may
Anything added once the spell has taken effect consist of casting another spell on an existing
is not affected, so a thrown bucket of paint will platform to increase the combined weight
reveal the target. This has become known in that the spell can support, or casting another
certain circles, and the security forces at large Levitate spell (or spells) atop previous ones to
manufacturing facilities will sometimes carry a move even higher. Bootstrapped spells must be
spray gun similar to a Chinese dragon, loaded managed carefully. As soon as any lower-altitude
with paint and with no flame source. Levitate spell ends, all higher-altitude Levitate
spells also fail. Characters and objects on top
Invisible Hand of a platform when it fails suffer Falling damage
Tier: Novice (see the 1879 Gamemaster’s Guide) based on the
Casting Difficulty: 6 height they fall from. Moving the platform up
Casting Time: 1 round requires the magician’s concentration, regardless
Range: Rank yards of how many “bootstrapped” spells are currently
Duration: Rank rounds in effect. If the magician loses concentration, the
Effect: Special platform automatically descends to the ground
Strain: 2 at 4 yards per round. The magician must make
This spell allows a limited form of another Spellcasting Test if the number of
telekinesis. The magician makes a Spellcasting characters or objects on a platform increases,
(6) Test. If successful, the magician gains the such as if another character jumps onto it. If
ability to move and manipulate objects as if using the Spellcasting Test fails, the spell ends and
a third hand. This telekinetic effect is limited in all effects stop.
its actions to what can be done with one hand.
Its reach is the magician’s Spellcasting Rank Light
in yards. The hand has the magician’s Strength Tier: Initiate
and Dexterity. The invisible hand is only usable Casting Difficulty: 6
within line of sight. The magician may use any Casting Time: 1 round
Skill with the invisible hand that they could use Range: Self
with their own physical hand. Duration: Rank x 10 minutes
Effect: Special
Levitate Strain: 2
Tier: Novice This spell conjures a light source that
Casting Difficulty: TMD stays with the magician. For a light source
Casting Time: 2 rounds that remains in one place, see Light Area. The
Range: Rank x 10 yards magician makes a Spellcasting Test against a
Duration: Rank x 10 minutes Target Number of 6. If successful, the magician
Effect: Special creates a light source of the brightness of a
Strain: 3 + Rank lantern that stays within arm’s reach. On a Rule
This spell moves objects or characters of One result, the magician creates a bright
vertically up or down on an invisible 2-yard flash, dazzling everyone within a ten foot radius
radius platform of force. The magician makes and leaving them at -2 Steps to all vision-based
a Spellcasting Test against the highest Mystic Tests for 5 minutes.
Defense among all characters or objects in
the area of effect. If successful, a platform is
created which lifts those on it up or down by the
magician at 4 yards per round to a maximum
height equal to the spell’s range. A single spell
supports 200 times the magician’s Rank in

385
SPELLS

Light Area secures the opening, for example to the Target


Tier: Initiate Number of a Strength Test to push back a bolt
Casting Difficulty: 6 securing a door. When the Duration expires,
Casting Time: 1 round the Effect Test result ceases to apply, but the
Range: Self physical closure remains. The lock reverts to its
Duration: Rank x 10 minutes normal Lock Rating, but remains secured.
Effect: Special
Strain: 2 Move Element
This spell conjures a light source that Tier: Novice
stays at the location at which it was conjured. Casting Difficulty: Special (see text)
For a portable light source, see Light. The Casting Time: 1 round
magician makes a Spellcasting Test against a Range: Rank x 10 yards
Target Number of 6. If successful, the magician Duration: Rank rounds
creates a light source of the brightness of a Effect: Special
lantern. On a Rule of One result, the magician Strain: 5
creates a bright flash, dazzling everyone within a This spell allows the magician to relocate
ten foot radius and leaving them at -2 Steps to an element from one place to another within
all vision-based Tests for 5 minutes. the Range of the spell. The magician makes
a Spellcasting Test against a Target Number
Lock as determined by the element desired from
Tier: Initiate the table below. If successful, the magician
Casting Difficulty: TMD may relocate a volume of the specified element
Casting Time: 1 round equal to their own body mass times their Rank
Range: Touch from any point within the Range of the spell to
Duration: Rank x 10 hours any other point within the Range of the spell,
Effect: WIL + Rank providing the magician has line of sight to both
Strain: 1 + Rank locations.
This spell secures closure of doors, lids,
and so forth, both by activating the mechanical Move Element Target Numbers
means of securing and by enhancing the Lock
Rating. This spell does not work on closures Element TN
that have no lock, bolt, or other mechanical Earth 6
means of holding the thing shut. The magician Water 8
closes the thing to be secured, if it is not already Air 10
closed, and makes a Spellcasting Test against the Fire 12
target object’s Mystic Defense. Use either the
lock’s Mystic Defense or that of the container
or door, whichever is higher. If successful, the Pass Through Barrier
lock activates, regardless of whether or not the Tier: Journeyman
magician can see it at the time. (Locks on the Casting Difficulty: TMD + Barrier Rating
far side of a door or inside a chest are activated Casting Time: 2 rounds
and secure themselves through contact with the Range: Touch
target object, which is being touched by the Duration: Rank x 2 rounds
magician.) Make an Effect Test, at +1 Step per Effect: Special
extra success from the Spellcasting Test. Add Strain: 4 + Barrier Rating
the result to the target’s Lock Rating, to make This spell allows the magician and up
opening the lock more difficult. Add the Effect to the magician’s Rank in additional people
Test result to the Target Number of any other and/or animals to step through a temporary
attempt to unfasten the device or mechanism that doorway created through a physical obstacle.

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The magician makes a Spellcasting Test against Plant Growth


the combined Mystic Defense and Barrier Tier: Initiate
Rating of the obstacle. If successful, a one-way Casting Difficulty: 8
gateway opens through the obstacle, allowing Casting Time: 1 round
passage from the magician’s side but not from Range: 2 yard radius from magician
the other. The obstacle cannot have a thickness Duration: Permanent
of more than the magician’s Rank in feet. There Effect: Special
must be enough space on the far side for those Strain: 3
passing through to fit. If there is not enough This spell makes plants grow faster. The
open space on the far side, the gateway will not magician makes a Spellcasting Test against an
allow passage. When the last allowed person 8 or the Mystic Defense of the targeted plants,
and/or creature passes through, or the Duration whichever is higher. If successful, plants in the
expires, the gateway closes, leaving no trace of its area of effect experience the equivalent of one
existence other than an astral disturbance. Any week’s growth over the remainder of the round.
person or creature attempting to pass through as After the spell ends, their growth rate returns
the gateway closes is returned to their point of to normal, but the plants do not revert to their
origin unharmed. This spell’s Duration cannot previous size.
be renewed.
Possess Animal
Pass Through Shadows Tier: Novice
Tier: Journeyman Casting Difficulty: TMD
Casting Difficulty: TMD + 6 Casting Time: 1 round
Casting Time: 2 rounds Range: Touch
Range: Rank x 10 yards Duration: Rank hours
Duration: Rank x 2 rounds Effect: Rank + WIL
Effect: Special Strain: 2 + TMD
Strain: 4 + Rank This spell moves the magician’s spirit into
This spell links two shadows, creating a the body of an animal. The magician touches
temporary passageway between them that ignores the target animal and makes a Spellcasting
all physical barriers intervening. The end points Test against the animal’s Mystic Defense. If
of the passage must be within the Range of successful, the magician’s spirit takes possession
the spell. The magician makes a Spellcasting of the animal’s body. The magician controls
Test against the Mystic Defense of any barriers the animal’s body for a number of hours equal
between the two shadows, plus 6. If successful, a to their Spellcasting Rank or until animal and
temporary gateway opens, allowing passage from magician touch again with the intent of ending
the magician’s location to the far location, but the spell, whichever comes first. The magician’s
not the other direction. The magician and a body slumps into a coma-like state. The
number of people and/or animals up to the magician retains their own intellect while in the
magician’s Rank may pass through. When animal’s body, but cannot perform any actions
the last allowable person or animal passes the that the animal is normally incapable of, such
gateway, or the Duration expires, the gateway as speaking. The magician makes an Effect Test
closes. If the shadow at either end vanishes, for to determine the strength of the possession. An
example because a bright light is shone on the unwilling animal may attempt to resist the spell
area, the gateway closes and the spell effect ends. effect at the time of possession by making a
Anyone in transit when the gateway closes is Willpower Test against the Effect Test result. If
sent back to the starting point, unharmed. This successful, the animal prevents the possession
spell cannot have its Duration extended. from occurring. If the Willpower Test fails, the
magician’s spirit enters the animal’s body, and
the animal may take no further actions until

387
SPELLS

the possession ends. When the Duration ends, killed while this spell is in effect, the possession
the magician’s spirit returns to their own body ends immediately, and the magician suffers any
regardless of distance. If the animal body is damage dealt to the host. No armor protects
killed while this spell is in effect, the possession against this damage.
ends immediately, and the magician suffers any
damage dealt to the host animal. No armor Pull
protects against this damage including base Tier: Novice
Mystic Armor. Casting Difficulty: TMD
Casting Time: 1 round
Possess Person Range: Rank x 2 yards
Tier: Journeyman Duration: Instant
Casting Difficulty: TMD Effect: Rank + WIL
Casting Time: 2 rounds Strain: 4
Range: Rank yards, line of sight This spell allows the magician to move
Duration: Rank hours an object or person toward themselves. The
Effect: Rank + WIL magician makes a Spellcasting Test against the
Strain: 4 + TMD object or person’s Mystic Defense. If successful,
This spell moves the magician’s spirit into the magician makes an Effect Test, at +1 Step
the body of a person. The magician focuses their per extra success on the Spellcasting Test. The
sight (or Astral Sight) and mind on the target result is the Strength of the spell effect, which is
person and makes a Spellcasting Test against then pitted against the Strength of the person (if
the person’s Mystic Defense. If successful, the resisting) or the weight of the object or person
magician’s spirit takes possession of the target’s (if not resisting) to move the object or person
body. The magician controls the person’s body toward the magician. The target must be a
for a number of hours equal to their Spellcasting discrete object or individual person. Attempting
Rank or until the target and magician touch with to Pull one wheel of a wagon, or a person’s leg,
the intent of ending the spell, whichever comes automatically fails. Pulling a door will work, as
first. Unlike Control Person, this spell does not the door is not an integral part of the wall into
require the target to remain within sight or a which it is set.
specific range of the magician for the Duration.
The magician’s body slumps into a coma-like Marcel Deschamps wishes to haul
state. The magician retains their own intellect a cultist out from behind those packing
while in the person’s body, and does not gain crates and close enough for Emil to skewer
access to the person’s Skills or memory. The the cultist on his rapier. Marcel makes
magician makes an Effect Test to determine the a Spellcasting Test against the cultist’s
strength of the possession. An unwilling target Mystic Defense, and scores two successes.
may attempt to resist the spell effect at the Marcel makes an Effect Test at +1 Step
time of possession by making a Willpower Test and rolls an 8. The cultist has a Strength
against the Effect Test result. If successful, the Step of 7. Marcel and the cultist make
target prevents the possession from occurring. an opposed Strength Test, with Marcel
If the Willpower Test fails, the magician’s spirit achieving an 8 and the cultist a 2. The
enters the person’s body, and the target may surprised cultist finds himself yanked out
take no further actions until the possession ends from behind the crates and right into the
unless damaged. Each time the target body takes point of Emil’s rapier.
one or more points of Physical or Stun damage, Marcel then turns his attention
the target may make another Willpower Test to to another cultist, and attempts to Pull
end the possession. When the Duration ends, a packing crate over on the woman. He
the magician’s spirit returns to their own body makes a Spellcasting Test against the
regardless of distance. If the target person is packing crate, no great difficulty when its

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Chapter 14

Mystic Defense is 2, and scores 3 successes. the magician experiences the target’s memories
Marcel makes an Effect Test at +2 Steps, that supply context to the search. On three or
then makes a Strength Test using the result more successes, the magician experiences all of
of 12. Given that a Strength Step of 12 the target’s memories applicable to the search.
would allow one to carry 600 pounds and These memories flood the magician’s mind
lift 1200, Marcel brings the crate crashing in a single minute. The Gamemaster should
down and puts an end to the cultist. describe the memories quickly, and not repeat
any description of them. If the target actively
Push tries to resist the memory search, the magician
Tier: Novice makes an Effect Test (at no bonus) and the
Casting Difficulty: TMD target makes a Willpower Test. If the target’s
Casting Time: 1 round Test result is higher than the magician’s, the
Range: Rank x 2 yards memory search is blocked. Otherwise, the spell
Duration: Instant effect proceeds as normal.
Effect: Rank + WIL
Strain: 4 Read Object
This spell allows the magician to move Tier: Novice
an object or person away from themselves. The Casting Difficulty: TMD
magician makes a Spellcasting Test against the Casting Time: 1 round
object or person’s Mystic Defense. If successful, Range: Touch
the magician makes an Effect Test, at +1 Step Duration: Rank rounds
per extra success on the Spellcasting Test. The Effect: WIL + Rank
result is the Strength of the spell effect, which is Strain: 6
then pitted against the Strength of the person (if The magician attempts to see details of
resisting) or the weight of the object or person events in the target object’s past. The magician
(if not resisting) to move the object or person makes a Spellcasting Test against the object’s
away from the magician. The target must be Mystic Defense. If successful, the magician
within the Range of the spell when the spell is makes an Effect Test against the object’s
cast, but may end up outside the Range when its Mystic Defense, at a bonus of +1 Step per extra
movement is completed. success scored on the Spellcasting Test. For
each success on the Effect Test, the magician
Read Memories experiences some part of a significant event
Tier: Novice from the object’s past. More recent events are
Casting Difficulty: TMD easier to see than older ones. The stronger the
Casting Time: 1 minute emotional impact of the event, the more of
Range: Touch an impression it leaves. The visions are always
Duration: 1 minute fragmentary, and may include all of the senses,
Effect: Rank + WIL not just sight. For example, reading a murder
Strain: 3 + TMD weapon may cause the magician to feel the pain
This spell allows the magician to delve the victim suffered, although no actual damage
into the memories of the target person in search is taken. The Gamemaster must decide what
of specific information. The magician makes information to reveal for each use of this spell.
a Spellcasting Test against the target’s Mystic Repeat castings by the same magician do not
Defense. If it succeeds, the magician makes elicit new information. On a Rule of One
an Effect Test against the target’s Willpower result, the magician suffers blurred vision for ten
Step, at +1 Step per extra success on the minutes, taking a -3 Step penalty to all sight-
Spellcasting Test. On one success, the magician related Tests and Actions.
finds a single memory related to the search,
and experiences it briefly. On two successes,

389
SPELLS

Read Person makes an Effect Test against the person’s


Tier: Novice Mystic Defense, at a bonus of +1 Step per extra
Casting Difficulty: TMD success scored on the Spellcasting Test. On
Casting Time: 1 round one success, the magician picks up the person’s
Range: Rank feet most recent thought. On two successes, the
Duration: Rank rounds magician knows the subject about which the
Effect: WIL + Rank target is thinking, and can follow the train of
Strain: 3 + TMD thought for the Duration of the effect. On three
The magician attempts to see details of or more successes, the magician knows the
events in the target person’s past. The magician context of the thought process, and picks up
makes a Spellcasting Test against the person’s any tangential thoughts or random ideas that
Mystic Defense. If successful, the magician spawn in the target’s mind for the Duration
makes an Effect Test against the person’s of the effect. Memory associations and deeper
Mystic Defense, at a bonus of +1 Step per extra thought processes cannot be followed with this
success scored on the Spellcasting Test. For spell. See Read Memories (pg.389).
each success on the Effect Test, the magician
experiences some part of a significant event from Reduce Attitude
the person’s past. More recent events are easier to Tier: Novice
see than older ones. The stronger the emotional Casting Difficulty: TMD
impact of the event, the more of an impression Casting Time: 1 round
it leaves. The visions are always fragmentary, Range: Rank feet
and may include all of the senses, not just sight. Duration: Rank rounds
For example, if the person was wounded in a Effect: Special
battle, the magician will feel the pain the person Strain: 3+1 per success on the Spellcasting Test
suffered, although no actual damage is taken. The target’s Attitude toward the magician,
The Gamemaster must decide what information the magician’s party, or some other person or
to reveal for each use of this spell. If the group is temporarily adjusted. See Gamemaster
Spellcasting Test scores two or more successes, Character Attitudes in the 1879 Gamemaster’s
the target person is not aware of the reading, Guide for information on Attitudes. The
unless the magician has made it obvious. How magician makes a Spellcasting Test against the
the target person reacts to being read depends target’s Mystic Defense. If successful, the target’s
upon the situation. Repeat castings by the same Attitude declines by one degree per success. For
magician do not elicit new information. On a example, if the magician scores two successes,
Rule of One result, the magician suffers blurred the target’s Attitude toward their employer
vision for ten minutes, taking a -3 Step penalty could be shifted from Loyal to Neutral, greatly
to all sight-related Tests and Actions. improving the magician’s chance of bribing the
target to act against the firm’s interests. The
Read Thoughts target may make a Perception Test against the
Tier: Initiate magician’s Spellcasting Test result to detect the
Casting Difficulty: TMD influence. How the target reacts if they realize
Casting Time: 1 round the magician is influencing their Attitude must
Range: Rank feet be decided by the Gamemaster.
Duration: Rank rounds
Effect: Rank + WIL
Strain: 3
This spell allows the magician to read the
target person’s surface thoughts. The magician
makes a Spellcasting Test against the target’s
Mystic Defense. If successful, the magician

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Reduce Attribute Reduce Defense Rating


Tier: Journeyman Tier: Novice
Casting Difficulty: TMD Casting Difficulty: TMD
Casting Time: 1 round Casting Time: 1 round
Range: Rank yards Range: Rank yards, 1 target only
Duration: Rank rounds Duration: Rank rounds
Effect: Special Effect: Special
Strain: 5 + 1 per success Strain: 3 + 1 per success on the Spellcasting
The spell interferes with the target’s Test
specified Attribute Step. The magician makes The target’s specified Defense Rating
a Spellcasting Test against the target’s Mystic receives a temporary penalty. The magician
Defense. If successful, the target takes a -1 makes a Spellcasting Test against the target’s
Step penalty to the specified Attribute Step per Mystic Defense. If successful, the target’s
success for the Duration of the spell. On a Rule specified Defense Rating takes a -1 penalty per
of One result, the target gains a +1 Step bonus success for the Duration of the spell. On a Rule
to the specified Attribute Step for the Duration of One result, the target gains a +1 bonus to the
of the spell. Restricting the known version of specified Defense Rating for the Duration of the
this spell to a specific Attribute reduces the spell. Restricting this spell to a specific Defense
Strain by 1. Thus, “Reduce Strength” would Rating reduces the Strain by 1. Thus, “Reduce
have a Strain of 4 + 1 per success. Physical Defense” would have a Strain of 2 +
1 per success.
Reduce Damage
Tier: Novice Reduce Karma
Casting Difficulty: TMD+DR Tier: Journeyman
Casting Time: 1 round Casting Difficulty: TMD
Range: Rank yards, 1 weapon only Casting Time: 1 round
Duration: Rank rounds Range: Rank yards
Effect: Special Duration: Rank rounds
Strain: 3 + 1 per success on the Spellcasting Effect: Special
Test Strain: 5 + 1 per success
The target weapon’s Damage Step receives The spell interferes with the target’s
a temporary penalty. This spell may only be cast Karma Step. The magician makes a Spellcasting
on objects deliberately made to be weapons. The Test against the target’s Mystic Defense. If
magician may attempt to reduce the Damage successful, the target takes a -1 Step penalty to
Step of a sword or pistol, but not the Damage their Karma Step per success for the Duration
Step of a chair leg wielded as a club. The of the spell. On a Rule of One result, the target
magician makes a Spellcasting Test against the gains a +1 Step bonus to their Karma Step for
target’s Mystic Defense plus its Damage Rating. the Duration of the spell.
If successful, the target’s Damage Rating takes
a penalty equal to the magician’s Rank for the Reduce Movement
Duration of the spell. Extra successes add -1 Tier: Novice
Step each to the damage decrease. On a Rule of Casting Difficulty: TMD
One result, the target weapon gains a +1 Step Casting Time: 1 round
bonus to its Damage Rating for the Duration Range: 10 yards, up to Rank targets
of the spell. Restricting this spell to a specific Duration: Rank minutes
type of weapon reduces the Strain by 1. Thus, Effect: Special
“Reduce Pistol Damage” would have a Strain of Strain: 4 + target count
2 + 1 per success. This spell slows the target’s ability to
cover distance. This spell only affects living

391
SPELLS

creatures. Inanimate objects are not affected by a group, use the highest Mystic Defense in the
this spell. The magician makes a Spellcasting group and add 1 to the Target Number for each
Test against the target’s Mystic Defense. If additional person or creature. If successful, the
a group is targeted, use the highest Mystic target takes a penalty of the magician’s Rank to
Defense in the group and add +1 to the Target the Step of the specified Skill for the Duration
Number for each additional target. If successful, of the spell. On a Rule of One result, all targets
the target’s Movement Rate is reduced by 1 for gain a +1 Step bonus to the specified Skill for
each success. On a Rule of One result, the the Duration. Restricting the version known to
magician’s own Movement Rate is reduced by 1 a specific Skill reduces the Strain by 2 points.
for the Duration.
Remote Operation
Reduce Sense Tier: Initiate
Tier: Initiate Casting Difficulty: 6
Casting Difficulty: TMD Casting Time: 1 round
Casting Time: 1 round Range: Rank yards
Range: Touch Duration: Rank minutes
Duration: Rank rounds Effect: WIL + Rank
Effect: Special Strain: 2
Strain: 2 This spell allows turning electrical or
This spell interferes with the function of Weird Science devices on or off, and control
one of the target’s senses, specified at the time of active devices, by direct manipulation of
of casting or in the version known. The magician the circuits and energy flows. The magician
makes a Spellcasting Test against the target’s must understand how the device operates and
Mystic Defense. If successful, the target takes is constructed. A Natural Philosophy, Craft
a -1 Step penalty per success to all Perception Device, or other similar Skill Test may be
Tests involving the specified sense for the required at the Gamemaster’s discretion. The
Duration of the spell. The magician may instead magician makes a Spellcasting Test against a
choose to shut off an aspect of the sense, for Target Number of 6. If successful, the magician
example denying an elf the benefit of Low Light may then make an Effect Test against the
Vision, or blocking the scent of pepper from a device’s Mystic Defense to operate the device. If
human’s nose. This requires two successes. On the Effect Test is successful, the device works as
a Rule of One result, the target gains a +1 Step the magician desires. If the Effect Test fails, the
bonus to all Tests with the specified sense for the device may work in a random fashion or not at
Duration of the spell. all, as the Gamemaster determines. On a Rule
of One result, the magician does their Rank in
Reduce Skill damage to the device.
Tier: Novice
Casting Difficulty: TMD Replicate Food
Casting Time: 1 round Tier: Novice
Range: 5 yards, up to Rank targets Casting Difficulty: 6
Duration: Rank minutes Casting Time: 1 round
Effect: Special Range: 24 yards
Strain: 4 + target count Duration: Rank + 1 hours
This spell temporarily decreases the Step Effect: Rank + WIL
of one Skill known by the target. Only living Strain: 3 + Rank
creatures with Skills are affected. Inanimate This spell multiplies existing foodstuffs.
objects take no penalty from this spell. The One average meal’s worth of edible food is
magician makes a Spellcasting Test against the required as source material. The magician makes
target’s Mystic Defense. If casting this spell on a Spellcasting Test against a Target Number

392
Chapter 14

of 6. If successful, make an Effect Test to there tomorrow.


determine the number of copies of the original
food produced. Copies are exact duplicates Resist Temperature
of the original, including temperature, degree Tier: Initiate
of edibility, and any contamination present. Casting Difficulty: TMD
Uneaten meals vanish when the spell ends. Casting Time: 1 round
Range: Touch (up to Rank targets)
Replicate Item Duration: Rank x 10 minutes
Tier: Novice Effect: WIL + Rank
Casting Difficulty: TMD Strain: 3 + 1 per target after the first
Casting Time: 1 round This spell offsets damage from extremes
Range: Touch of temperature. The magician makes a
Duration: Rank hours Spellcasting Test against the target’s Mystic
Effect: Special Defense. If successful, a protection is laid on
Strain: 2 + Rank the target. Whenever the target is exposed to
This spell creates temporary copies heat or cold sufficient to cause damage, make
of small objects. The magician makes a an Effect Test, at +1 Step per extra success from
Spellcasting Test against the Mystic Defense the Spellcasting Test. The result is the number
of the source object. See the table below for of points of temperature damage offset. Thus,
the mass of the object that can be duplicated if the target would have taken 12 points of fire
according to the magician’s Tier. The duplicate damage, but the Effect Test result was 11, the
has all of the ordinary physical properties of the target only takes 1 point of fire damage.
original. Replicating an enchanted object, such
as a talisman or a Weird Science device, does Reveal Object
not replicate the enchantment. Living creatures Tier: Novice
cannot be replicated with this spell. Casting Difficulty: Effect Test result of Hide
Object
Replication Item Size Table Casting Time: 1 round
Range: 50 yards
Mage Tier Size of Source Object Duration: Instant
Novice Rank ounces Effect: Special
Journeyman Rank pounds Strain: 7
Warden Rank x 5 pounds This spell detects the use of the Hide
Master Rank x 20 pounds Object spell in an area. The magician makes a
Spellcasting Test, and compares it to the Effect
Each use of the spell makes one copy of Test result of all Hide Object spells active in
the source object. This spell will not work on the specified target area. If the Spellcasting
collections of objects. It is possible to replicate Test result exceeds the Effect Test result, the
a leather pouch, or to replicate a sovereign. It hidden object is surrounded by a glowing aura,
is not possible to replicate a leather pouch full dispelling the effect of the Hide Object spell
of sovereigns. It should be noted that existing for those present. The Hide Object spell is not
British law makes it an offense to purchase or dispelled in general, so anyone arriving after the
attempt to purchase any legal good or service Reveal Object has been cast would still need to
with any form of false instrument, which includes make Tests to see through it.
forged bank draughts, forged five-pound notes,
and faery gold. In the criminal underworld, deals
involving large amounts of money tend to have a
24 hour waiting period. Not that we don’t trust
you, but we’d like to see if the money is still

393
SPELLS

Sanctify Seal
Tier: Initiate Tier: Novice
Casting Difficulty: Area’s Mystic Defense plus its Casting Difficulty: TMD
Astral condition (see text) Casting Time: 2 rounds
Casting Time: 5 rounds Range: Touch
Range: Rank x 10 yards Duration: Rank x 10 hours
Duration: Rank x 10 hours Effect: Rank + WIL
Effect: Special Strain: 2 + TMD
Strain: 1 + Casting Difficulty This spell secures the closure of a door,
Available only to Priests and Shamans. lid, or other object without regard to whether
This spell reduces astral turbulence, and the target has a lock or other mechanical means
clears away the damage done by violence or of closure. The magician closes the target, if it
corrupting actions or entities. The priest makes is not already closed, then makes a Spellcasting
a Spellcasting Test against the Mystic Defense Test against its Mystic Defense. If successful,
of the area, adding the condition of astral space the target is sealed against opening. Make an
according to the following chart: Effect Test. Add the result to the target’s Barrier
Rating and Physical Defense to protect it from
Sanctify TN Increase Table being forced open.
Astral Condition Target Number See the Future
Increase Tier: Novice
Safe N/A Casting Difficulty: 11
Open +1 Casting Time: 1 round
Tainted +3 Range: Self
Corrupted +5 Duration: Rank minutes
Effect: Rank + WIL
If the Spellcasting Test is successful, the Strain: 5
Astral Condition of the area is reduced by one This spell looks ahead to see what might
level, for example from Corrupted to Tainted. happen. The magician makes a Spellcasting Test
Whether the condition reverts to its previous against a Target Number of 11. One possible
state when the Duration expires depends on the future is seen for each success. The magician
surrounding area and what has been done during makes an Effect Test in lieu of a Perception
the spell’s effect. Test to determine the level of detail seen. The
The effect can be made permanent by conditions for the possible futures must be
spending Karma equal to the Casting Difficulty, specified during casting, and must include at
and taking an additional Wound’s worth of least one possible branching point. For example,
Strain. Doing this increases the Casting Time the magician could try to see the possible
from 5 rounds to 15 minutes, and requires proper futures based on whether or not they board
ceremonial vestments and tools appropriate to an airship, or take the train instead to reach
the Faith of the priest. The area has its Mystic their destination. As with all such information
Defense raised by half the Karma spent, rounding gathering spells, the Gamemaster determines
down, enabling it to resist future corruption and what is actually learned. This spell cannot have
securing it against further magical interference. its Duration extended.

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See the Past within the last seven days. The tasked spirit
Tier: Novice is dismissed automatically when it delivers the
Casting Difficulty: Location’s Mystic Defense message. If the target is within range but cannot
Casting Time: 1 round be reached, for example being inside a warded
Range: Self building, the spirit will wait for the target to
Duration: Rank minutes become available until either the spell’s Duration
Effect: Rank + WIL expires or the message is delivered. This spell
Strain: 5 cannot have its Duration extended.
This spell allows the magician to look
back in time to see what previously happened Set Ward
at their current location. The magician makes a Tier: Initiate
Spellcasting Test against the Mystic Defense of Casting Difficulty: Special (see text)
their current location. On one success, they may Casting Time: 5 rounds
see back a number of hours equal to their Rank; Range: Rank x 10 square yards
on two successes, days; on three successes, Duration: Special (see text)
months; and on four or more successes, years. Effect: Rank + WIL
The magician experiences the events as if they Strain: 2 + Rank
were actually present, but take no damage from This spell creates a passive detection and
anything violent that transpired. They see events protective effect over an area. The magician makes
for a number of minutes equal to their Rank. a Spellcasting Test against the highest Mystic
An Effect Test substitutes for a Perception Test Defense in the area, with TN modifications
in regard to the level of detail noticed. Exactly according to the table depending on the type
what is seen is determined by the Gamemaster of ward being set. If successful, the ward is set.
within the bounds of the spell’s effect. On a Yes, it is possible to ward a room against mice.
Rule of One result, the magician sees a flurry
of fragmented and blurry visions, with no useful Ward Spellcasting Target
details, and is then at -2 Steps to all Perception Number by Type Table
and Willpower Tests, and Tests based on these
Attributes, for ten minutes. This spell cannot Ward Type Spell TN
have its Duration extended. vs Earth 6
vs Water 8
Send Message vs Air 10
Tier: Initiate vs Fire 12
Casting Difficulty: TMD vs non-damaging spell 8
Casting Time: 1 round effects
Range: Rank x 10 miles vs damaging spell effects 11
Duration: Rank hours or until the message is vs a specific spell -2
delivered vs a type of creature Average MD of
Effect: Special species
Strain: 2
This spell relays a brief message from the Duration of a ward depends on the Tier of
magician to the target. The magician makes a the magician setting it.
Spellcasting Test against the intended recipient’s
Mystic Defense. If successful, the magician
conjures a Force 1 tasked spirit. The magician
may dictate a message of up to 50 words to the
spirit, which will then travel to the target and
repeat the message in the magician’s voice. The
magician must have seen the target in person

395
SPELLS

Ward Duration Table a 24, two successes. She looks in on


Sheelagh’s warded space with Sheelagh
Tier Duration being none the wiser.
Initiate Rank Days
Novice Rank Weeks For very large spaces, putting individual
Journeyman Rank Months wards on each door and window and other
Warden Rank Years opening may be more efficient than trying to
Master Rank x 10 years ward the entire space. If the space is large
enough, even a master couldn’t cover the entire
Make an Effect Test, at +1 Step for each thing in one go.
extra success on the Spellcasting Test, and note
the result. This will be the TN to defeat the Shield
ward or slip past it, and the Step at which the Tier: Initiate
ward will oppose the specified thing or effect. Casting Difficulty: 8
If a ward is defeated, the magician who set it Casting Time: 1 round
immediately knows it. If the attempt is not to Range: Self
defeat the ward but to slip past it, the magician Duration: Rank rounds
is not alerted if the attempt succeeds. Defeating Effect: Rank + WIL
a ward requires one success against the Effect Strain: 3
Test result. Slipping past a ward requires two This spell puts up a barrier that protects
successes. The ward opposes the intrusion with the magician against physical damage. The
a test using the Effect Test result as the Step. If magician makes a Spellcasting Test against a
the ward scores higher on its Effect Step Test Target Number of 8. If successful, the magician
than the intruder did, the intrusion is halted and makes an Effect Test, gaining +1 Step for each
the magician notified by the ward. Generally, extra success scored on the Spellcasting Test.
magical effects will use a Spellcasting Test, The result is the Barrier Rating of the shield.
astral entities will use a Force + Willpower Test, The shield’s Physical Defense is equal to the
and living creatures will use a straight Willpower magician’s Spellcasting Step. The shield’s
Test. Mystic Defense is equal to that of the magician.
The shield protects the magician from attacks
Clive sets up a ward on his room that do physical damage and that strike from the
to protect it against fire. He scores a 15 front or sides. Attacks that count as Blindsided
on his Effect Test. Geordie, jealous of ignore the shield. Special effects, such as the
Clive’s outperforming him on the exams, shield being made of fire and potentially setting
tries to toss a Firebolt in through Clive’s enemies ablaze, or being made of earth and
window. Geordie must do better than a 15 pulled up from the ground, are covered in Style
on his Firebolt’s Spellcasting Test to get entries.
it through Clive’s ward. If he does, the
ward still gets to make a Step 15 Test to Shockwave
suppress the Firebolt’s Effect. Clive will Tier: Journeyman
immediately know that someone tried to Casting Difficulty: TMD (see text)
cast fire into his room, assuming he wasn’t Casting Time: 1 round
there at the time. Range: Rank yards, 15 degree arc
Sheelagh has warded her ritual room Duration: Instant
against Clairvoyance. She scored a 17 Effect: Rank + WIL + 4
on her Effect Test. Rivka tries to take a Strain: 10
quick peek in there and see what Sheelagh This spell creates a forceful impact across
is up to. Rivka makes her Clairvoyance an area. The magician makes a Spellcasting
Spellcasting Test against a 17, and scores Test against the highest Mystic Defense in the

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area of effect, plus 1 for each additional target. Slow Ship/Vehicle


If successful, the magician projects a wave of Tier: Initiate
force through the area. Make an Effect Test for Casting Difficulty: TMD
the damage done to the targets. Physical armor Casting Time: 1 round
protects against this damage. Range: Rank x 20 yards, 1 target only
Duration: Rank minutes
Sleep Effect: Special
Tier: Novice Strain: 3
Casting Difficulty: TMD This spell temporarily decreases the speed
Casting Time: 3 rounds of a land, water, or sea vessel or vehicle, and
Range: Rank x 2 yards may create additional difficulty for maintaining
Duration: Rank hours control. The magician makes a Spellcasting Test
Effect: Rank + WIL against the vessel or vehicle’s Mystic Defense.
Strain: 3 + target count If successful, subtract the magician’s Rank
This spell induces the target to drift off from the vessel or vehicle’s Speed Step for the
into natural slumber. The target must be at their Duration of the spell. Each extra success creates
ease and able to sleep, not presently active. For a one point Maneuverability penalty. On a Rule
example, this spell will not work on a policeman of One result, increase the vessel or vehicle’s
running in hot pursuit of the magician and their Speed Step by one for the Duration of the spell.
friends. The magician makes a Spellcasting Test
against the target’s Mystic Defense. If casting Speed Ship/Vehicle
this spell on a group, use the highest Mystic Tier: Initiate
Defense in the group and add 1 to the Target Casting Difficulty: TMD
Number for each additional person or creature. Casting Time: 1 round
If successful, the target nods off and goes to Range: Touch
sleep. If more than one success was scored on Duration: Rank minutes
the Spellcasting Test, make an Effect Test, with Effect: Special
a bonus of +1 Step for each extra success scored Strain: 3
on the Spellcasting Test. The result becomes This spell temporarily increases the speed
the Target Number for a Willpower Test for of a land, water, or sea vessel or vehicle, and may
those put to sleep to awaken if provided with a help compensate for the difficulty of maintaining
stimulus, such as being shaken. No Willpower control at higher speeds. The magician makes a
Test is required if only one success was scored Spellcasting Test against the vessel or vehicle’s
on the Spellcasting Test, but the target will not Mystic Defense. If successful, add the magician’s
awaken on their own while the spell remains in Rank to the vessel or vehicle’s Speed Step for
effect. If the target is not awakened by another the Duration of the spell. Each extra success
person or some other form of outside stimulus, reduces any Maneuverability penalties from the
they will remain asleep until the Duration increased speed by 2 points. Vehicles and vessels
expires. under the influence of this spell are not required
to make Tests for structural damage due to
their increased speed. On a Rule of One result,
reduce the vessel or vehicle’s Speed Step by one
for the Duration of the spell.

397
SPELLS

Spirit Hold Stabilize Ship/Vehicle


Tier: Novice Tier: Journeyman
Casting Difficulty: TMD Casting Difficulty: TMD + any Maneuverability
Casting Time: 1 round penalties in effect
Range: 20 yards Casting Time: 2 rounds
Duration: Rank rounds Range: Touch
Effect: Rank + WIL Duration: Rank minutes
Strain: 5 + Force Rating of spirit Effect: Special
This spell prevents spirits from taking Strain: 4 + 1 per Spellcasting Test success
Sustained or Standard Actions, or any Simple This spell reduces the effect of turbulence,
Actions other than communicating. The magician poor weight distribution, and so forth upon a
makes a Spellcasting Test against the spirit’s vessel or vehicle, improving its Maneuverability.
Mystic Defense. If successful, the spirit is held in See the Steam Powered chapter in the 1879
place, unable to move or take any actions other Gamemaster’s Guide for more information.
than communicating for a number of rounds This spell applies to any land, air, or water-
equal to the magician’s Spellcasting Rank. This borne vessel or vehicle. The magician makes a
spell requires full concentration. Other than Spellcasting Test against the Mystic Defense of
communication, the magician cannot move, cast the vessel or vehicle, modified by any current
spells, or perform any other actions. Doing so Step bonus or penalty to its Maneuverability.
ends the spell effect and frees the spirit. Make an If successful, the magician offsets 2 points of
Effect Test. Each round, the spirit may attempt penalty per success. Additional points beyond
to break free by making a Willpower Test against those needed to offset any current penalties
the result of the Effect Test. If successful, the create bonuses to Maneuverability. On a Rule
spirit goes free and the spell’s effect ends. This of One result, the magician creates one point of
spell cannot have its Duration extended. If the Maneuverability penalty for the vessel or vehicle
spell’s Duration runs out, the magician may use for the Duration of the spell.
it again to renew the hold.
Steno Spirit
Spirit Talk Tier: Novice
Tier: Novice Casting Difficulty: 9
Casting Difficulty: TMD Casting Time: 1 round
Casting Time: 1 round Range: Self
Range: Rank yards Duration: See text
Duration: Rank minutes Effect: Rank + WIL
Effect: Special Strain: 4
Strain: 3 This spell summons a tasked spirit for
This spell allows the magician to talk to taking notes. The magician lays out writing
and be understood by spirits and other astral materials (pen and paper, quill and inkwell and
entities, including those who do not speak a vellum, pencil and notebook, &c.). The magician
language known to the magician and those who makes a Spellcasting Test with a Target Number
do not communicate verbally. The magician of 9. If successful, the spirit is summoned, and
makes a Spellcasting Test against the spirit’s will write down everything the magician says
Mystic Defense. If successful, the magician may in between the phrases “write this down” and
talk to the spirit for a number of minutes equal “stop writing”. One additional person may give
to his Spellcasting Rank. This spell does not dictation to the spirit per extra success on the
compel the spirit to talk to the magician. It Spellcasting Test, designated at the time of
merely makes communication possible. casting. Make an Effect Test. The result is the
number of pages that the spirit will write before
its task is completed. The spirit remains at the

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location of the writing implements until either 30 minutes. If successful, the entity appears, at
its page count is reached, or Rank hours have which point the magician will likely need other
passed. On average, it takes about ten to fifteen spells or Skills to successfully negotiate with or
minutes to dictate one page of text. The spirit control it. See the Summoning chapter, pg.403,
writes in the magician’s handwriting, and has for more information.
access to the magician’s knowledge of language
and subject matter. If the magician does not Switch Objects
know how to spell a word, neither does the Tier: Novice
spirit, and will make its best guess. Casting Difficulty: TMD (see text)
Casting Time: 1 round
Stun Range: Rank yards
Tier: Initiate Duration: Instant
Casting Difficulty: TMD Effect: Rank + WIL
Casting Time: 1 round Strain: 6
Range: Rank x 10 yards This spell allows the magician to exchange
Duration: Instant an object currently in their possession for one
Effect: Rank + WIL within line of sight and the Range of the
Strain: 1+ target count spell. The objects may not be any larger than
This spell does non-lethal damage to the the magician can hold in one hand, nor any
target. The magician makes a Spellcasting Test heavier than the magician’s Strength will allow
against the target’s Mystic Defense. If casting the magician to lift. The magician makes a
this spell on a group, use the highest Mystic Spellcasting Test against the Mystic Defense of
Defense in the group and add 1 to the Target the object or the person or animal who currently
Number for each additional person or creature. has possession of it, whichever is higher. An
If successful, make an Effect Test for the amount object tied to the saddle of a horse that currently
of damage done to the target(s). Mystic Armor has no rider is in the possession of the horse.
protects against this damage. No Wounds are An object lying on the ground or sitting on a
done, no matter how far over the target’s Wound table, with no person or animal in contact with
Threshold the damage goes. Any damage past 1 it, is not in possession of anyone and relies
point over the target’s Unconsciousness Rating on its own Mystic Defense. If successful, the
is discarded. If the target remains conscious, objects are exchanged. Make an Effect Test, at
they take a penalty to all Actions equal to the +1 Step per extra success on the Spellcasting
number of successes scored on the Spellcasting Test. The result is the Target Number for a
Test. This penalty affects the target for Rank Perception Test to notice the exchange, if the
rounds. exchange is not immediately obvious. On a Rule
of One result, the magician’s object disappears
Summon Spirit and immediately reappears with a loud pop.
Tier: Novice
Casting Difficulty: TMD Thought Link
Casting Time: 30 minutes Tier: Novice
Range: Special Casting Difficulty: TMD
Duration: Rank hours Casting Time: 1 round
Effect: Special Range: Rank x 50 yards
Strain: 4 + Force Rating of Spirit Duration: Rank minutes
This spell allows the magician to Effect: Special
summon a spirit, an elemental, or other astral Strain: 4
entity to their current location. The magician This spell establishes a telepathic link
makes a Spellcasting Test against the entity’s with a character, an animal companion, or a
Mystic Defense. The summoning ritual takes familiar within line of sight. The magician

399
SPELLS

makes a Spellcasting Test against the target’s Transform Other


Mystic Defense. If successful, the magician may Tier: Journeyman
talk telepathically with the target, as long as they Casting Difficulty: TMD
remain within the Range of the spell’s effect, for Casting Time: 2 rounds
a number of minutes equal to the magician’s Range: Touch (1 target only)
Rank. Extra successes on the Spellcasting Test Duration: Rank hours
add one minute each to the Duration. Effect: Special
Telepathic communication is silent and Strain: 5 + TMD
requires no more effort than forming the words This spell allows the magician to
in one’s mind. Thoughts come across as words, temporarily change someone else’s physical form.
accompanied by a buzzing, ticklish pressure. The target shape must have been studied for at
The recipient of the thought hears and feels the least one day in the past year. The magician
words. Though not painful, the effect is known makes a Spellcasting Test against the target’s
to cause peculiar expressions on the faces of Mystic Defense. If successful, the target takes
those not expecting it. on the new form. Extra successes may be used
to adjust body mass by 10% of the base per
Transform Object success. Anything held or worn is unaffected.
Tier: Journeyman Forgetting to remove an earring can result in
Casting Difficulty: TMD being easily noticed as a shapeshifter.
Casting Time: 3 rounds
Range: Touch Transform Self
Duration: Permanent Tier: Journeyman
Effect: Special Casting Difficulty: TMD
Strain: 5 + 5 per success Casting Time: 2 rounds
This spell reshapes an object, or transmutes Range: Self
its material substance, or both with additional Duration: Rank hours
Strain. The magician makes a Spellcasting Effect: Special
Test against the Mystic Defense of the object. Strain: 6
One success is required for each change to be This spell allows the magician to
made. Thus, if the magician wants to change temporarily change their physical form. The
a silver coin into a gold ring, two successes target shape must have been studied for at least
will be required. The mass of the object cannot one day in the past year. The magician makes a
be altered by this spell. Changing the object’s Spellcasting Test against their own base Mystic
substance from a high density substance, such as Defense. If successful, the magician takes on
iron, into a low density substance, such as cork, the new form. Extra successes may be used
will result in the object becoming substantially to adjust body mass by 10% of the base per
larger to compensate. If the required number of success. Duration may be extended by paying 2
successes are achieved, the object is transformed Karma per hour, up to an additional Duration
as specified. If the Spellcasting Test does not of Rank hours, but this runs the risk of making
score enough successes, the Gamemaster chooses the transformation permanent. If the Duration
which transformations are actually implemented. has been extended, the magician must make a
If the magician scores more successes than are Willpower Test against the Spellcasting Test
needed, they may be used to offset the Strain result at the end of the Duration, increasing the
by 2 points per success. This spell can affect Target Number by 1 for each hour the Duration
objects up to 5 times the magician’s Rank in was extended. If this Test fails, the magician
pounds of weight. forgets their original form and remains in their
new shape. Such shape-lost magicians can be
rescued sometimes by the use of spells or
Skills that join mind to mind, allowing another

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magician to remind the shape-lost of their Unlock


former self. Note that only the magician’s body Tier: Initiate
transforms. Anything held or worn is unaffected. Casting Difficulty: TMD
Forgetting to remove an earring can result in Casting Time: 2 rounds
being easily noticed as a shapeshifter. On a Range: Touch
Rule of One result, the magician is afflicted Duration: Instant
with body aches and pains that reduce their Effect: Rank + WIL
Dexterity Step by 3 for one hour and render Strain: 3
them Harried. This spell operates the mechanism of a
lock to open it, and dispels any active Lock
Translate Language spell running on the lock. The magician makes
Tier: Initiate a Spellcasting Test against the lock’s Mystic
Casting Difficulty: TMD Defense. If successful, make an Effect Test
Casting Time: 1 round against the Lock Rating of the target lock. If
Range: 5 yards the lock has an active Lock spell running on it,
Duration: Rank x 3 minutes the Target Number for the Effect Test is the
Effect: Rank + WIL enhanced Lock Rating, which includes the Effect
Strain: 3 Test result from the Lock spell. If the Effect
This spell summons a tasked spirit that Test is successful, the lock opens, and any active
translates between two spoken languages. The Lock spell present is dispelled. The Range does
magician specifies the languages at the time of not require the magician to touch the actual
casting. One of the languages must be known locking mechanism if it is embedded within
to the magician. The other must be known by another object, such as a door or the lid of a
the target person. The purpose of the spell is to chest, or on the far side of a door. Touching the
facilitate communication between the magician door or chest is sufficient.
and the target. The magician makes a Spellcasting
Test against the target’s Mystic Defense. If Unseal
successful, the tasked spirit is summoned, and Tier: Novice
gains knowledge of the two languages. The spirit Casting Difficulty: TMD
will translate everything said within the spell Casting Time: 2 rounds
effect’s Range in one of the languages into the Range: Touch
other, audible to all within the Range. Make an Duration: Instant
Effect Test against the Learning Difficulty of the Effect: Rank + WIL
more difficult language (see Languages, pg.175) Strain: 5
to determine the accuracy of the translation. On This spell specifically targets the effect of
one success, basic understanding is achieved. On Seal, removing the effect, dispelling the Seal,
two successes, slang and colloquial expressions and opening the target. Unseal is more effective
are translated into their nearest equivalents. than Dispel Magic against a Seal spell because
On three or more successes, precise legal and Unseal puts its Effect Test against the Rank of
technical terms are accurately translated. the casting magician instead of the Effect Test
result of the Seal spell. The magician makes
a Spellcasting Test against the target’s Mystic
Defense. If successful, the magician makes an
Effect Test against the Rank of the magician
who cast the Seal. If successful, the Seal is
dispelled and the target opens.

401
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1879 Players Guide

Summoning

We may have the power to command the spirits, but I find it better to ask politely.
– Saratisgi daughter of Nevosh, Shaman of the Dawn Children

S ummoning is the art of calling on spirits (which includes several types,


see below) to perform some sort of service for the summoner. Though there are
Skills and spells used to summon specific types of spirits, this chapter provides
general rules for summoning in 1879.
There are several methods of summoning that magicians can use to call on spirits. The most
versatile ability is the Summon Skill (pg. 221). It allows magicians to call spirits with a wide range
of powers. A number of spells also summon spirits, and often more easily than using the Summon
Skill, but the spirits summoned are usually limited in power or called for a specific purpose.
Regardless of the method used, the Test made to summon a spirit is called the Summoning Test.
The rules in this chapter provide an overview of summoning and banishing spirits by use of
the Summon Skill. Descriptions of spirits can be found in the 1879 Gamemaster’s Guide.

403
SUMMONING

About Spirits
While spirits can be summoned by player characters, they still pose some mystery, no matter
how powerful or knowledgeable the summoner may be. Some general information on spirits is
known to magicians who receive summoning or banishing abilities as part of their Profession.
There are several categories and types of spirits:
Tasked Spirits are simple spirits with capabilities limited to a certain task. They are usually
summoned by spells such as Steno Spirit or Skills such as Orbiting Spy, and their summoning
and other related rules are governed by the rules for the spell or Skill.
Elemental Spirits are spirits of the classical elements such as Earth, Fire, Water, and Air. These
are often referred to as “elementals”, and have power over the element of their origin.
Ally Spirits are beings living in the astral planes. Some originate from mysterious distant
realms. Others are spirits of deceased ancestors.
Named Spirits are most often the spirits of deceased ancestors, although any spirit can have
a Name if given one. They follow the rules of the type of spirit they are, but require their Name
to be known to be summoned.
Spirits have a Force Rating measuring their raw power. It is added to many of a spirit’s base
characteristics to determine a spirit’s abilities, and governs the number of powers a spirit can have.
While there are Skills to summon and communicate with spirits, it should be understood that spirits
are still very alien to player characters. They have different mindsets, agendas, and concepts of time
and space (even if they were once people).

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Summoning
This section provides guidelines on how to summon spirits, including information on the
forms of summoned spirits and the services they may perform, and a means of controlling spirits
called the Contest of Wills.
Summoning follows a series of three steps:

1. Make Summoning Test


2. Negotiate with the Spirit
3. Spirit Service

Make Summoning Test


The summoner makes a Summoning Test using their Summon Skill or by casting the
Summon spell. The Target Number is the spirit’s Mystic Defense. If the summoner wants a spirit
to have one or more specific powers, the Target Number for the Summoning Test increases by +2
for each power specified by the summoner. For example, if a Shaman wants to summon a Strength
4 ally spirit with two specific powers, the Target Number is 13 (9 for the spirit’s Mystic Defense,
and +2 for each of the two powers).
If successful, the spirit arrives in astral space. It remains in astral space near the summoner
for one hour per success on the Summoning Test (unless the summoner’s requested service sends it
elsewhere). The spirit will perform one or more services for the summoner during this time, based
on its Force Rating and the Summon Rank of the summoner. If the spirit’s Force Rating is equal
to or less than the Summon Skill Rank or Spellcasting Skill Rank of the summoner, the spirit is
bound by the summoning to perform one service for each success scored on the Summoning Test.
If the spirit’s Force Rating is greater than the Summon Skill Rank or Spellcasting Skill Rank of
the summoner, negotiation will be required.

Negotiate with the Spirit


After summoning a spirit with a Force Rating higher than can be readily commanded, the
summoner must negotiate with the spirit using the Spirit Talk Skill or spell against the spirit’s
Social Defense. This may be desired with lesser spirits as well, especially if the Summoning Test
result only granted a single service. For every success scored on the negotiation Test, the spirit agrees
to use one of its powers to perform a desired service.
The summoner may enhance their negotiation by offering to perform a favor for the spirit.
This favor could take any number of forms, and the reason for the task may not be clear. Some
spirits may require a sacrifice of life energy from the summoner, represented by Karma points or
blood magic damage equal to the spirit’s Force Rating (which cannot be healed until the summoning
ends). This does not adjust the Target Number for the negotiation Test, instead allowing the
summoner to negotiate without making a Test, through roleplaying.
The Gamemaster is encouraged to add role-playing elements to this negotiation. Summoned
spirits are not mindless slaves, they are sentient beings with their own desires and motivations,
however unusual or alien those motives might be. Giving summoned spirits personality traits that
relate to the type of spirit can bring additional flavor to the game. An earth spirit might reflect the
slow, solid nature of its element, while a fire spirit might be more energetic and playful.

405
SUMMONING

Spirit Service
Once a magician has summoned a spirit, and made a bargain with it, the spirit may be
called upon to perform one or more services. Spirit services may include anything from helping
the summoner perform a task to enhancing the summoner’s abilities. The spirit will perform the
requested service using the power or powers the summoner negotiated during the summoning ritual
A summoned spirit will perform services only for the duration of the summoning. If the
summoner does not use the spirit’s service(s) before the duration expires, the opportunity is lost.
Spirits normally perform the service demanded by their summoners with little or no resistance.
Some spirits may argue or debate the merits of a service, but rarely do they outright refuse. In
these cases, summoners may attempt to persuade reluctant spirits to perform services. In general,
persuading a spirit to do the summoner’s bidding is more difficult than defeating a spirit in a
Contest of Wills, but a successful attempt at persuasion is less likely to anger the spirit in question.
Summoners can use social Skills against spirits, but these Skills were developed for use
against people, and their effectiveness against spirits is limited. Any test with social Skills meant to
work on people (or, for that matter, animals) made to persuade a spirit requires an extra success
against the spirit’s Social Defense.

Repeated Summonings
Normally, standard summoning methods do not allow a magician to choose the individual
spirit a summoning will produce (except in the case of Named spirits). Magicians can however
summon a spirit they have summoned previously. Most spirits do not like being summoned, and
a previous summoning by a specific summoner allows them to recognize the attempt and resist it.
To repeatedly summon a spirit, the Magician must make the Summoning Test against a Target
Number equal to the spirit’s Mystic Defense plus the number of times after the first the spirit has
been summoned. Thus, a magician summoning a specific spirit for a third time would make the
Test against the spirit’s Mystic Defense+2. A fourth summoning attempt would be made against the
spirit’s Mystic Defense+3, and so on. Players and Gamemasters should keep track of the number
of times each character summons a specific spirit.
If the Summoning Test succeeds, the desired spirit appears. With at least one extra success,
the spirit’s Strength Rating does not increase. However, on a single success, the spirit’s Strength
Rating increases by 1 after it has performed all of its services. This means the spirit will be more
powerful and also harder to summon in the future.
The Gamemaster may decide that a certain spirit likes being summoned, possibly because
it enjoys the gain in strength it incurs. If this is the case, the above rules for repeated summoning
do not apply.

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Contest of Wills
In some instances, spirits may refuse to perform services that pose a threat to them or refuse
to use particular powers on behalf of the summoner for whatever reason that seems appropriate to
the spirit. In these cases, the magician may impose their will on the spirit by defeating the spirit in
a Contest of Wills. For example, a fire elemental may refuse to manifest inside a boat on a lake.
In a Contest of Wills, both the summoner and the spirit make a Willpower Test. Whoever
achieves the highest Test result wins the contest. Both spirit and summoner may spend a Karma
Point on this test. If the summoner prevails, the spirit must comply with their wishes. If the spirit
wins, it may refuse the summoner’s request. If the Test results in a tie, the summoner may choose
to continue the Contest of Wills, in which case both parties make another Willpower Test, or the
summoner may concede defeat to the spirit.
Any spirit that wins a Contest of Wills may attempt to break free of the summoner’s control
by winning another Contest of Wills. If the spirit wins the second contest, it breaks free of the
summoner. It may simply return to its astral home, or it may exact revenge or cause mischief for
the summoner. The Gamemaster determines the response of a freed spirit, based on the spirit’s
personality, the summoner’s treatment of it and any past dealings it has had with the summoner.

Named Spirits
Named spirits are powerful entities, and typically have high Force Ratings, making them
difficult to deal with under normal circumstances. This unusual status provides them with extra
protections from summoning magic. Summoning Named spirits follows the same sequence as
summoning regular spirits, but the Summoning Test requires an additional success, and the
negotiation is likewise more difficult.
In addition, the summoner also needs a connection to the Named spirit. This connection is
established by knowing the spirit’s Name (which might differ from what it is currently called by the
living, or might be an old and forgotten Name) or being related to an ancestral spirit, or having
possession of something significant to the spirit, such as the drum the spirit made when it was still
a living person. This is why the spirits of the long-ago ancestors can no longer be summoned. Once
their family lines fade, their Names are forgotten, and their relics crumble away, no connection to
them remains.
Ancestral spirits are easier to summon than Named elemental spirits, at least by their
descendants. Being related to the spirit by bloodline reduces the Target Number by -2. Having a
personal item of the ancestor likewise reduces the Target Number by -2. Elemental spirits do not
have relatives and do not leave behind personal items.

Ancestral spirits, especially those related by bloodline, tend to have very strong views
on current situations. They may show up on their own without being summoned, may give
unsought-for advice, and tend to require complex bargaining.

“Oh, you can’t be bothered to throw flowers in the river on my death-day, but you
get your tail in a crack and it’s all, great-grandmother, help me, I can’t find my own
snout with both hands.”

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Banishing
Spirits can be sent away against their will, or banished, whether by the magician that
summoned them or another character trying to deprive the summoner of the spirit’s service. To
banish a spirit, the magician makes a Summon Test against a Target Number equal to the spirit’s
Mystic Defense. If the spirit is a tasked spirit summoned by a specific Skill or spell, use the spell
or Skill’s Dispel Difficulty (see Dispelling Magic, pg.367). If successful, the spirit is forced back
to its normal astral habitat. If the magician is trying to banish a spirit type they are not able to
summon, the Banish Test requires an extra success. For example, mages need an extra success to
banish ancestral spirits.

Dangers of Summoning
Any time a magician attempts to summon or banish a spirit, they expose themselves to the
hazards of astral space. Generally, the processes used for summoning protect the magician from
these hazards, but only when they work as designed. Any failed Summoning Test or banishing
attempt may damage the magician, or worse.
Failure can cause an astral backlash that injures the magician in a way similar to effects of
casting raw magic. The astral region in which the failed summoning attempt took place determines
the amount of damage the magician suffers. Refer to the Astral Backlash Table. The Damage Step is
determined by the spirit’s Force Rating, resisted by the character’s natural Mystic Armor.
Alternately, the summoning attempt may produce a spirit not bound to obey the summoner.
These spirits usually have the same Force Rating as the spirit the magician intended to summon,
but don’t perform services or obey the summoner at all. They may even attack the summoner and
their companions.

Astral Backlash Table


Region Type Damage Step
Safe Strength Rating + 4
Open Strength Rating + 8
Tainted Strength Rating + 12
Corrupt Strength Rating + 16

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1879 Players Guide

Enchanting

In olden times gold was manufactured by science; nowadays science must be renewed by
gold. We have fixed the volatile and we must now volatilize the fixed—in other words, we
have materialized spirit, and we must now spiritualize matter.
- Éliphas Lévi, Transcendental Magic: Its Doctrine and Ritual

E nchanting is the art of transforming mundane objects into magical items


by applying ongoing magical effects, called enchantments, to the objects. Magicians
have created several methods of enchanting, and can produce a wide variety of
magical items. Not all of these are considered magical by the general populace,
or sometimes by the magician themselves. Weird Scientists do not call themselves
magicians, and their work is regarded as odd and perhaps dangerous, but not
magical, by the public.
It is important to note that the creation of magical items is an art. Each item, no matter how
simple, must be handmade by individual artisans ranging from junior magicians up to masters of
the Order, Faith, or School. No Earthly or Gruv culture has developed an assembly line grinding
out magical wares on demand. Because creating magical items is an art, no single set of rules and
numbers for enchanting applies in every case. The process of creating such items contains numerous
junctures that require input from both the player and the Gamemaster to ensure that the item will
be suitable for an individual 1879 campaign. Gamemasters in particular should take great care to
ensure that the powers of new magical items fit into their campaign and will not ruin the balance
of their games.
This chapter starts with an overview of the general enchanting process independent from the
techniques used (The Enchanting Process, directly below), then presents what types of items can be
produced by Enchanting (Enchantment Types, pg.416). It discusses the major techniques used by the
different magician Professions and Weird Science Schools to imbue an item with magical power

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(Enchanting Techniques, pg.417). Finally, it gives an overview of the True Elements that, while not
used in all forms of enchanting, are an available power source in the production of magical items
in the world of 1879 (True Elements, pg.422).

The Enchanting Process


Enchanting is usually performed by Weird Scientists, to whom the process is core to their
Profession. Saurid shamans occasionally make talismans and fetishes. Under the right circumstances,
anyone with the right Skill or spell can create an enchanted item.
Creating a magical item involves four main steps:

• Determining the Enchanting Cost


• Creating or Obtaining the Materials
• Imbuing the Item with Magical Power
• Making the Enchanting Test

Determining the Enchanting Cost


Enchanting has a Cost in money, material, and work, and may cost Adventure Points, Karma,
and Strain as well, depending upon how the enchantment is laid. A talisman, wand, focus, fetish, or
Weird Science device is created by obtaining or creating an item and putting an enchantment on it,
using magical materials and/or techniques. Both the item and the materials (if any) can be bought,
crafted, or gathered by the enchanter. The enchanting techniques of Elemental Inlay, Spirit Binding,
and Combining Magical Ingredients (see Enchanting Techniques, pg.417) require magical materials
to be used during the enchanting process in order to power the magic of the desired effect. The
enchanting technique of Naming an effect onto an item does not require special materials (although
the underlying spell or power being applied may), but does cost the magician considerably in terms
of Adventure Points, Strain, and Karma. No matter which technique of Enchanting is used or of
what type the enchanted item is (see Enchantment Types, pg.416), the following guidelines apply for
determining the Cost of the enchantment:

• Enchanting an item requires magical materials worth 50% of the item’s normal Cost,
determined from the tables in the Equipment chapter of the Player’s Guide or by the
Gamemaster. This includes the item to be enchanted, although the Cost for cheap base
items can be neglected for simplicity’s sake. In other words, half the Cost of a magic
item is comprised of materials, the other half is the fee for the enchanter’s work.
• A player character can enchant an item themselves for half its Cost, assuming they have
the ability to do so, or provide an enchanter with the materials required and only pay
half the item’s Cost. At the Gamemaster’s discretion, a magician who Names a spell on
an item might also ask for half the appropriate cost as compensation for the Adventure
Points spent. Note that the Cost for magic items in the Player’s Guide is always that for
the complete item, including both material and wage, but that this price may be adjusted
by the Gamemaster, for example for such things as taking the physical size of trolls into
account when determining the price for magical clothing, or taking a high price for a
base weapon treated with a weapon template into account.

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• The materials used for the enchantment do not necessarily have to be bought with money.
They can be found as loot or treasure while adventuring, can be gathered in-between
adventures, or come as payments from employers. Gamemasters are encouraged to weave
such materials into their adventures, and players are encouraged to look out for such
opportunities as quests or bargaining tools.

Dr. Zhulietta Asatrian, a Heron working in the Crimea, spends a lot of time on
expedition up in the mountains, where the weather is terrible. She builds a Weird Science
device to keep her tent warm at night. The Cost for the stainless steel box with the grille on
the side runs her £8/6 according to the Gamemaster, so she must weave in True Fire and
True Air worth a minimum of £4/3 to make the device work. True Air and True Fire go for
anywhere between £2 and £5 per kernel. Dr. Asatrian calls in a favor and gets one kernel of
each for £5 from a friend. Once Dr. Asatrian has woven in the kernels with her Craft Device
Skill, her Thermic Inducer will warm up her tent with the flip of a switch for the next year
before needing recharging.

Creating or Obtaining the Materials


Creating or obtaining the materials for enchanting, including the item to be enchanted, is
perhaps the simplest task. The magical materials used in enchanting can sometimes be bought in
major cities or from the Saurids, but can also be gathered, found as loot or treasure, or be the
target of a quest a character undertakes.
In comparison to the magical materials, the item to be enchanted is often negligible in both
Cost and effort to be obtained, as it tends to be a fairly common mundane item in most cases.
Depending on the item, this task may be as simple as purchasing the item or as involved as forging
a pistol from raw materials. In many cases, fashioning an item to be enchanted involves the use of
one or more Craftsman skills and an Artisan skill, as crafting an item and using artistry to adorn
it eases the enchanting process (see Making the Enchanting Test, pg.414).
Note that weapons (including both firearms and melee weapons), armor, and shields to be
enchanted prove an exception to the relation of Cost between items and enchanting materials. If they
are enchanted to have bonuses focused on their task (i.e., Damage Step or Armor Rating), they may
have to be treated with the Forge Firearm, Forge Weapon, or Forge Armor Skills as appropriate
prior to being enchanted. This makes them expensive, and so the item already represents the main
part of the Enchanting Cost. Use of the forging Skills, however, provides much of the magical
energy imbued into the item.

Imbuing the Item with Magical Power


Once a character has created or obtained the item, they infuse it with magical power by
treating it with the magical materials, applying Skills that have an energizing effect (such as Forge
Firearm), or Naming the effect onto it. Enchanters use five major techniques to create magical items
in 1879:

• Infusing an item with the essence of one or more of the True elements.
• Combining magical ingredients to compose magical items or substances. This method
is most commonly used when practicing alchemy to create potions, but more powerful
magical effects can be created with the right materials.

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• Placing a spell pattern into the item. Generally, magicians use this technique to create
minor magical items that can be used by any character. This technique allows some
exceptions when producing minor items.
• Binding a spirit into the item. The spirit may cooperate with the magician, but more
commonly the magician binds the spirit against its will.
• Affixing a spell effect upon the item by Naming the spell onto the item. This technique
is often used in Weird Science, in which every device gains a unique Name as part of
the creation process.

These techniques are presented in more detail further below (see Enchanting Techniques,
pg.417). Depending on the technique used, additional Tests may be required during the step of
Imbuing the Item with Magical Power. The ability used for this Test depends on the technique used.
Some techniques are available to all magicians, while other techniques are restricted to only a few
of them.

Making the Enchanting Test


The final step in the enchantment process is the Enchanting Test. The Enchanting Test is
made with an ability depending on the technique used and the type of item to be created, usually a
Skill Test such as Craft Device or Alchemy. This test completes the item and makes it usable by
binding the magic to the item and making the stored power and effects accessible. During this final
stage, the enchanter decides any actions or command words necessary to activate the item and, if a
Named spell is used to create the item, Names the item. Even if a magician successfully performs
all other steps of the enchanting process, the enchantment attempt fails if the Enchanting Test fails.
The requirements to create a specific item and the Target Number for the Enchanting Test
are presented with the different types of magic items found later in this chapter (see Enchantment
Types, pg.416). Also, for most common magic items, the Enchanting Target Number (“ETN”) is
listed with the item’s other characteristics such as Cost, Weight, or Availability in the tables in the
Equipment chapter. The Target Number for the Enchanting Test is further modified (see Enchanting
Modifiers below) for special efforts made by the enchanter.
Note that large items may require multiple Enchanting Tests, for each of the different
components that makes up the item. The number of tests required, and the modifiers applied to
each Test, are determined by the Gamemaster.

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Enchanting Modifiers
All of the following enchanting modifiers are cumulative, though enchanting modifiers may
never reduce the base Enchanting Target Number by more than half.
Gathering Materials: If the enchanter gathered valuable materials for the item on their own, the
gathering process strengthens the enchanter’s understanding of the incipient item. Every ingredient
gathered subtracts 1 from the Enchanting Target Number. Individual kernels of true elements do not
counts as one source each, but as one source per type of element. The material must be necessary
to craft the item, and the enchanter cannot gather natural resources with no connection to the item
indiscriminately to lower the Enchanting Target.
Crafting Base Item: If the enchanter crafted the mundane item to be enchanted themselves,
such as Crafting a Firearm to be enchanted as a magical weapon later, the enchanter subtracts 2
from the Enchanting Target Number. Crafting the item usually is less efficient than just buying it
and taking a shot at the Enchanting Test for skilled enchanters, but some Weird Scientists consider
it a matter of pride to perform all stages of the process, and many magicians believe that crafting
and adorning an item produces a more powerful item, and certainly one that brings a higher price
if they decide to sell it.
Using Artisan Skills: Using an Artisan Skill while preparing an item for enchantment
familiarizes the enchanter with the item. The enchanter makes a Skill Test for an appropriate Artisan
Skill against a Target Number of 9. For each success achieved on the Test, the enchanter subtracts
1 from the Enchanting Target Number. The process of using the Artisan Skill lengthens the time
required to enchant the item by the time required to use the Artisan Skill, but can be combined
with the process of crafting the mundane base item (see above).
Adding Symbolic Elements: If an enchanter adds a symbolic element to either the item or the
process of enchanting, they subtract 1 from the Enchanting Difficulty. A symbolic element needs
to go beyond simple material ingredients or decorative adornments (see the above modifiers),
constituting unnecessary measures to produce or enhance the item, and as such are often symbolic
deeds done during the enchanting process. For example, a magical (Weird Science) rifle with the
ability to throw lightning bolts is not required to be forged during a lightning storm, but doing so
would constitute a symbolic enchanting element. Symbolic elements are always at the Gamemaster’s
discretion. In some cases, spending more money than required for materials might be enough. In
other cases, roleplaying or adventuring may be required.
Taking Extra Time: A character may lower the Enchanting Target Number by taking longer to
prepare the item, designing its pattern, or studying how to best weave True elements into it. Each
additional month of preparation subtracts 1 from the Enchanting Target Number. This modifier can
only be applied up to three times, for a total of –3.
Dr. Asatrian has woven the Air and Fire into her Thermic Inducer and now needs to
make the final Enchanting Test. To make this easier, she has embellished the Thermic Inducer
with intricate scrollwork and chasing using her Metalwork Skill, achieving two successes on the
Skill Test. The Gamemaster has set the Enchanting Target Number for the Thermic Inducer
at 11, but Dr. Asatria has reduced that to 9 with her efforts.

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Enchantment Types
Magical items in 1879 fall into two broad categories: lesser items and Named items. Lesser
items are magical objects with simple effects and low power levels, items that the average magician
or other adventurer might be able to lay hands to and have a ready use for. Named items are
considerably more rare than lesser items, and normally quite a bit more powerful. A certain number
of these items may be available from Weird Scientists looking to make a living, or offload some
of their less useful gear to make room, or to raise money for a new and more powerful experiment.
The time to create an item varies greatly. If not noted in the sections following, the
Gamemaster should determine the time required to make an item, based on the type of item and
what works best for the campaign.

Lesser Items
Part of the problem with dealing with so-called “common items” is that they are anything
but common. With magic having only been back on Earth for two years by the calendar year 1879,
the average Terrestrial person may have seen a Boojum, and may have heard of mages or priests or
Weird Scientists, but probably hasn’t seen anything resembling spellcasting or an enchanted item in
person. Like electrical appliances, magic items are rare and strange devices, only handled by people
who have the resources (such as a house wired for electricity) to use them. On the Gruv, Saurids
tend to be cautious about their use of magic, for a variety of reasons, and so while they can produce
magical items, they tend not to. The average Saurid will not use a magically-heated pot for cooking
their dinner, although a shaman might use such an item for preparing medication, which requires
more precision than a wood-fired stove can provide.
Lesser magic items can be imbued with magic power by weaving True elements into the item.
Each True element gives an item unique characteristics. See True Elements, pg.422, for descriptions
of the True elements and Weaving True Elements, pg.418, for the rules for weaving them into items.
For lesser items that do not employ elemental effects, the combination of magical ingredients can
power the item. Occasionally, magicians create minor magical items by using a spell pattern as
the basis for the lesser item’s magical pattern, granting the item effects similar to that of the spell
used. Magicians with the Summon Skill can create minor magical items by binding a spirit into
the object. This is usually a tasked spirit conjured by a spell, which is then treated as using a spell
pattern, not Spirit Binding (pg.421).
Enchanting Tests for lesser items default to a Target Number of 13, if not given in the
description of the item, and are made using the Spellcasting, Summon, Alchemy, or Craft Device
Skill as appropriate to the method. If the Enchanting Test fails, the time and materials invested are
wasted, except if the Technique of Weaving True Elements was used. In this case, the True elements
remain in the item, and the enchanter only needs to invest time and material other than the True
elements again. This safety net of the Weaving True Elements technique makes the method popular.

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Enchanting Test Target Number Adjustment Table


Technique Employed Difficulty Modifier
Gathering Material –1
Crafting Base Item –2
Using Artisan Skills –1 per Result Level on Artisan Test
Adding Symbolic Elements –1 (at Gamemaster’s discretion)
Taking Extra Time –1 per month
Living Armor
Living armor is crafted from ritually gathered plants, which act as a magical ingredient. Only
specially-trained Shamans possess the Skill required to shape the delicate patterns of living material
into living armor. They use the Craft Armor Skill (which lies outside the Core and Optional Skill
lists for the Profession, and has to be learned as a Free Skill) to make the Enchanting Test to make
the armor. The Target Number for the Enchanting Test is the higher of the armor’s Enchanting
Target Number or the Target Number to create the armor as per the rules of the Craft Armor Skill.
Fernweave armor and ferndask shields must be grown into an approximation of the wearer’s shape.
Due to this, these armors require an additional week to be created on top of the time required by
the Craft Armor skill. Only armor that is stated to be living armor at the start of its description
is created following these rules.

Enchanting Techniques
Enchanters in the world of 1879 use a number of techniques to imbue an item with magical
power, depending on their Profession and the type of item they are trying to create. Details of the
techniques used in the creation of magical items have been discussed in the section on Enchantment
Types above, and are presented below in greater detail.

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Weaving True Elements


True elements are often melded or woven into objects to provide those items with some of the
qualities of the element or elements. This weaving process delicately combines the elements together
and anchors them as part of the material into which they are woven. This makes the elements
considerably more stable and permits magicians to combine normally incompatible elements, such
as True air and True fire or True air and True water, within an item. (For information on the
properties of True elements and rules for gathering them, see True Elements, pg.422).
Magicians knowing the Spellcasting or Craft Device Skill may weave True elements into
items. The magician makes a Weave Element Test for each True element kernel they want to weave
into an item. Weaving each kernel takes one hour. If a Weave Element Test fails, the enchanter has
wasted an hour and accomplished nothing, though neither the kernel nor the item are damaged by
the attempt.
The Target Number for a Weave Element Test is based on the True element and the item’s
material, as listed on the Element Weaving Difficulty Table. Certain True elements and materials
are less compatible, which makes weaving such combinations together more difficult. For example,
True fire generally burns and consumes any material it contacts. Therefore, weaving True fire into
most materials is extremely difficult. Other elements and materials are completely incompatible and
cannot be woven together under any circumstances. Any attempt to do so fails and consumes the
material, but not the True element kernel. These combinations are listed as “NA” on the table. If
weaving more than one True element into an item, add +1 to the Target Number for each additional
element. If any of the elements being combined by their nature cancel each other’s effects (see the
Litany of Elements, pg.422), add +2 to the Target Number for each opposing element.

Element Weaving Difficulty Table


Element Cloth/Leather Water Wood Stone Metal
True Air 6 8 9 11 13
True Earth 6 na 8 6 7
True Fire 9 na 10 13 15
True Water 8 6 9 11 na
True Wood 6 na 6 na na
To power her Thermic Inducer, Dr. Asatrian uses True air and True fire to generate the
device’s effect of providing heat. First, she weaves the True fire into the casing. This requires
a Weave Element (15) Test. Next, she weaves the True air into the casing, requiring a Weave
Element (14) Test. Normally, the Target Number to weave True air into metal is 13, but as
another True element is already present in the casing, the Target Number is increased by 1.
This also shows that careful planning when weaving True elements makes the process easier.
Had Dr. Asatrian woven the True air in first, weaving in True fire would have required a Weave
Element (16) instead of the Weave Element (15) Test.

Combining Magical Ingredients


While most techniques of enchanting rely on magical materials to imbue an item with magical
power, the materials required are not very specific. For example, weaving one of the True elements
into an item can be the means to fuel a large variety of magical effects and can produce a great
number of different magic items; it is only the enchanter’s skill at manipulating magic that produces

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the item’s specific effect. The magical materials are more a source of power than a part of the
effect in these cases. However, the Technique of Combining Magical Ingredients uses very specific
ingredients (as opposed to materials) to achieve effects based on these ingredients. The most basic
process of combining ingredients with magical properties to evoke magical effects is Alchemy (see
the Alchemy Skill on pg.178).
Magical ingredients can enable the construction of more powerful magic items. In this capacity,
magical ingredients lend the item some of its power, similar to True elements, and represent a conduit
for the magician to channel more magical energy into the item during the enchanting process. Just
like in Alchemy, the ingredients and the enchantment interact, the ingredients determining what
enchantments are possible, and the desired enchantment determining what ingredients are required
for greatest efficiency. For example, a crystal ball enchanted as a scrying device requires a ball of
flawless crystal (or more often leaded glass), hence the name of the item, just as medicinal potions
made with the Alchemy Skill are based on herbs with healing properties. Most often, ingredients
for powerful items are taken from dangerous magical creatures or rare gems, minerals, and plants
infused with the magical energy of a mystic location. This Technique is most often used when
imbuing a magical item or Weird Science device with a power associated with a creature, such as
giving a dagger the power to inject venom, or creating gloves and boots that allow the wearer to
climb walls like a spider.

Creating Permanent Spell Patterns


One of the first truths that an apprentice magician learns is that the power of spell magic is
transient. Spells enable a magician to draw energy from astral space and shape it to suit their will,
but the effects of even the most powerful spells rarely last more than a short time. Spells generally
create no more than a tiny, brief change in the fabric of the universe before the universe inevitably
reverts to its natural state. Blood magic can prolong the duration of magical effects, but even a few
years represent no more than a fleeting moment in the life span of the universe. By Naming a spell,
a magician can make the effects permanent and self-sustaining. Naming a spell allows a magician
to cast lasting curses and blessings, create magical items, and design unique, high-powered spells.
Only spells with a duration longer than 1 round can be Named. Spells that destroy or
consume their targets, such as Bolt, cannot be Named because their effects are temporary by
definition. These spells end after they have destroyed their targets. Magicians may, however, Name
warding or defensive spells, such as Shield or Set Ward, because destroying a target is not the
primary function of these spells. Naming spells is powerful magic, and each Gamemaster should
determine which spells can be Named in their campaign.
Casting Named Spells
To make a spell’s effect permanent, the magician must give the spell a Name. A spell’s Name
is usually associated with the circumstances under which the magician wishes to make the spell
permanent. If the magician uses a spell to enchant an item, the spell’s Name generally includes the
name of the item. If the spell is targeted against a person, the Name may indicate the magician, the
target, and the circumstances of the casting.

Professor Dziewanowski has built a device for locating precious metals underground, and
pinpointing where to start mining. He uses the Detect spell, restricting it to gold, and Names
the spell, and thus the device, Dziewanowski’s Amazing Gold Finder.

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Before attempting to cast a permanent spell, the magician must declare their intention to do
so and must accept whatever results the Spellcasting and Effect Tests produce. The magician may
change their mind and decide not to make the spell permanent if they are unhappy with the results.
In this case, they take Strain damage as described below, but need not spend any Adventure Points.
To cast a Named spell, a magician makes a Spellcasting Test against the spell’s Casting Target
Number, as normal. If the Test succeeds, the magician makes a second Spellcasting Test against
the higher of the spell’s Casting or Dispel Target Numbers, and takes the spell’s Strain damage
a second time plus a single Blood Wound (pg.349). If the Strain does not kill the magician, and
the Spellcasting Test results in two successes, the magician may make the spell’s effect permanent
by spending Adventure Points. If the magician chooses not to make the effect permanent, the spell
simply works as normal.
The magician pays Adventure Points starting with the base cost from the Named Spell AP
Cost Table. In addition to this base cost, the magician pays Adventure Points equal to the spell’s
Strain times 100. Thus, a Novice Tier spell with a Strain of 4 would cost 900 Adventure Points
to make it permanent. If the magician has insufficient Current Adventure Points, which provide the
magical energy needed to empower the spell’s effect, they cannot make the spell permanent.

Named Spell AP Cost Table


Spell Tier AP Base Cost
Initiate 300
Novice 500
Journeyman 2,100
Warden 14,400
Master 98,700

Professor Dziewanowski has used a Known As Variant of the Detect spell, Detect Gold.
By restricting the spell to a single specific target, gold, the Strain is reduced from 2 to 1.
Professor Dziewanowski must pay 400 Adventure Points to empower his Gold Finder device.
He pays the AP cost, and the device will now work for anyone who knows how to operate it.
Once a magician makes a spell’s effect permanent, the effect becomes an independent astral
entity outside the magician’s control. Even the magician who created a Named spell must dispel
or destroy the Named spell they want to cancel. They cannot simply cancel it at will, even if this
option is available if the spell was cast normally. The effects of certain spells, such as Invisibility
or See the Future, may prove inconvenient if made permanent. Such a spell will become “fixed” by
Naming it. If characters insist on Naming such spells anyway, the Gamemaster is encouraged to
enforce any potential problems they cause.
Named Spells as Magic Items
While a spell Named on an item has effects similar or even identical to those of a magic
item, such an item does not fall properly under the rules for enchanted items as per the Enchanting
rules. Items produced by enchanting are powered using magical materials and their effects cannot
be dispelled, while Named spells are powered by the energy of the caster’s Adventure Points, and
can be dispelled. Enchanting and Naming spells are two different methods of creating an item with
magical properties, and are treated differently under certain circumstances.

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Spirit Binding
Magicians may also enchant an item by placing a spirit within the item’s pattern. This
technique, known as spirit binding, is practiced by Shamans using the Summon Skill. This
technique is not normally required by any of the Enchantment Types (pg.416), but can be used on its
own or to further enhance a magic item. By binding an elemental or ally spirit to a magical item,
a magician gains constant access to the spirit’s powers and conceals the spirit’s presence.
To bind a tasked, elemental, or ally spirit to an item, a magician must first obtain an item
made with magical materials or craft one themselves. Only an item fashioned with such materials
will successfully hold a spirit. The item may be virtually anything, but well-crafted items are more
likely to prevent a trapped spirit from escaping. Once the magician has the finished item in their
possession and has summoned the spirit, the magician must perform a special ritual to bind the
spirit to the item. This ritual takes a half hour to complete. If the spirit is not cooperative, the
magician must restrain it for the duration of the ritual, using a Skill such as Spirit Hold, or the
spell of the same name.
At the end of the ritual, the magician makes a Summoning Test against the spirit’s Mystic
Defense. Modify the Target Number by the enchanting modifiers used in preparing the item. If the
test succeeds, the spirit is bound to the item: the spirit’s physical manifestation (if any) vanishes
and its astral form (and consciousness) is trapped within the item’s pattern.
The magician who trapped the spirit may communicate with it by touching the item and using
a Skill such as Spirit Talk. The magician may also use any of the spirit’s powers or abilities by
touching the item. For example, a magician who has trapped a fire elemental in a sword could use
the spirit’s Spear power by grasping the weapon and using the spirit’s Step Numbers to make any
tests required for the use of that power. The magician must also take any Strain or other damage
required by the use of the spirit power.
Any other character who comes in contact with an item containing a bound spirit can attempt
to communicate with the spirit if they possess an appropriate ability. Characters other than the
enchanter who trapped the spirit must defeat the trapped spirit in a Contest of Wills in order to use
the spirit’s powers. Some magic items with a spirit bound to them allow their wielder access to the
spirit’s powers without this Contest of Wills if it is granted in the item’s Effects.
Spirits of all sorts greatly resent being trapped and will do all in their power to escape from
being imprisoned in an item. If a bound spirit wins a Contest of Wills against a would-be master, the
spirit may attempt to escape from the item by making a Spellcasting Test against the Summoning
Step of the magician who trapped it. The spirit incurs a penalty equal to the Enchanting Modifier
(pg.415) of this Test. If the Test succeeds, the spirit is freed, destroying the item in the process.
The spirit also becomes free if the item in which it is trapped is destroyed or broken beyond repair.

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True Elements
The True elements are the magical essences of the elemental planes (air, earth, fire, water, and
possibly others depending on the culture) concentrated into physical form on the material plane.
These highly magical substances form the basis of some of the magical arts in the world of 1879. A
single unit of a True element is known as a kernel, so called because it is similar in size to a kernel
of corn. The exact size of an elemental kernel may vary, depending on the purity and strength of the
sample. Very pure kernels of True elements are usually quite small but offer great magical power.
True elements must usually be stored in containers made of or lined with glass or crystal, and sealed
with pitch or with the Seal spell or a KAV. True fire tends to be stored in metal containers, made
of alloys with very high melting temperatures, and often with a Resist Temperature spell or Resist
Heat KAV cast or Named onto them.
True elements occur in places where the barriers between the physical world and the elemental
planes are thinnest. In such places, small portions of the magical essences of the elements collect
in a material form that can be gathered using specific techniques. True air is found high in the sky
and in high places of powerful winds, such as lofty mountaintops. It usually appears as small swirls
of pure, cold air that almost scintillates. True earth is found deep in the ground or sometimes on
the sides of mountains where it has been exposed by natural geological activity. It usually appears
as semi-translucent crystal of varying gemlike colors. True fire is found in places of great heat or
burning, such as volcanoes. On rare occasions it forms in large forest fires or other conflagrations.
True fire appears as a flame or point of near blinding red-white light. True water is found deep in
the sea, at the surface of storm-tossed seas (lifted from the depths), at the bottom of rushing rivers
(or in their rapids) or in waterfalls. It appears as pure, cold water that sparkles more brightly than
natural water. True wood is found only in the deepest primeval forests. It is the rarest of the True
elements because of the fragility of the ecology. The Gruv, having forests as yet uncorrupted by
human industry and its toxic effects, and untouched by human expansion, is a much richer source
of True wood than anywhere on Earth outside of the deepest Amazon or most remote reaches of
Canada.
The True elements combine with each other in various ways based on their natures. Each
element can be neutralized by one of the other elements as described in the Litany of the Elements,
a set of lines found in numerous ancient texts on Earth dating back to the Classical Greeks and
possibly before, and taught to shamans throughout the Gruv:
Wood destroys Earth, by covering it.
Fire destroys Wood, by burning it.
Water destroys Fire, by quenching it.
Air destroys Water, by drying it.
Earth destroys Air, by smothering it.

Any time a portion of a True element is combined with an equal part of its opposing element,
the first True element is destroyed. When combined, some of the True elements, such as True fire
and True air, can produce spectacular and explosive results. Because of this potential, kernels of True
elements are always stored separately from one another.

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Properties of True Elements


Each True element contains unique magical properties. By weaving a True element into an
item, a craftsman can give that item the True element’s properties.
True air allows items such as small flight daggers and flying carpets to float or fly. True air also
has cooling properties and can provide the air needed to survive harsh conditions. These properties
are incorporated in items such as cooling stones, message stones designed to recall sounds, and
effervescent liquids that enable a user to breathe underwater for short periods. Movement is another
property inherent to air, and incorporating air into a device or item can be used to keep air moving,
such as in a recirculator for a submarine or combined with True fire to make a portable heater.
True earth has properties of solidity and strength. This element endows items with great
durability and resistance to magic, and is used to strengthen stone, metal, and other earth-based
materials in construction and forging.
True fire provides heat, light, and energy. Kernels of True fire and water woven into crystal
create light stones used for cave exploration and mining. Enchanters also use True fire for items such
as firestarters and cooking pots, and as ammunition for magical cannons. Magicians often temper
True fire with another element, such as True water, to keep its power in check.
True water is a cooling, refreshing, and resilient medium. Enchanters use it to create items of
great suppleness and flexibility, to waterproof objects, and to craft moisture barriers. True water is
also used to soften True earth and make it more pliable, and woven with True air to take advantage
of the combined cooling and soothing properties of the two elements.
Often associated with items of knowledge and beauty, magicians use True wood for items
such as runic sticks, magical tablets, and writing instruments. Though magicians rarely combine
True wood and other True elements, some enchanters have created exceptional musical instruments
by weaving together a combination of True air and True wood.

Gathering True Elements


True elements can be collected in two ways: gathering and mining. Gathering involves
collecting kernels of the True element by hand, a painstaking technique used only by the most
skilled of enchanters. Mining requires the use of special equipment, and also involves considerable
effort and potential danger.
True air miners use fine-mesh enchanted nets to catch and hold kernels of True air. They
deploy such nets from airships sailing through a storm or an area of very high winds. As kernels
of True air land in the nets, the miners transfer the True element to enchanted containers. Because
True air must be mined in stormy and windy conditions, veteran Sailors and Airship Pilots are in
great demand to guide mining ships. Despite this precaution, fierce storms often destroy the vessels.
These vessels also may come under attack from elemental creatures that slip through the spaces
between the physical and elemental worlds in areas of high magic.
True earth is a component of a wide variety of magical items. True earth is the least hazardous
True element to mine and can be collected using various traditional mining techniques. True earth
also tends to be the least powerful True element per kernel, however, and bulk mining only yields
large numbers of low-potency kernels. Careful direct gathering yields smaller, more potent kernels,
which usually appear as valuable gemstones.

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Mining True fire requires special tools crafted from high-carbon steel, enchanted with a Resist
Temperature spell or a Resist Heat KAV, which True fire miners use to scoop up fire kernels. True
fire kernels must be immediately transferred to containers of glass, crystal, or high-carbon steel
likewise enchanted with Resist Heat, as they burn through any other material. The Saurids on their
home continent use airships to skim the surface of lava flows and cast kernels of True air onto its
molten surface. The True air causes explosions that often stir up new pockets of True fire. This
technique produces quite lucrative results, but the hazards of flying low over exploding lava claim
many mining ships and crews. Other crews mine True fire in active volcanoes, where they face
overwhelming heat and toxic fumes.
True water miners cast enchanted nets into deep waters to dredge kernels of True water from
the depths. The miners then transfer the kernels to decanters of crystal. As do all miners of True
elements, True water miners must brave hazardous conditions, dangerous aquatic creatures, and
pirates eager to capture a valuable cargo.
The limited availability of True wood prevents entrepreneurs from mining this element.
Instead, it must be manually gathered, usually from virgin forests and jungles protected by dangerous
predators or fierce tribes.

Gathering Tests
To gather a True element, an enchanter must first locate a deposit of the element. Finding a
deposit of a True element requires careful research, a little prospecting, and some luck. Because most
known deposits of True elements in the Gruv have been claimed long ago by miners and magicians,
and Earth has yet to develop many such deposits, would-be gatherers sometimes roam for years,
vainly searching for a lode of True elements that will make them rich. Anyone attempting to acquire
material from established elemental deposits must first deal with any existing claimants to the area.
Enchanters can determine if a given area is likely to yield a True element by making a Magic
Theory Test against a Target Number based on the enchanter’s familiarity with the region. The
Target Number for this Test ranges from 6 (if the enchanter knows the area well) to 15 or more
(if they are looking at the locale on a map for the first time). If the Test succeeds, the enchanter
knows whether or not the area will produce True elements.

Element Gathering Difficulty Table


Element Gathered Target Number
True Air 10
True Earth 6
True Fire 12
True Water 10
True Wood 8
Once an enchanter has located a source of True elements, he can make a second Magic
Theory Test, against the appropriate Target Number shown in the Element Gathering Difficulty
Table, to gather the elements. A Gathering Test requires one full day. The magician gathers one
kernel of the True element for each success achieved on the Gathering Test.

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Purchasing True Elements


Although True elements are difficult to obtain, some enchanters and miners offer them for
purchase. Prices vary per kernel, as shown in the True Element Kernel Costs Table. True elements
are considered to have a Rare or Very Rare Availability, reflecting the difficulty of creating or mining
the element, and are normally only offered for purchase from the most specialized markets.

True Element Kernel Costs Table

True Element Cost per Kernel Availability


True Air 50–100 Very Rare
True Earth 5–10 Rare
True Fire 50–100 Very Rare
True Water 5–10 Rare
True Wood 25–50 Very Rare

425
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Chapter 17

1879 Players Guide

Engines, Lovelaces & Byrons

On two occasions I have been asked, ‘Pray, Mr. Babbage, if you put into the machine
wrong figures, will the right answers come out?’ I am not able rightly to apprehend the kind
of confusion of ideas that could provoke such a question.
– Charles Babbage

W e present a selection of excerpts from Mr. William Chetwood’s


“A Purchaser’s Guide to Analytical Engines, Design and Implementation”. The
original work covered a much broader set of topics, mostly related to buying an
Engine for business. This document extracts those subsets intending to cover the
topic of how one interacts with Analytical Engines, with an emphasis on security.
It has been heavily annotated via an interview between Mr. Victor Sanburne and
Miss Constance Gifford, Lovelace and Byron respectively. Mr. Sanburne works at
programming and security for the London Shipping Exchange and very graciously
was able to find time in his busy schedule to assist with this work. Ms. Gifford
was recently apprehended by Scotland Yard in an attempt to pilfer records from
an undisclosed accountant’s office in Glasgow. She agreed to assist with this text
as part of a plea bargain to reduce her sentence. The author does note that having
two people so professionally at odds in the same room at the same time did cause
quite a bit of consternation. The more argumentative portions of the interview have
been omitted where they do not provide relevant insight.

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ENGINES, LOVELACES & BYRONS

We stand at a time of revolution in the


world of business, and though much of the credit
was lost to him during his life, we owe it all to the
innovation of Mr. Charles Babbage. He blessed
us not once but twice with his incredible insight
into the fields of mathematics and mechanics.
First came his Difference Engine, a machine
that requires but a single operator to quickly
perform the calculations of dozens of clerks, and
completes those sums with higher accuracy. This
device has brought significant advancement, and
has given us a means to greatly reduce overhead
and increase productivity. Unsatisfied with this
result, however, Mr. Babbage bestowed upon us
another gift, the Analytical Engine. This device is
the first of its kind: a machine that retroactively
adapts to suit its purpose without requiring an
engineer to rebuild it.
Mr. Babbage took his inspiration from the
Jacquard loom, which uses a series of punch cards
to adjust its parts and determine what pattern is
woven into a particular work. He applied this
concept to his machine of calculations, allowing
it to alter the formulae it operates under by
reorganization of its parts. What’s more, as any
individual of higher mind can tell you, nearly all
conception of the real world can at some point be reduced down to mathematics. A machine able
to perform mathematics on its own can be adapted for almost any task. A business can purchase
this one machine, and with it can perform their accounting, update and manage their inventory,
and operate much of their manufacturing equipment, all with minimal personnel, potentially even
automatically for extended periods. Aside from the reduction in personnel, the results arrive faster
and more accurately, accounting for even more productivity increase. Naturally, this has resulted in
a much higher efficiency and significant cost savings to the business owners that possess an Engine,
giving them a significant advantage over their competition.

Hmph. Cost savings indeed. Little of which is passed on to the consumer, while the no
longer needed workers find themselves without employment, thrown out as so much spent
bathwater. These business sorts always look out only for themselves. They haven’t a glance to
spare for another person unless it profits them somehow.
- Miss Gifford
Madam, while I understand that you have a different viewpoint on such matters, given your
profession, I would think that you could look beyond the greedy failings of a few businessmen
and focus on the benefit these machines bring to society as a whole. Personally, I would place
the Analytical Engine on par with the invention of the wheel or the discovery of fire in terms
of advancing our civilization.
- Mr. Sanburne

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The Difference Engine and the Analytical Engine


Though similar in nature, there are several key differences between Analytical Engines and
Difference Engines. To one who is not knowledgeable, the most prominent difference they will see
is in price. Do not be fooled into thinking that a Difference Engine is simply an inexpensive work
around for achieving the same results. Unlike the Analytical Engine, a Difference Engine is suited
to only one task. They are used to perform the same duty repeatedly, only allowing change based
on a certain algorithm or data table. For example, Difference Engines can be used to control the
scheduling for operating a light house according to the times for dawn and dusk, and can monitor
and relay via telegraph when the system needs maintenance. Difference Engines can also be used
directly with an Analytical Engine to carry out some specified function based upon data cards or
data reels entered into it, thus freeing the Analytical Engine from performing the repetitive works.
Indeed, often times the printer module for an Analytical Engine will be designed with a Difference
Engine built in, called an Automated Printer, so that it can take over the repetitive processes needed
for printing.
Difference Engines have come a long way from their initial development, and have undergone
significant evolution toward simplicity. As a result, not all of them need to be large, cumbersome
machines anymore. There are desk top models that can be used by clerks for performing their
mathematical operations and ensuring greater accuracy. Where an abacus would assist in performing
simple arithmetic and had to be scaled up in order to assist with any higher degrees of mathematics,
let alone greater numbers, these calculators can perform higher operations as well as handle much
larger numbers, both in value and in places on a list. What’s more, they can also generate reports
based on their calculations, such as printing proof of sale and creating a punch card to update
your records on said sale, as is the case with the famous Autotill. Gone are the days of needing to
perform daily or weekly inventory to keep accurate stock. So long as your records from the Engine
are kept current, inventory taking could be reduced to a monthly or bi-monthly basis, and this being
done more to ensure honesty than accuracy.
Analytical Engines are built on much the same basis as Difference Engines, thus their interface
with people is for the most part the same. The key fact to remember is that Difference Engines are
single task devices. Do not fool yourself into thinking they can be used to replace the versatility of
an Analytical Engine, nor should you think less of them for performing only one task. Difference
Engines are very good at what they are designed to do, and so long as that is all that is required,
they will fit the bill nicely. Purchase them for what you need, but do not expect to get utility beyond
that.

Given that they are suited for much more limited tasks, Difference Engines typically will
not reveal anything more than information related to their operation. However, if a Difference
Engine is built to interact with an Analytical Engine, studying the former can reveal information
on the formatting of the latter. Do not fall for the temptation to be lax in security with a
Difference Engine simply because it does not process as much information.
- Mr. Sanburne
Difference Engines are also commonly used for automated door security in facilities that
require access restriction and logging. Engine-run security will often stump a Dodger, but not a
Byron, so do not rely on such a system as your sole means of security when it is critical. Since
they operate on a set algorithm, they are comparatively easier to fool than an Analytical Engine,
especially if you have an access card, even one that is no longer valid. Also, if you use the same

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ENGINES, LOVELACES & BYRONS

algorithm on more than one security door, especially doors with different access restrictions,
then it is your own fault when one door is decoded and the Byron has free access to your
facility. To maximize the protection of an Engine-run security system, always destroy your
old access cards, use different algorithms between sets of doors, and change algorithms often.
- Miss Gifford
On Engines and Language
As has been mentioned, there is a certain language to the machine itself, expressed in gear
positions that represent numbers and mathematical functions. As the machines create output in
language that is familiar to people, it must also have a method of translation between the two.
In order to translate the characters of our language into a language the machine can understand,
there are certain coded expressions that must be reserved in order to map each potential character.
Printed numbers and letters, both upper and lower case, all of our various symbols and punctuation,
everything must have a reserved code for the character.
It is quite fortunate that the Analytical Engine developed in an English speaking country, or
perhaps the fact that English is our native language simply facilitated its creation. This is because
the character map required for our language is much smaller that most others. We use the Latin
alphabet without any accent marks on our letters, which means we only have 26 base characters to
concern ourselves with (in addition to the fore mentioned characters for symbols and such). As an
extreme counter example, an educated Chinese person would need to know roughly 5,000 characters
for every day use (I have heard tell of a newspaper editor in Peking that was familiar with well
over 20,000). Even for most other languages that use the Latin alphabet, such as French, there are
additional accent marks that would all require additional character maps.
A smaller character map results in fewer reserved codes being necessary, which in turn can
significantly reduce the required space and complexity in the Engine. This is relevant for a business
owner to know if they are likely to do any business internationally. While it is possible to make an
Engine with capabilities for a foreign character map, it will need to be specially ordered as such and
will increase the size and complexity to scale with the number of additional characters needed. This
cost will need to be weighed against the value of having translations performed by the Engine, versus
hiring a translator to do them by hand. Of course, if the international businesses you are dealing
with are capable of working in English, no further cost is necessary on your part.

While the differences in character maps may be small for some languages, bear in mind
that even a small change can cause an exponential growth requirement for the Engine. The
efficiency and accuracy of the Engine make it an invaluable business tool, which is already
making its adoption wide spread all over the world. With these additional costs in mind, not
to mention the strength and global presence of the British Empire, I would not be surprised
to find all countries adopting English as an official written language within the next decade or
two, at least for business proceedings.
- Mr. Sanburne

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Chapter 17

Design of the Analytical Engine


When you look into obtaining an Analytical Engine for your own business, you will find that
there are several different assemblies, modules if you will, that perform different functions. Some
of these are essential for a working Engine, while others are merely accessories to grant access to
additional functions. Naturally, as these machines are truly massive in size and significant in cost,
you will want to buy only what you need to ensure the machine fits in your facilities and does not
have extra portions that you will not use. This guide will attempt to cover these modules in order
of importance, providing a basic description of their purpose and how they function.

The Mill and Reader


The heart of the Analytical Engine is the Mill, which performs the calculations that determine
how the Engine functions. As noted in the prior section, this is the module for which Mr. Babbage
drew inspiration from the Jacquard loom. The Mill primarily draws its data from punch cards,
which is what your operator will use to give the machine its instructions. Mills have undergone some
changes in underlying design since the original Analytical Engine to enhance speed and accuracy
and reduce size. Thus far, significant improvements to the Mill, and for that matter to the Engines
as a whole, appear to be occurring roughly every six years. This certainly will give many a case of
indecision, uncertain if they should purchase the current models with fear of an improved version
coming out later that would benefit one’s competitors, or thoughts of purchasing an older model
at reduced cost to save initial investment. While you should purchase according to your needs and
means, and a successful business model will more than compensate for any slight variations in
mechanical efficiency, it is generally recommended that your Mill not be where you decide to cut
costs. When possible, always buy the newest tested and functional version, as you will be using it for
a long time and will want to plan for growth. Also note that some newer Mills are not compatible
with older modules, depending on the improvements made; all the more reason to always obtain
the newest Mill available.
Tied intimately with the Mill is the Reader, where your operator will place the punch cards that
give the machine its instructions. Readers can be made to different specifications to allow different
formats of cards, though this will generally be dictated by the version of the Mill. In most cases, the
cost of the Reader is included with that of the Mill, and you will purchase them together. For a new
Engine being established, this does not pose any problems. However, if you have multiple Engines,
such as for a chain of businesses, you will need to ensure that the format of your punch cards are
the same between them. There are some cases where an Engine with a newer Mill can be crafted to
function with a Reader for punch cards of an older format. If you find yourself in this case, you will
need to discuss it with the machinist to find out what options you have. Regardless of what you are
told, never make a purchase in this regard without an addendum to the purchasing contract that the
seller will warranty his work and will cover replacement costs in the event of incompatible function.

A wise purchaser would also do well to discuss any new Engines and components with
their current operators, as they will have much more practical and intimate knowledge of their
existing machines’ inner workings.
- Mr. Sanburne
For a business with multiple Engines, compatibility between them may not always be
necessary, or even recommended for security purposes if the machines are set to different tasks.
A Byron attempting to interrupt the function of an Engine needs to understand the format

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ENGINES, LOVELACES & BYRONS

it uses. Understanding one Engine may give them a significant advantage in breaking in to
another. For example, a bank that uses a separate Engine to manage their door security would
be better off using a different format for the Engines that manage their books and figures.
Different formats between machines on its own will not prevent a Byron from breaking in,
but it will slow them down.
- Miss Gifford

The Store
Next on the list of essential modules is the Store. The Store also ties in with the Mill, and is
where the Mill can, for lack of better phrasing, remember values to recall later. Without a Store, an
Engine would only be able to perform one task at a time, and would be of less use than a Difference
Engine. The Store will most likely be the largest module in your Engine system. Fortunately, they
are also the most adaptable and easily expanded. The Store for Babbage’s original design could hold
up to 1,000 numbers with up to 50 digits. This is often more than sufficient for the purposes of
most businesses. However, insufficient storage will interrupt functions of the engine, so it is best to
use this as a minimum. Your maximum Store size will likely be determined by your physical space
availability. While growth potential should be kept in mind, do not assume that you will need to
build to the maximum available size at the outset. There is some higher cost to increasing Store
size after an Engine has already been established, but it can be done, often with little difficulty. Do
not leave yourself in a position where you will have so little Store that it interrupts functions, but
do not fret if you find you need to add capacity in the future.

Values kept in the Store can be read quite easily. This is necessary for error checking while
a task is being performed to ensure proper instructions and proper Engine function. In the
design of your facilities, you would do well to ensure access to your Store is restricted to only
those who must have it.
- Mr. Sanburne
Hah! Easier said than done. Stores are massive, and an operator needs regular access to
it for correcting problems. Securing an area that large is no simple feat, especially against a
skilled Byron. With that said, data and context are most useful when you have both. If you
fear your punch cards have been compromised lately, posting extra security around your Store
would be prudent.
- Miss Gifford

The Printer
While not necessarily a truly essential component, an Engine would have little use without a
printer. The Printer performs exactly the function its name implies, setting to paper the calculations
of the Engine. Printer design has changed little over the existing course of the Analytical Engine’s
lifetime, with the original design being that used for the Difference Engine. Not only can the Printer
create tabular information on paper, but can also create imprints on materials like Plaster of Paris,
which can then be used to make a printing plate, so that you will not need to have the Engine itself
create multiple copies of the same document. Even for a business that does not require printed
documents from their Engine, I would encourage all to purchase a Printer, if for nothing other than
error checking.

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Chapter 17

Remote Communications
Here we begin to see modules that can truly be classified as accessories. The usefulness
of these will be determined by your business model, and this text will not bother attempting to
speculate on that point. Owners and operators will of course be able to make that determination
for themselves. First among accessories are those that allow for remote access to the Engine. A firm
may not always have all of the data necessary for their Engine’s purpose contained within the space
where it is housed. Telegraph interfaces allow the Engine to communicate with distant locations.
This can allow either inbound or outbound communication, or both, and can be made to handle
communication with a person on the other end or with another Engine. For the case of the latter,
one may assume that this would be an excellent alternative to physically moving stacks of punch
cards back and forth between facilities. However, establishing and maintaining communication lines
is expensive, and the rate at which information is transmitted is very slow. This communication
therefore is best left to simple operations where physical travel outweighs the difficulties of managing
the wiring.

Telegraph wires can also be tapped, and the communications between points overheard.
Again, context for the data is important, and a Byron will need to ensure they are tapping in
to the correct wiring, which is generally done easiest closer to one of the end points.
- Miss Gifford
Surprisingly, you neglect to mention that an end point facility can be compromised and
false data transmitted or true data received by the wrong hands. Are you trying to leave
yourself a few hidden tricks to use when you
return to your criminal activities after your
incarceration?
- Mr. Sanburne
I neglect nothing! I only address the
most likely scenario for one of my position.
Infiltrating a facility is a difficult task, both to
execute and to keep undiscovered, much more
suited to a Fiddler than a Byron, the latter
of whom has technical knowledge enough to
interpret the data without requiring physical
access.
- Miss Gifford
For communications at shorter ranges,
such as within a facility, remote terminals may
be implemented. These will not have as much
function as direct access to the Mill, but can
be used for simple tasks such as gaining access
to a door with a security punch card or sending
a table to a printer located well away from
the Engine proper. The distance must be kept
short, because they are managed with hydraulic
lines that mechanically interface directly with
the Engine, rather than the earlier mentioned

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ENGINES, LOVELACES & BYRONS

telegraph signals, which require translation from electrical pulses to mechanical data. This makes
hydraulically connected terminals faster and capable of greater function than telegraphic connections.
For a facility with limited space, hydraulics can interconnect different modules of the Engine. This
is not recommended when it can be avoided, as there is an unavoidable delay in translating into and
out of the terminal format.

Breaking into terminal lines is significantly more difficult than a similar operation upon
telegraph lines. An error will result in a leak and thus loss of pressure, which can be spotted
very quickly. Hydraulic oil is also a visible mark that you have been tampering with the lines,
making it hard to slip away from the situation. However, since the lines do interact directly
with the Engine, there is significant benefit to tapping into them, as you can gain access to a
number of higher functions without requiring access to the Engine room itself.
- Miss Gifford

Advanced Storage
While there are a great number of accessories to consider that allow an Engine to interact
directly with functions such as manufacturing, these are very specific to their needs and are best
addressed individually. Therefore, this listing will conclude with concepts for recording data beyond
that of the Store. Many facilities make use of a storage writer, most often a punch card printer,
which allows the Engine to store data on cards that can be retrieved later through its own reader or
that of another Engine with similar format. Punch cards are made from a variety of materials for
different usage tolerances. Metal cards are the most durable, which makes them excellent for repeated
use, but a poor choice for data that does not need to be entered multiple times. Materials such as
card stock or veneer are best for limited use, as they are less expensive, easier on the machine to
produce, and are disposable.

Many businesses use punched cards to carry information between facilities and keep records
between them consistent. These cards often contain sensitive data, and are a prime target for
those with illicit purposes. When moving cards, keep them in a secure lock box with a trusted
employee that is known well at both locations. For truly sensitive data, Lovelace operators
may also wish to create their cards with a time lock out function, so that trying to enter the
data outside of a certain time frame will cause it to be rejected. This must be done on an
Engine that has a clock function built in, and a certain time allowance must be made for the
transportation of the cards.
- Mr. Sanburne
Even with these measures in place, there are still ways around them for a skilled Byron.
Swapping out the entire lock box, for example, or deceiving those at either end of the run.
Here the trick isn’t so much understanding how the Engine works as it is understanding how
the people work. No one is perfect, and sooner or later an employee will be less than diligent
and leave the way open for a security breach. No matter what precautions you take, never
assume that anything is fully secure.
- Miss Gifford
Information that needs to be permanently stored, but not on something as mobile as punch
cards, can be kept on data reels. These function similarly to the rolls made for player pianos. The
storage writer records information on the reel with perforations, similar to a punched card, which can

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then be read back by the Engine at any point later. In order to rewrite an earlier portion of the data,
an entire new reel must be made. Therefore, this is best used for information that will not change,
or will change very little, such as a table of distances between cities or a roster of employees with
higher security access. These can also be used to create long term records, such as annual expense
reports, that can be retrieved and run through the Engine again at a later date.

Due to the more permanent nature of the data on reels, they are rarely moved between
facilities. If it is necessary to move them, even further caution than that used with punch cards
is advised. It is also recommended that long term storage facilities be tightly secured so that
old records with sensitive information are not read or altered.
- Mr. Sanburne
Gaining possession of data reels grants a Byron considerable power over the information
going through an Engine. They are very difficult to tamper with directly, but when it is
done correctly, it can wreak complete havoc, such as adjusting records of owed amounts in
accounting logs so that an unscrupulous business owner ends up paying an actual fair amount
for their purchases. While it slows the process of reading data back from a reel, it would
be a wise choice to encrypt the data that is written. This will force a Byron to decipher the
encryption algorithm before they can read the data, let alone attempt to alter it.
- Miss Gifford

Structure and Performance of the Engine


This section provides game information for Engines, Byrons, Lovelaces, and Engine operations.
We’ll start with the game statistics for Engines.

Casing
The Casing of the Mill, the Store, and the Engine’s Peripherals protects the moving parts
from damage and interference. In order to repair those parts and perform routine maintenance,
locked access ports are provided. Gaining access to the mechanisms to directly manipulate the
functions of the Engine requires either breaking the casing or opening the lock. Unless otherwise
noted, the Casing ratings are the same on all sections of the Engine.
• Physical Defense determines the difficulty of finding and striking a potential weak point.
• Physical Armor protects against damage, reducing the Damage Test result by its rating
just as armor worn by a character would.
• The Barrier Rating determines how much total punishment the Casing can take, similar
to a Death Rating. When the damage dealt to the Casing exceeds the Barrier Rating,
the Casing breaks open. If the damage done exceeds the Barrier Rating, the internal
mechanisms are damaged and the Engine will not function properly.
• The Lock Rating provides the Target Number for attempts to pick the access port lock
and open the Casing without resorting to violence.

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Mill
The operative part of the Engine where calculations are performed, the Mill includes the
Reader where commands are entered. The Mill is the primary user access for the Engine, and as
such is typically watched directly. Therefore, its defenses are usually lower than remote systems.
Note that legitimate users, such as the system Lovelace, do not have to defeat the Mill’s defenses
in order to modify its functions.
• The Hardware Defense (HW Def) is the Target Number for attempts to modify or
subvert the Mill mechanically using a Clockwork Skill Test.
• The Software Defense (SW Def) is the Target Number for attempts to suborn the
function of the Mill using an Engine Programming Skill Test.

Store
The Store is the memory storage unit, where data in current use is kept. The Store, like the
Mill, has a HW Def and a SW Def that must be defeated in order to access it illicitly. Due to
the constant presence of data which may be confidential or secret, the Store’s defense ratings are
typically higher than those of the Mill.

Peripherals
Peripherals include any modules beyond the Mill and the Store that have been directly
attached to the Engine. Typically, this comprises the Storage Writer, the system Printer, and any
remote access terminals linked hydraulically. Terminals linked by telegraphic lines are not directly
connected and are thus not included as peripherals. Like the Mill and Store, each has a Casing
to protect its mechanisms, which in turn has the appropriate statistics. They will also have a HW
Def and a SW Def, providing Target Numbers for attempts to control them either mechanically
or via programming. The Defenses will vary depending upon the module, but again are typically
higher than the ratings for the Mill. Peripherals may also have a Code Rating (most often on
Storage Writers) that applies to all data recorded by the device, and acts as a Target Number for
Cryptography Tests. Unless specifically noted, all Peripherals of an Engine use the same ratings.

Typical Analytical Engines


Small Firm Engine
Casing Mill Store Peripherals
Physical Defense 5 HW Defense 5 HW Defense 7 HW Defense 7
Armor 5 SW Defense 5 SW Defense 7 SW Defense 7
Barrier Rating 3 Code Rating 7
Lock Rating 5
Peripherals include a Printer (not encrypted) and a Storage Writer.

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Moderate Firm Engine


Casing Mill Store Peripherals
Physical Defense 7 HW Defense 6 HW Defense 9 HW Defense 8
Armor 5 SW Defense 7 SW Defense 9 SW Defense 9
Barrier Rating 5 Code Rating 9
Lock Rating 7
Peripherals include a Printer (not encrypted), a Storage Writer, and one or more Remote
Terminals depending on the physical size of the firm.
Financial Firm/Secure Government Engine
Casing Mill Store Peripherals
Physical Defense 10 HW Defense 8 HW Defense 11 HW Defense 10
Armor 7 SW Defense 10 SW Defense 12 SW Defense 12
Barrier Rating 10 Code Rating 12
Lock Rating 12
Casing of the Mill has ratings 2 points lower than those for other sections.
Peripherals include at least one standard Printer (not encrypted) and at least one
Automated Printer, two Storage Writers (one punch card and one data reel), and two or
more Remote Terminals (Code Rating 15).
Standard Door Security Terminal
Casing Mill Store Peripherals
Physical Defense 8 HW Defense 6 HW Defense 8 HW Defense 10
Armor 5 SW Defense 6 SW Defense 8 SW Defense 12
Barrier Rating 5 Code Rating 12
Lock Rating* 10
*This is the control console in the Engine room. The Lock Rating for the Casing on
remote terminals (card readers at secured doors) is 15. Each remote terminal uses a
different algorithm, so success against the Code Rating for one does not apply to the
rest. There is also a standard Printer (not encrypted) to run security reports, which has
HW Def and SW Def 8.

Programming and Hacking


The two Professions that interact with Analytical Engines most directly, Byrons and Lovelaces,
represent equivalents of modern day hackers and programmers respectively. Those familiar with
modern terminology could equate Byrons with black hats and Lovelaces with white hats. This does
not, however, automatically make Byrons ‘bad guys’ and Lovelaces ‘good guys’. A Byron could use
their abilities to alter records or expose information to the public to restore some semblance of
justice and fair compensation against a corrupt business, while a Lovelace could design a program
that unfairly inflated interest rates on a bank loan so that it discriminated against Boojums. In
terms of abilities, these two Professions are designed to be mirrors of each other, with Lovelaces
working within the law and maintaining normal operations, and Byrons working outside the law
and interrupting established operation. Motivations and actions beyond this are for the player and
Gamemaster to decide.

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Specific abilities and character advancement for Byrons are covered in chapters 6, Character
Professions, 8, Skills, and 10, Character Advancement. The Lovelace, being a Variant of the Byron,
will be presented in the 1879 Companion.
This section provides guidelines and game rules for direct or indirect actions involving
Analytical Engines. These situations are not necessarily restricted to the Lovelace and the Byron.
Attempts to break into a facility or capture transferred data from a person could also be performed
by a Dodger, for example.

Intrusion, Detection, and Engine Combat


For purposes of this section, assume that a Lovelace or other operator with administrative
rights to an Engine has an Engine Programming Skill Rank equal to the Engine’s SW Defense,
and a PER Step equal to that of the intruding Byron. The Gamemaster may alter these numbers
at their discretion.
Once a Byron has successfully gained access to an Engine, or a connected system, they can
monitor and interpret data without raising any suspicion on the part of the operator (unless they are
spotted by security standing where they shouldn’t). If they attempt to make any changes to a running
Engine, they risk being detected. This includes Wire and Hydraulic Taps. The initial change made
sets the starting Target Number for detection, even if unsuccessful. (A Rule of One result on an
illicit change automatically results in detection.) Further actions performed on an operating Engine
add to the likelihood of discovery.
When a Byron (or other character, such as a Brassman) makes their first Test to intervene
with Engine operation, the result becomes the initial Target Number to detect their presence. If
the initial action fails, use the HW Defense of the Engine for the detection Target Number. As
previously stated, if the Byron has a Rule of One result, detection is automatic. The degree of the
change may push the Target Number for detection lower. See the following table.

Engine Manipulations Table


# Successes Base TN
Degree Examples Required to Detect
Minor - Reading and interpreting punch card data
- Changing data in a field or column label
- Changing a formula
- Sabotaging a card to make it unreadable but still 1 Result
appear functional
Advanced - Altering a calculated value without changing the formula
- Cause a minor jam in the Engine
- Scramble stored data in the Engine and/or its 2 Result -2
Peripherals (can be recovered with a Cryptography
Test against the result)
Major - Complete rewrite of the instructions without
changing their apparent function.
- Cause a major jam in the Engine that could
potentially damage it
- Corrupt stored data in the Engine and/or its 3 or more Result -4
Peripherals beyond recovery

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• Each time that the Byron succeeds in beating the Target Number in a Test but does
not roll enough successes, decrease the detection Target Number by 1 for each missing
success.
• If a Test fails but does not incur a Rule Of One, decrease the detection Target Number
by 2.
• The detection Target Number cannot drop below the HW Defense of the Engine module
where the Byron is working.

Each round that the Byron makes a Test to alter the function of the Engine, or the detection
Target Number changes, an operator can make an Engine Programming Test against the current
Target Number to detect the Byron’s activity. If the Target Number drops to the HW Defense of
the Engine module, each failed Test on the part of the Byron grants an extra detection Test to the
operator, in addition to the Test made for the round.

Once interference is detected, the operator sets off an alarm. The firm’s security team
responds to the signal and searches the premises for the intruder. Until the Byron is found, a
Lovelace operator may combat them within the Engine to try and prevent their manipulations.
Engine Combat works as follows:

• Both Lovelace and Byron make an Initiative Test. This conflict takes place in standard
combat rounds.
• On their Initiative, the Byron may choose to defend against the Lovelace, or perform
some other operation as listed on the Engine Manipulations Table above. If defending, the
Byron makes a Test against the Engine module that they currently have access to, using
Clockwork against its HW Defense, Engine Programming against its SW Defense, or
Mechanics in the case of working with hydraulic lines.
• On their Initiative, the Lovelace makes an Engine Programming Test against the SW
Defense of the Engine module to which the Byron is connected. They may choose to
halt the Byron’s current operation, or try to lock out the Byron. Halting an operation
requires a number of successes against the SW Defense equal to the number required
to start the operation. For example, if the Byron has started a major jam operation, the
Lovelace must roll three successes to halt it.

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The Byron working in the Store of a Medium firm’s Engine (SW Def 7), has a data
read operation running, and opts to defend against the system operator. The Byron rolls a 10,
succeeding by 3. The Lovelace tries to thwart the Byron and rolls an 11, succeeding by 4. The
Lovelace halts the Byron’s data read operation. The Byron may try again in the next combat
round, or may decide that the firm’s security is getting far too close to their location, and opt
to disengage and flee the premises.
• If the Byron defends against a lockout, the character that achieves the higher success on
their Test wins. In the event of a tie, the character defending the Engine wins (home
field advantage).
• If the Byron does not defend against the lockout, or the Lovelace wins, the Lovelace
locks the Byron out of the affected Engine module. The Byron must then beat the
module’s SW Defense with an extra success to regain access. The Byron’s operations in
the module continue running until the Lovelace has time to put a stop to them.
• If the Byron wins against a lockout attempt by one success more than the Lovelace, the
Byron may lock the Lovelace out of the module. The Lovelace must then break into the
module by going against its SW Defense to regain control.

The Lovelace attempts to lock the Byron out of the Mill, and rolls a 9 against the Mill’s
SW Defense of 8. The Byron counters, and rolls a 14, scoring one more success against the
Mill’s SW Defense than the Lovelace. The Byron locks out the Lovelace, and now has free run
of the Mill until the Lovelace can beat the SW Defense of the Mill and get back in.
• At any time, the operator can make an Engine Programming Test against the SW
Defense of the Mill, and, if successful, put the Engine into lockdown. This halts all
processing, and may cause damage to the Engine or data loss, and so is reserved for
emergencies only. Once an Engine is in lockdown, an operator in the Engine room must
use a physical key to reset the Mill and clear the Engine before it can function again.

Engine Combat works very much like physical combat (see Combat, pg.251), and takes place
at the same time as physical combat with the same Initiative Tests. Engine Combat is a Sustained
Action. Neither the intruder nor the defender can move more than is necessary to adjust the Engine,
and nothing else beyond simple actions may be performed. Defense attempts must be made after
the intervention attempts. If the defender rolls higher on their Initiative Test, they must hold their
action if they wish to defend for the round.
Visualization of Engine Combat
What does Engine combat look like? Picture two opponents in a clock tower, filled with
gears, axles, flywheels, governors, cams, and springs. The Byron is trying to read the gears and adjust
how the clock works while it is still running, with the Lovelace in another location that the Byron
can’t see also adjusting the clock trying to halt the Byron’s changes. At the same time, alarms are
going off and guards are searching for the Byron, whose companions must keep them off long
enough to complete the work.
Think of Charlie Chaplin in “Modern Problems”, battling the machinery and being dragged
through the gears. Refer to Fritz Lang’s “Metropolis” and the undercity scenes with laborers
frantically operating levers and points to keep the machinery working. Analytical Engines are massive
clockwork machines that fill entire rooms, with thousands of moving parts. The Byron has to read
gear positions to decipher numbers, interpret the numbers into data, then mechanically alter the
clockwork, jamming and skipping gears, forcing transmission shifts in the registers, altering pressure

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in the steam power supply, and so on. When a segment locks down or is jammed, there may be
actual sparks.
Remember, the Byron and the Lovelace are both trying to control a mechanical Engine that’s
currently running. Imagine trying to take control of someone’s car engine from under the hood
while they are sitting in the driver’s seat, and you have the situation that the Byron and the Lovelace
respectively find themselves in.

Capturing Cards
One side attempts to transport data stored on punched cards from one facility to another,
while the other side attempts to intercept them. Exact details will vary depending on the situation.
There are multiple parts to this action, with multiple routes to try.
First, the intercepting person or team may try to deceive people on one or both ends of the
transport. This requires successful Tests made against the opposing party’s appropriate Defense
using whatever abilities the deceiving party has at their disposal. Illusion or mind-control magic
goes against Mystic Defense. Use of a Disguise skill, or non-magical means of persuasion such as
Bribery, go against Social Defense. Employees performing these transfers are usually trained to resist
these techniques, which incurs a -2 penalty. The Gamemaster may negate this penalty if the employee
has not encountered the technique before, or has not been trained against it, or may increase it if
the target has undergone more intensive training or conditioning. Other circumstances may alter the
Test entirely. For example, if the firm has used mental effect spells of its own to ensure employee
loyalty (a so-called “Good Lad Geas”), the Test goes against the Effect result of the defensive magic,
and may become an opposed Test if the defense is active rather than passive.
Next to consider is the lock box the cards are stored in. Most businesses use a lock box
with a better than average lock, which has a TN of 10 to pick. The TN may be moved higher or
lower depending on the lock used. Rather than picking the lock, the party attempting to interrupt
the transport can try to swap the lock box with another. This has the advantage of saving time and
can also reduce the risk of exposure, but requires knowledge of both the box and the lock ahead
of time, so that the same keys may be used. Once the swap has been made, the intercepting party
does not have the ability to interfere on their own behalf to avoid detection. Swapping the box gives
anyone involved in the normal transfer an opposed Perception Test to detect the change, against the
result for the deception. This may be the result of the Crafting Skill used to make a similar lock
and box, the Effect result of an illusion to disguise a swapped box, or other possibilities.
Altering the punch cards or making new ones to replace them requires the Engine Programming
Skill, along with knowledge of the format being used. The base TN is the SW Defense of the
Mill for the Engine in question, with different result levels required for different actions. Refer to
the Engine Manipulation Table in the previous section for a scale of actions and the results required.
Detecting changes made to a punch card stack requires an Engine Programming Test against
the lowest result made by the person altering the cards. If successful, the person inspecting the
cards finds the simplest change. They may make additional Engine Programming Tests to find each
additional change, again going against the result achieved by the person making the change, and
working their way from the lowest up to the highest. A failure at any point stops the inspection.
The inspector must either send the cards on to the Engine, or take them to another programmer
to try and find any remaining alterations. Each inspection requires at least ten minutes. Considering
how time sensitive Engine runs are, the inspectors may not have time to have someone else check
the stack.

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George Bromelow, an infamous Byron, has successfully snatched up the daily transfer
of punch cards from the East London branch of Barker and Piccolo Accounting to the West
branch. Barker and Piccolo, a firm of modest size, has Moderate Firm Engines at each
location, the Mill having a SW Defense of 7. George wants to alter the punch cards to give
himself a bit of a stipend. He makes his Cryptography Test to read the cards, and alters
one of the client pay out lists, changing a payee name to his alias, which is a Minor change.
George rolls a 21 on his Engine Programming Test, far more than sufficient for such a small
alteration. George decides to modify the payment amount without altering the formula that
calculates it in order to try and throw off any clerks checking the books. He makes another
Engine Programming Test and gets a 15, which again is sufficient. With his changes in place,
he returns the cards to his unsuspecting target and goes on his way.
At the West Branch Office, Mary Cosgrove, a Lovelace, inspects the punch cards when
they arrive. She make an Engine Programming Test against George’s lowest result, a 15, and
gets a 16. She spots a mathematical flaw in the pay out amount, though just barely. She makes
the correction and checks again for further issues. This time, her Engine Programming Test
only achieves a 14, missing the TN of 21 by a considerable margin, and so she doesn’t find
the name change. Twenty minutes have gone by and the operator reminds her that the evening
batch must be run. Satisfied that she has found the only problem, she sends the cards on to
be processed.
When George receives his cheque from the post the next day, he’ll see it made out to
his alias, but not for the amount he was expecting.
Time for moving the cards must also be considered. Many businesses will only accept
transferred cards within a certain time frame in order to avoid interference problems. If the transfer
is of a time sensitive nature, the required successes for all interference actions increase by one. This
includes acts of deception, altering the cards, and so on. Results that would otherwise be successful
mean that the task is completed correctly, but that too much time has been spent on it and the
exchange has exceeded the accepted time frame. In certain situations, a Gamemaster may decide to
negate this with extra successes on other tasks or excellent role playing. For example, if a Byron
successfully impersonates the person performing the transfer, fails to make their card alterations with
enough successes to make the time limit, but then rolls extremely well on their persuasion to the
person receiving the exchange (or role plays it out well enough), the Gamemaster may decide that
the company representative buys in to the excuse and allows the late delivery to slide.

Wire Tap
Wire tapping involves gaining access to wires between Engines or an Engine and a remote
device, and either collecting, interrupting, or replacing data in transit, or any combination thereof.
Wire tapping requires special tools and equipment to get to the telegraph wire and to interpret
the data from electrical impulses to sound or light pulses that can be understood by the Byron or
Dodger. Not all data moving over telegraph wires will be in standard Morse code. If the end points
are both communicating directly to Analytical Engines without frequent human interaction, then the
signal will most likely be left as formatted machine code to reduce the number of translations, in
the interest of efficiency. Information may also be encrypted, requiring a decryption module loaded
with the proper algorithm, or a Cryptography Skill, to put it to use.
Wire tapping first requires identifying the correct wires. This is most easily done close to one
of the end points. This does, however, increase the difficulty of avoiding detection, as one is much
more likely to be seen tampering with the wires and recognized as someone not authorized to do
so. Even in the middle of a city, it’s much simpler to pass oneself off as a worker for the telegraph

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company if it isn’t immediately clear whose wires are being handled. Though it is more difficult,
there are several clues when away from an endpoint facility to identify the correct wires, including
age, gauging, and the signal going through them. Identifying the wires within line of sight of an
endpoint does not require a Test, as the route can be visually traced. Identifying the correct wires
further away from the facility requires a Knowledge (Telegraphy) Test with a base Target Number of
10, adjusted for factors such as the number of wires in the bundle, and a -2 penalty if the character
making the attempt is not familiar with the signal.
Once the proper wire is identified, tapping in requires a Knowledge (Telegraphy) Skill against
a base Target Number of 7, modified for circumstances. If trying to tap into a wire without line of
sight to the target, labeling, a wiring diagram, or other clue as to which wire to tap, the TN increases
by +3. One success means the tap is established. Detection attempts must beat the number of
successes on the tap. Thus, if the tap achieved two successes, detecting it requires three successes. A
Rule of One result breaks the communications equipment, alerts the telegraph company and the firm
that owns the signal, and may cause injury to the Byron from a dropped tool or electrical shock.
Deciphering the signal requires Knowledge (Telegraphy) or Engine Programming, depending
on whether the signal is Morse code or machine code. If the signal is encrypted, a Cryptography
Test must be made against the Code Rating of the code used. Interpreting the data is a basic
task, and if the data is not encrypted can be covered with the Test to set up the equipment if the
Gamemaster allows.
Sending altered data is a separate task, and goes against the SW Defense of the peripheral
being manipulated. See the Engine Manipulations Table to determine the required number of
successes. Possible manipulations should be limited to data that could be related to the remote
communications. For example, a train station that uses a telegraph to receive updates on current
trains in transit could have the schedules manipulated remotely, but could not have their employee
pay data manipulated through the telegraph, as the information is kept separate. Detection of these
changes follow the rules under Engine Combat above. Note that an attempt to detect a wire tap can
be made by all parties currently connected to that wire, including another wire tapper.
Detecting a wire tap requires a telegraph or Engine operator at one or both endpoints at the
time of the tap. The operator may attempt to detect the tap with Knowledge (Telegraphy) or Engine
Programming. The Test goes against the base detection Target Number of 8, and requires one more
success than was achieved when the tap was made. Thus, if the Byron tapping the wire rolled a 15
against a Target Number of 7, the Byron achieved two successes. Detecting the tap will require an
18, being an 8 with three successes.

Hydraulic Tap
Facilities where remote terminals are used or portions of the Engine system are housed
separately may connect them with hydraulic lines, using a lightweight oil under pressure as a signal
relay. Hydraulic lines work best over short distances, generally about 100 yards between pumps
and relays, so they’re not usually run outside of a facility. As such, they will be under closer watch
by on-site security. They normally run in pairs, with a high pressure line to carry the signal and a
return line to bring the oil back to the pump. Sensors and other data feed devices will have one
pair of lines running to the Engine, as their communication is one-way. Devices that require two-way
communication, such as remote terminals or Engine-controlled machinery, require at least two pairs
of lines. All of the lines involved must be tapped to obtain complete control over the signal. Failure
in tapping a line tends to result in a leak, which is readily detected due to the loss in pressure, and
will often mark the tamperer with hydraulic oil so that they are easily spotted. A tapper who has
been marked with oil must achieve one more success than normal on any persuasion attempts if
they are challenged by facility personnel. If they fail the Test, or if the facility has been placed on

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alert, they will be treated as hostile on sight. As hydraulic lines provide direct mechanical access to
the Engine, tapping the lines presents an opportunity that may be worth the risk.
Tapping hydraulic lines requires specialized tools. The Byron, Brassman, Dodger, or other
mechanic needs access to the hydraulic lines, and must route them to a portable pump and gauge
device, called a pressure bypass, which has a series of saddle valves that clamp around the hydraulic
lines. The pressure bypass is positioned on the lines, the saddle valves fastened securely, and a
bore tool applied to pierce the lines and route the oil into the bypass. The saddle valves must be
attached tightly and the bore must be applied slowly and evenly, or the pressure in the hydraulic
line will cause a backlash, breaking the bypass valve connection and spraying hydraulic oil out of
the resulting hole. This has to be done separately for each line in the set, requiring a Mechanics
Test against a base Target Number of 12 for each line. The Gamemaster may increase the TN as
appropriate if the working space is cramped, or there are a large number of lines to connect, or
for other problems. On a Rule of One result, the system backlashes as described above. On a
single success, the bypass is attached, but the connection leaks and will only remain useful for a
few minutes, and there is no way to use the bypass without being marked with oil. Two or more
successes grant proper attachment and access to the hydraulic relay system.
Once the lines are tapped, reading the signal requires an Engine Programming Test against
the SW Defense +2 of the peripheral. The high difficulty is due to trying to read the pressure in
the line, which has a much more arbitrary value than Engine gears. Attempting to change the signal
with the bypass requires an Engine Programming Test against the peripheral’s HW Defense, or a
Mechanic Test at -2 Steps. Follow the Engine Manipulations Table for successes required for various
manipulations. The Gamemaster may again increase the TN as appropriate for adverse conditions.
When the work is done, the bypass, despite its cost, tends to be left in place. Since the bypass
pierces the lines, there is no way to avoid leaving evidence behind, either the bypass or the holes. If
the person applying the tap chooses to remove the bypass, they must make a Mechanic Test against
a base Target Number of 17 for each line to remove the valve and patch the hole without being
marked with oil or causing a noticeable pressure drop in the line. One success patches the hole, but
it will only hold for the person’s Mechanic Rank in hours. Two successes extend the patch duration
to days. Three or more apply a patch that will hold until the line itself wears out. On a Rule of
One result, the line breaks, spraying oil over the mechanic and their tools, and possibly over anyone
else standing nearby. The resulting pressure drop will set off an alert at the Engine, resulting in
rapid investigation by the facility’s security.
Detecting a hydraulic line tap is much easier for an operator than detecting interference with a
telegraphic line, as the variations in pressure are readily noticeable, though may not immediately be
recognized as interference. Use the rules for Engine Combat above, with the following modifications.
The Engine operator makes an Engine Programming Test against a base Target Number of 7 to
notice each line being tapped. Add +3 to the Target Number for every success after the first made
by the tapper on their Mechanics Test. One success allows the operator to notice the pressure
fluctuation, but unless the facility is on alert, the operator will log it for the next maintenance
round and take no further action. Two successes allow the operator to recognize a tapping attempt,
but must then make another Test against the same TN to determine where in the facility the tap
has been made. Three or more successes mean the operator recognizes the tap immediately, knows
exactly where it has been made, and has called for a security response and facility alert. An action
that results in a leak drops the detection difficulty to the lowest possible. An explosive leak triggers
an alarm, though Engine Combat cannot occur at that point, as the leak causes the line to fail, and
there is thus no intrusion.

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Data Reel
Data reels look like old-fashioned tape reels used on pre-hard drive computers, and perform
the same function. Instead of magnetic tape, they use punched paper tape, storing data in machine
code form. They’re used to archive data that needs to be kept around, such as financial records
kept for tax purposes, and to move large amounts of data from place to place when speed is not
the primary consideration. For example, a storefront in Bristol might use a data reel to send its
monthly sales and accounting report to the firm’s head office in London. Information on a data reel
is normally encrypted, as it is customarily fed into the Engine once at the beginning of a batch run.
Data that needs to be referenced frequently will reside in the Store or on punch cards, as the tape
used in data reels is not made to be run through the reader frequently.
Decrypting information on a data reel is easier if the storage writer that created the reel is
available for study. Make an Engine Programming Test against the SW Defense of the writer and a
Cryptography Test against its Code Rating to obtain the cipher key from it. This takes a minimum
of 15 minutes, which can be reduced by one minute for each extra success on either Test. As always,
these TNs may be raised by the Gamemaster if there are extenuating circumstances. Once the cipher
key is obtained, the information on the data reel can be read or manipulated similarly to punch
cards with an Engine Programming Test against the SW Defense of the writer. If the writer cannot
be studied, the cipher key must be obtained from the data itself. Make a Cryptography Test against
the Code Rating of the storage writer that created the data reel. One success provides enough of
the key to attempt to decipher the data, but subsequent Engine Programming Tests using the data
take a -3 penalty. Two successes clear the penalty, and the data may be read and written as normal.
Deciphering the data requires a minimum of 30 minutes, which can be reduced by 5 minutes for
each extra success on the Cryptography Test.
Due to their archival nature, data reels are only moved from one facility to another when
historical data must be recovered, or amounts of data must be moved that make punch cards
inefficient. In the rare situations when they are, armed guards will often accompany the reels, and
even more stringent control methods will be in place than those used to transport cards. To try
and steal a data reel as it is moved, use the same guidelines for attempting to steal cards above,
but increase the Target Numbers as appropriate for the armed guards and the higher alert status
of the employees.

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1879 Players Guide

Dodgers

“Officially, none of us has ever heard of any of us.”


– Cherie Priest, Bloodshot

B usinesses have engaged in unethical behavior since the concept of profit


was invented. Whether to surpass a competitor, widen their profit margin, evade
taxes, or force open a market, merchants back to the dawn of time have crossed
the line separating fair trade practices from behavior the rest of society judges as
immoral. When caught and their schemes exposed, their only regret is generally
that of having not been clever enough to get away with it. As legal systems grew
more complex, courts and barristers and regulations being created to formalize
the process of expressing social disapproval, the possibility of getting away with
it increased. If sufficient doubt existed that a company had acted unethically, the
business might be found not guilty at the trial. If it could be proved that the
company accidentally profited from the actions of party or parties completely
unrelated to the firm, charges might not be brought against the business in the first
place. With this came the concept of plausible deniability, the use of funds not
accounted for in the official books to engage the services of the less reputable, and
the birth of a new industry.
A person willing to put his or her skills to work causing trouble for a firm for no reason other
than the coin paid by a rival firm could make a small fortune in short order. Of course, the risk
was considerable. Imprisonment and the loss of one’s estate sat at the low end of the table. Further
up, transportation took up three or four seats with its expansive threat of permanent exile. At the
head of the table, execution occupied the chair, a headsman’s axe at its feet and the shadow of a
noose on the wall. Just being arrested put one in danger, as some firms would kill their erstwhile
employees rather than take the chance of them being a bit too chatty with the authorities. The

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individuals who plied this trade had to be quick-witted, sly, equipped with foresight and charm and
the ability to vanish without a trace. Small wonder that, as word of their exploits filtered up from
the streets, the popular press took to referring to them with the name of one of Mr. Dickens’ more
scandalous characters, the Artful Dodger. These real-life “Dodgers” weren’t the cheeky, plucky lad
who’d found a way to survive by his wits. Many of them came from better origins, having turned to
dodging after falling on hard times. Some were career criminals who learned new skills as a way of
rising in the underworld. All of them sought their fortune in ways they knew were blatantly illegal,
coldly accepting the possibility of disaster as the cost of making their living.
Very quickly, the companies competing for the lucrative contracts to supply Her Majesty’s
New World Expeditionary Force found they simply couldn’t survive without the Dodgers. Any firm
that tried to hold to the high moral ground and succeed on its own merits found their Engines
reprogrammed, their tools damaged or destroyed, their warehouse full of rats, and their safe full of
counterfeit money. In the East, it is said that business is war. This holds true in the West also.

Babbage and the Engine


In the spring of 1823, the Office of Scientific Advancement wrote a draft to Charles Babbage
in the amount of £1700 with the goal of obtaining numeric tables produced in an efficient and error-
free way, using the Difference Engine that Mr. Babbage had proposed. Over the course of the next
decade, Mr. Babbage and his chief engineer, Joseph Clement, labored to produce the engine but ran
into a series of problems. Despite Clement’s proven expertise as a designer of self-acting machine
tools and as a machinist of surpassing skill and accuracy, the design of the Engine required repetitive
fabrication of identical parts at tolerances only seen in the most advanced of steam locomotives.
Clement had to build entirely new tools, which incurred delays and substantial expense and brought
him into repeated conflict with Babbage. In the meantime, Babbage continuously revised the
design of the Engine and argued with Clement over every expense and over control of the project.
Traditionally, Victorian engineers were allowed to keep tools that they themselves made in the course
of a task. In the case of the Engine project, this ran to several thousand pounds’ worth of complex
lathing and machining equipment. Babbage’s changes to the plans required Clement to go back and
re-machine some parts, and scrap and start afresh with others, incurring additional delays and cost
overruns for which Babbage refused to bear the blame.
Finally in 1833, ten years and £17,500 later, Clement halted operations and put his workmen
on notice after Babbage ordered him to move his workshop to a spot near Babbage’s home,
but refused to compensate Clement for the expenses of the relocation. The Office of Scientific
Advancement stepped in and assumed control over the Engine project, citing national and pecuniary
interests. Some felt that it was throwing good money after bad and that the Office should simply
melt down the approximately 12,000 parts that Clement had completed for scrap worth. The Office
chose to follow the opinion of King William IV, that any technological advancement that served the
British interest ought to be pursued to its ultimate end, and brought the project under government
management. Clement’s tools were bought on the cheap under the promise that Clement kept the
intellectual rights to their design and subsequently the right to profit from selling copies of them
on the open market. Clement himself was retained as chief engineer for the project, and brought
back his workmen. The workshop was relocated to the Woolwich Dockyard, a semi-disused facility
due to the silting-up of the Thames. Woolwich did have one major advantage: a large metal-working
factory had been recently constructed there, transitioning the facility from shipbuilding to making
iron parts for other shipyards.

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Babbage was taken to task for his poor management of the project. Lord Cheltenham, the
Under-secretary for Scientific Advancement, reportedly told him, “As a scientist and a designer of
clever machinery, you are a true genius. As a project manager, you have been found severely wanting.
It’s best for all concerned for you to return to your drafting-table, and work on the next version
of the Engine and your other ideas, and leave the actual construction of this version to someone
more suited to the task.” Babbage returned to his drafting-table, but raged privately to his close
acquaintances over being shunted aside from his own project, in his own words “relinquished to the
position of a glorified clark when I had been master of all”.
In 1837, Babbage published the Ninth Bridgewater Treatise, in which he argued for the existence
of God and the nature of God as a machine designer. The work was not well received. Thomas
Carlyle, the renowned social critic, characterized it as rambling and at times nonsensical. Some
later considered the treatise an early warning of Babbage’s mental decline. Babbage subsequently
left the Engine project and set about work on a new design that he called the Analytical Engine.
Where the Differential Engine (as it was now called) was a simple calculating machine, suitable for
tabulation of numbers and the automation of simple tasks, the Analytical Engine would be versatile,
capable of taking on work that would otherwise require dozens of accountants and mathematicians.
It represented a truly massive advance in calculating machinery, having an incorporated arithmetic
logic unit, integrated memory, using punched cards in the manner of the Jacquard loom for encoding
instructions, and having control flow, including conditional branching (if/then) and loops (do this
X number of times). Babbage increasingly isolated himself from his peers, not a difficult task as
he was a difficult man. He was given to loud opinions on everything, whether it was in his field
of expertise or not. He had such a lack of understanding of the arts that he not only avoided the
entertainments of the day, but fought a continuing battle with street musicians, calling them a public
nuisance and raging at them in the press. Many years would pass, however, before this much more
advanced engine ever saw the light of day.
In 1838, the Office of Scientific Advancement completed the Differential Engine, installed
it at the government offices building at Great George Street in Whitehall, and began work on the
Version 2 Engine, designed by Babbage prior to his departure from the project. Later known as
the Babbage-Clement Engine, this smaller, lighter, more efficient model required only one-third as
many parts, and led to the yet smaller engines used in tabletop systems, such as the accountant’s
twenty-key calculator. The National Census of 1841, which was the first to collect names and
other statistical data instead of just performing a headcount, used the George Street Engine to
tabulate the results, completing the work in a quarter of the time expected. This success allowed
the government to recoup some of the funds it had invested in the Differential Engine by licensing
the design of the Engine (along with leasing the tools and contracting out the workmen) to firms
wishing to build their own Engines. Sadly, neither Babbage nor Clement saw much profit from the
Version Two Engine despite it bearing both of their names, as the Office of Scientific Advancement
held the patents on the design. Clement, even though he had won both a silver medal and a gold
medal from prestigious societies for his advancements in lathe design, was still a machinist, and was
accustomed to being paid for piece-work. Babbage, on the other hand, seethed with resentment from
being treated like a common work-man. His lack of personal success began to eat away at him.
Over the next few years, the Version One Engine fell into disuse, surpassed in efficiency
and cost-effectiveness by the Babbage-Clement Engine. Devices for business and industrial use
proliferated. The Autotill, for example, replaced the receipt book and cash drawer. In a famous
demonstration, the Autotill was shown to be faster and more accurate than a Chinaman with an
abacus. It kept two paper tapes, one for a receipt for the customer and the other for auditing,
resulting in a significant reduction of losses to the business from employee error and outright theft
from the till. The desktop calculator allowed smaller firms to get the accounting work done that
previously had taken dozens of clarks. Lighthouses were automated with dedicated versions of the

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Engine that turned the light on and off according to a schedule of sunset and sunrise times, and
sent telegraph messages when the machinery was in need of maintenance or repair.
Other governments and individuals attempted to replicate the Babbage-Clement Engine
(without licensing the original design) with little success. A Swedish man and his son, for example,
after many years of labor completed a working prototype in 1843. Their design lacked several key
features of the Babbage-Clement Engine, requiring constant adjustment to keep its calculations
accurate. While they produced two further versions of their engine, one in 1853 and the other in
1859, none of their work resulted in commercial success. By then, the Analytical Engine was in
production, and British manufacturing was supplying tabletop devices to the rest of the world. The
Swedish engines were simply not reliable or robust enough to handle the tabulation of data for
government offices and the two men died bankrupt.
In 1843 the Countess of Lovelace, Ada Byron, daughter of the infamous poet, translated a
paper by Luigi Menabrea, an Italian mathematician and correspondent of Babbage, from French to
English. In her extensive annotations, fully three times the volume of the original paper, she laid
out the fundamental principles for using the Analytical Engine to solve high order mathematical
problems, including a complete algorithm for mechanically deriving the Bernoulli numbers. Such
a program of instructions would result in a tremendous amount of complicated work being done
in short order. Lady Lovelace speculated that the numeric manipulations of the Analytical Engine
could easily be extended beyond mathematics, by establishing a correspondence between numbers
and letters of the alphabet, or musical notes, causing both terrific excitement and considerable
disparagement of the idea. Punch, the noted London magazine, published a cartoon satirizing the
idea of a mechanical novelist to much hilarity among the populace. In the same year, Babbage
confirmed to Lord Cheltenham that his design for the Analytical Engine was very nearly done.
The government set aside funds for a new Engine project, not counting on quite how bitter and
unbalanced Babbage had become.
In 1844, Babbage delivered the completed plans for the Analytical Engine to Lord Cheltenham.
He had, however, deliberately inserted a few small errors into the plans that would have to be
corrected before the Analytical Engine would function. Within a span of two weeks, everything fell
apart in spectacular fashion. Joseph Clement died before he could complete his review of the plans.
His former journeyman, Joseph Whitworth, was named the new chief engineer at Woolwich, but
before he was even settled in his office, events went from bad to worse. Babbage revealed to Lord
Cheltenham that the plans he had delivered were flawed, and that he had sold the correct plans,
along with all of his notes on Engine design and Lady Lovelace’s work on Engine programming,
to a pair of enterprising young men from Scotland who had been building their own version of the
Babbage-Clement Engine in their carriage house. Lord Cheltenham took the news of Babbage’s
betrayal to his superiors with the intent of having Babbage charged with crimes against the Crown.
Three days later, before the government could act, Babbage had an altercation with an organ-grinder
in the street outside of his office and dropped dead of apoplexy.
A few months later, International Calculating Engines, Ltd., (ICE) began operations, revealing
the two young men to be John Griffon Montague Johnstone, newly elevated to Baron Johnstone,
and his cousin, John Conway Levine Johnstone, the recently-created Earl of Annandale and Hartfell.
The earldom of Annandale and Hartfell, part of the Scottish peerage, and the attendant titles of
viscount of Annan and Baron Johnstone had been dormant since 1792, when the Marquess of
Annandale died without a direct heir. Unable to derive an income from the lands associated with
the titles, the two Johns had turned to business of a somewhat less reputable sort to make their
way in the world while they prosecuted their claims for the titles. The Committee for Privileges
split the titles into an earldom, which went to Conway Levine; a baronetcy, which went to Griffon
Montague; and a marquisate, which went to George Wade Souter Johnstone, a Lieutenant at the
time in the 14th Regiment of Foot. The two Johns stole a march on the government and brought

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out the first viable Analytical Engine while Woolwich was still trying to find the errors in their copy
of the plans. Given that the two men were now peers of the realm with access to political influence
that could shield them from prosecution, the Office of Scientific Advancement threw in the towel,
and sold off the Woolwich facility to ICE. Joseph Whitworth joined ICE as one of their lead
engineers. (He later made a substantial fortune on the side by implementing the Whitworth thread, a
standardization method for machine screws first proposed by Clement.) In the process, some of the
less scrupulous associates of Baron Johnstone and the Earl of Annandale had seen the possibilities
in fiddling the Engine. They took copies of the documentation and vanished into the night. These
men become the first Byrons, rogue programmers with inside information regarding the workings of
the Engines. Trying to keep copies of Engine and Engine-powered device manuals from falling into
the hands of the Byrons would become an ongoing struggle. “Old Chuck” Babbage, meanwhile, had
finally achieved a sort of fame, as a mad scientist who tried to murder his own creation, entering
the cultural pantheon alongside Baron Frankenstein, Mary Shelley’s literary figure.

Sarah Guppy and the Brassmen


Sarah Guppy never intended to achieve any sort of fame. In her own words, “it is unpleasant
to speak of oneself, - it may seem boastful particularly in a woman”. Regardless of her intent, her
inventiveness led to both fame and fortune, although some might argue that there was a touch of
infamy that came along for the ride.
Gently, albeit not nobly, born and well educated, Sarah Beach took out her first patent in
1811, covering a safer, more efficient method for building bridge pilings. Between this idea being
used by the noted architect Thomas Telford, who built most of the canals and bridges in central
England, and her being a personal friend of Isambard Kingdom Brunel and his family, her ideas
received more attention and a better reception than the notions of a woman otherwise would have
in that day and age. By the time that Sarah had married the noted merchant Samuel Guppy and
the couple relocated to the social center of the Bristol/Clifton area, her family held ten patents.
Her method of keeping ships free of barnacles landed the family a contract with the Royal Navy for
£40,000, elevating the Beach and Guppy clans from well-off to embarrassingly rich.
While Sarah enjoyed an increasingly comfortable life, the business world of the British
Empire had grown increasingly cutthroat. Firms engaged in behavior that went well past bad form
and straight into the illegal for the sake of turning a profit. False advertising and adulterated products
were so common that they featured in magazine cartoons and popular fiction. Rumors of insolvency,
spread to scare off potential investors, had become so widespread that no-one listened to them any
more. Some firms began to employ the underworld to accomplish their goals. When a government
charters a vessel to prey on the shipping of a rival in war, this is called privateering, which is legal
under the internationally agreed upon rules of war. When a business hires a burglar to release mice
into a rival’s grain storage, this is called malicious interference, and the courts take a very dim view
of it. Of course, to press charges, one must capture the miscreant, preferably in the act of sabotage,
and establish a link between the releaser of the mice and the firm that has employed him. One must
also have a victim who is willing to admit in open court that they have been sabotaged. That of
course simply wouldn’t do. Such an admission would damage the reputation of the victim, creating
the belief that they weren’t able to provide sufficient protection for their goods on the way to market.
Thus began an arms race between the would-be saboteurs and firms anxious to avoid being
victimized. Locks became more complex. Alarm systems were designed that did not depend on

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easily-bribed night watchmen. In turn, the cracksmen designed better lockpicks. A new type of
criminal engineer sprang into being – the brassman, a fellow clever enough to build a device that
would disarm an alarm system from outside of the building.
Mrs. Guppy, who had no inkling that all of this was going on, had by this point created a
hood for the fireplace that shielded the cook from the worst of the heat, a candlestick that improved
the duration of the candle, and a samovar that not only made tea but cooked eggs and kept the toast
warm. Some of these inventions were more profitable than others. She had also lost her husband.
While a widow could live quite respectably on her own, especially if she were independently wealthy,
Sarah moved on, and married Richard Eyre-Coote, a man young enough for her to have been his
mother. The two relocated to Brislington, possibly to get away from the wagging tongues of Queen
Square and their disapproval of such a large gap in age. Richard did do one thing for Sarah: he
made her pay more attention to business and to the books. A profligate wastrel addicted to the
ponies, he lost vast sums of his wife’s money in wagers and other ungentlemanly behavior, and
neglected her shockingly. Sarah turned to the Guppy family business and its solicitors in an attempt
to save both her fortune and her reputation. In the process of learning the accounting methods,
she discovered that the firm was spending rather a lot on security. Investigating further revealed the
hidden world of the brassmen. By this point, Richard had done enough financial damage to imperil
his wife’s lodgings. Desperation pushed Sarah across the line.
Sarah entered the arms race with quiet determination and substantial regret. She didn’t just
send agents from the underworld back against her business rivals. She equipped them with better
tools, while at the same time designing better protections for her own firm. A few months after her
first designs reached the street, two important events occurred. In the first, young Richard, who had
blithely disregarded the notifications of his wife’s solicitors, received a visit from a small group of
lower-class entrepreneurs. They explained to him that his wife’s money was off-limits henceforth with
such great emphasis that when he had recovered from his injuries, he left for the Continent and
was never seen in England again. In the second, a well spoken older man who had worked very hard
to rid himself of his lower-class accent paid a visit to Mrs. Guppy, who had gone back to using
her first husband’s name. He apologized for having taken matters into his own hands in regards to
Richard, and offered to make amends by engaging her services for a substantial fee. The last step
was taken, and Sarah Guppy became Britain’s most genteel brassman. She moved back to Clifton,
to a less fashionable and somewhat reclusive part. She bought the land opposite her house and
turned it into a park. No one thought it amiss that people of widely disparate social classes went
for a stroll in the park and along the street at various hours of the day or evening.
Thankfully, Mrs. Guppy died of old age before any of her doings resulted in social exposure.
Given the lack of communication between the upper and lower classes, it’s not surprising that none
of her social circle ever heard the term “guppy” used to refer to an especially clever brassman.

Fiddles and Dodges


In the vulgar parlance, a fiddle can be either an illegal or fraudulent scheme, or a tricky and
delicate operation. In the world of the Dodgers, it’s both.
Not every job can be accomplished in a single night’s burglary. Not all the assets of a firm
are accessible via the sky-light. Sometimes, the best route to the target is straight through the front
door in broad daylight. The Fiddler has both the talent and the brass nerve to manage this. Part
confidence trickster, part spy, with the skills of a forger, a salesman, a cracksman, and a clark, the
Fiddler presents him or herself as a potential employee or customer to the targeted firm. Once
invited in, the Fiddler ingratiates him or herself to the business, sometimes keeping a low profile

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and becoming known as a quiet and reliable worker, other times piling on the charm and climbing
to the top of the ladder by dazzling performance. As a potential buyer of the firm’s goods or
services, the Fiddler is the perfect customer, enchanted by the firm’s reputation and quality, wealthy
enough to pay a substantial fee, just gullible enough to not notice a bit of padding in the invoice.
Yet the Fiddler seems a little reluctant, ever so slightly in need of convincing, so that the firm does
not become suspicious of too easy a sale, and exerts itself in winning the trust of the client, in the
process handing their own trust to the Fiddler on a silver platter.
And then one bright morning, the trusted and reliable employee is nowhere to be found.
The brilliant sales representative has vanished somewhere on the road. The company discovers that
they’re short a few thousand quid or that the plans for the new model have gone missing. Perhaps
they notice that the accounting books have been fiddled, or maybe that’s not brought to their
attention until the Inland Revenue audit turns up some questionable practices. The bank draft that
the customer paid the invoice with turns out to be of the purest India rubber, or drawn on an
account that doesn’t even exist. If the firm insisted on coin, it proves to be counterfeit. No, the
hotel has no record of that person ever taking up rooms. The boarding house landlady has no clue
where that nice young man or respectable young lady went in the middle of the night. Should we
bring in the police? In the meantime, the firm’s rival has announced a new design that suspiciously
resembles the missing plans, or has come by a windfall profit that allows it to poach an investment
that the victim was negotiating.
Sometimes, all that’s needed is to open the door. Many Fiddlers find the role of doorman
to be somewhat beneath them. Others are quite willing to take a position with a firm, work a few
late shifts, let their confederates in and vanish with them into the night. As any cracksman will tell
you, it’s a far sight easier carrying your tools into the building through the alley door than hoisting
them up through a window.
Whether a humble Doorman, or a proper Fiddler, the expert in the use of guile and false
pretenses has won their place among the ranks of the Dodgers.

Mister Fagin
Mister Fagin must be one of the most extraordinary men in the world. He appears both
tall and short, fat and thin, old and young, light of complexion and swarthy, clean shaven with
a full and heavy beard. He wears a top hat, a bowler, a porkpie, a slouch, and a trilby. He
wakes early in the morning but never stirs until the afternoon. Mister Fagin is never to be
found, and yet always available when needed. What a remarkable individual.
- James Cavendish, DCI, Task Force on Business Crime, London Metropolitan Police
No firm worthy of the public’s respect would ever knowingly and deliberately engage the
services of disreputable individuals, and certainly not anyone from the shadowy depths of London’s
vast underworld. Yet at the same time, no firm wishing to survive in the shark-infested waters of
British commerce, especially in the Smoke, could possibly do without both protection from and
the assistance of individuals of unique skills and dubious morality. This presents a thorny problem:
how to do the things that must be done and yet maintain at least the appearance of respectability.
Enter a concept from the intelligence service, that of the cut-out, or trusted independent
intermediary. Professionally non-affiliated, the cut-out cannot be traced back to the hiring firm
through employment or financial records, and cannot be traced forward to the person or persons
engaged for services other than through direct witnesses to their meeting, and in the tight-lipped
culture of the lower and more shadowy classes, such are more scarce than hens’ teeth. The cut-out

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provides plausible deniability to both sides of the transaction, and if arrested, cannot betray enough
to the authorities to cause trouble without being put to the question. That sort of thing simply isn’t
done by the civil authorities these days. Bad form.
Of course, the cut-out cannot go by his own name. There’s no point in trying to maintain
a distance and a bit of professional anonymity if one gives his proper identity freely to anyone
asking. In practice, this leaves a question open as to how to address such a person. A number of
nicknames entered brief employment and were discharged from service as unsatisfactory. Old Bill,
the Solicitor, Thaddeus Smythe, and a handful of references to penny opera characters all came up
wanting. Finally Mr. Dickens provided, once again, the sought-after name. Given that the persons
whose employment was sought had come to be known collectively as Dodgers, after the Artful
Dodger from the Oliver Twist serial, the further association of the employer became inevitable.
Thus, Mister Fagin gained his name.
Nowadays, an individual perhaps a little too well dressed for the establishment can dispel
apprehensions that he might be an official on adversarial business, or a bill-collector, or other
unwelcome soul, by simply introducing himself as Fagin. Aha, Mister Fagin, says the publican, you’ll
be wanting the table in the back, and to speak with the men at the snooker table. Brandy, sir?

Rabbit Runs
The Rabbit Hole presents both extraordinary opportunity and extreme risk to the Dodger
community. While the profit for interfering with Rabbit Hole operations can be substantial, and
competition for the work is sparse, Her Majesty’s military controls security for the portal and
tends to summarily execute anyone they find annoying. A dodge or fiddle involving the Rabbit Hole
requires careful consideration and intensive planning to have a chance at success. Security around
the Rabbit Hole being dealt with elsewhere in this tome, this section will concern itself with the
Dodgers’ point of view.
Three basic types of operations come readily to mind: sabotage, interception, and smuggling.
Sabotage, from the wooden footgear that French weavers used to damage Jacquard’s looms in
hope of preserving their jobs, involves causing damage to equipment or resources in order to halt
production. Interception assumes that the thing or person being acquired has been sent by someone
else, and that the Dodger seeks to divert it from its intended destination. Smuggling involves the
illegal transfer of goods or people, and can go either direction, to or from the New World.
The Dodger taking on a sabotage operation must keep in mind that causing damage to
privately held equipment is a crime, while causing damage to government equipment could be
construed as an act of war. Older and wiser heads advise being certain of who the client is. Finding
oneself working against Her Majesty on behalf of a foreign power leads to the end of a rope, as
spies are traditionally hanged. Even if the client is a subject of the Crown, the Queen’s Counsel
takes a very dim view of deliberate damage to Her Majesty’s property. The Dodger seeking to
interfere with Rabbit Hole operations must be quite certain of the escape route. Once that is
secured, a number of possibilities suggest themselves. One could, for example, dig out a bit under a
tie, causing the rail to give way and the train to derail. A device could be placed in a passenger car
with a timer, so that it released toxic vapors while the train was in transit. Numerous ways exist of
bringing a train to a halt without explosions or fatalities, any of which could be employed to halt a
train in mid-passage, causing very large problems for all concerned. The supply routes to the portal
are themselves vulnerable. Causing a lorry to break down at a spectacularly inopportune moment
could provide a rival firm with an opening to seize the business for itself.
Interceptions do not have to occur right at the portal’s exit, and probably shouldn’t,

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considering the number of soldiers on watch


at that point. The chance of gaining access
to the target and spiriting it away increases
directly with the distance the train (or cart,
or person, or what have you) moves from
the portal. Any operation within the secured
zone will require forged papers, and possibly
uniforms or other disguises, in order to
brazenly stroll off with the item in question.
An interception that occurs outside of the
secure zone is only a Crown problem if
the carrier or item belongs to the Crown.
While Scotland Yard will investigate a theft,
the military isn’t going to involve itself in
civilian problems. Something belonging to a
foreign government that goes missing may or
may not be hotly pursued, depending on the
current relationship between Her Majesty’s
government and the power in question.
An item destined for the Confederacy, for
example, would be sought with a hue and cry
from one end of the Empire to the other,
while a parcel belonging to the Prussians
might take a bit to get round to. The
reaction of the foreign power’s agents, and
its potential lethality, is another discussion
entirely.
Getting something from one side of
the Rabbit Hole to the other without it being on the official manifest requires substantial effort.
It’s not so simple as bribing the French customs officer on the Channel ferry. (The British customs
officer is, of course, of high moral character and would report any attempt at a bribe to the proper
authorities.) Every last hobnail in a soldier’s boot is accounted for, every bit of pocket lint, for
reasons only the boffins understand – and no one understands the boffins when they try to explain it.
The rail cars are weighed, which is standard procedure for any rail transfer. Bridges have load limits.
The engineer must know approximately how much his train weighs to calculate his acceleration and
stopping times. Getting the contraband through may involve actually going through the portal and
hand-carrying it, or supervising the transfer from one side or the other, or making arrangements
ahead of time, such as installing a secret compartment into a train carriage. The best option is to
have the item packaged and ready to go well before the Rabbit Hole depot, so that it gets checked
on board as if it were legitimate cargo. Not every box is looked into. There’s no time for all that
effort, and some of the things in the boxes don’t take kindly to the intrusion. A clever Dodger will
slip the contraband in with the ammunition, or the laboratory chemicals, or something else equally
aggressive. Retrieving the item once it’s on the far side works similarly to an interception, as the
contraband must be retrieved without the effort coming to the attention of those in authority. Most
smugglers know to wait until the shipment has been offloaded and put in a warehouse, or sent on to
a further destination, before extracting their part of it. Sometimes, though, time is of the essence,
and then either a terrifically clever or amazingly subtle or brilliantly brazen approach must be tried.
Small wonder so many Dodgers turn from the Church of England to papist teachings and offer a
prayer to Saint Dismas, patron of thieves.

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1879 Players Guide

Secret Societies
It is useless to deny, and impossible to conceal, that a great part of Europe,
the whole of Italy and France, and a great portion of Germany, to say nothing
of other countries - is covered with a network of these secret societies, just as the
surfaces of the Earth are being covered with railroads.
– Benjamin Disraeli, Lord Beaconsfield

N o Victorian game setting would be complete without private clubs,


secret organizations, and clandestine groups potentially up to no good. This chapter
covers the magical Lodges, unions, academic rebels, and other organizations that
operate more or less in secret.

What Are Secret Societies, and Why Aren’t They


All Secret?
A secret society, at its heart, is a group of people who keep something from the public. That
something may be a small bit of esoteric knowledge, or it may be as large as the society’s existence
in its entirety. What secrets a society keeps, and how much it divulges to the public, varies from
one group to the next. Some private clubs use masks and pseudonyms to hide members’ identities
even from each other. The Order of Britannia Victorious withholds the knowledge of how its magic
works from the public, and even from the rest of the military, but its members proudly announce
their status as OBV mages with uniform pins and special assignments in the service of Her Majesty.
Each entry in this chapter describes a secret society, starting with an overview of the
organization. The group’s Origins are explored, providing their history and a context for their

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SECRET SOCIETIES

current operations. Their Goals and Methods define what they want and how they go about getting
it. The society’s Organization may vary from a monolithic entity with a single authoritarian leader,
to a widespread network broken into cells and operating by consensus. This affects how easily the
society could be impaired or stamped out, the coherence of its operations and direction, and the
ease of proving its existence. The society’s Resources cover more than just how much money they
have available. Their facilities, political connections, and sources of social and economic support
must also be considered. Membership includes who the members are, how they are recruited, how
they join, and the nature of the commitment to the society by its members. Finally, the Enemies and
Allies of the society get consideration. Any group that has effected any kind of change in society has
gained a foe somewhere along the line, and may have acquired friends as well.
Magician societies have a Spell List following their entry. This provides ten spells (four Initiate
Tier, five Novice Tier, and one Journeyman Tier) available to members of the Lodge. Members are
not restricted to the spells in the Spell List. However, players must create new Known As Variants of
other spells in the Spells chapter, with the approval of the Gamemaster, to represent their characters
creating new spells for themselves or their Lodge finding a source of new spells, which must happen
in play. See the Spellcasting (pg.357) and Spells (pg.369) chapters for more information.

• Spell Name: The name the spell is listed under in the Spells chapter (pg.369).
• Known As: The name the Lodge uses for the spell. This represents the version of the
spell that the Lodge uses, which counts as a different spell for purposes of learning
and cataloguing from the same spell under a different name from a different Lodge.
• Style: The presentation of the Effect. What the process and end result look like.
• Modifications: Adjustments to the statistics of the base spell for the Lodge’s variant.
Restrictions, augmentations, and so forth, such as “can only be used on animals” or
“double damage to Russians”.

The Anglican Church


Despite the preponderance of groundbreaking scientific developments and a growing political
push for secularization throughout the Victorian age, the British Empire remains an indelibly
Christian society. Most Christian denominations are tolerated throughout the Empire in 1879, but
the churches of the Anglican Communion retain a privileged position in British law, politics, and
society. For many Victorians, “Anglicanism” is a fundamental aspect of British cultural identity.
Guiding moral debate and meeting the spiritual needs of an increasingly diverse population, the
Anglican Church remains one of the most influential and important institutions in the British
Empire.
The term “Anglican Church” is a bit of a misnomer, since there is no centralized church
authority as with the Roman Catholic Church. Although the Church of England occupies the
most influential position within the greater Anglican Communion, member churches throughout
the Empire retain a great deal of regional autonomy. Indeed, the Anglican Church is unique among
Christian denominations as it considers itself both Catholic (that is, it can trace its episcopal
origins back to the original apostolic church) and Reformed (influenced by the Lutheran/Calvinist
reform movements). For a nation that regularly trumpets its practicality, Anglicanism provides a
fitting middle path between Roman Catholic and Protestant practices.
As an “established” church, the Church of England is officially and legally endorsed by the
state. The monarch is the Supreme Governor of the Church of England and holds the title of
Defender of the Faith. Although the monarchy exerts little power over the modern church and most

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of the legal privileges the church once enjoyed have been revoked or limited by Parliament, the
Anglican Church maintains closer ties to the government than any other religion in England.

Origins
Although the Church of England traces its origins back to 595, the modern church was born
when King Henry VIII persuaded the English clergy to break ties with Rome in 1531. Aided by
Protestant allies in Parliament, Henry VIII appointed himself head of the Church of England with
the 1534 Act of Supremacy. Further reform followed under his daughter, Elizabeth I, who inherited
a kingdom violently divided over religious loyalties and practices.
Over the last twenty years, the Anglican Church has struggled to keep pace with rapid
scientific developments. Britain’s scientific establishment remained relatively close to the church for
the first half of the nineteenth century, but the increasing specialization of the sciences created a rift
with theologians who tended to prefer the older, all-encompassing theories of the Enlightenment.
The publication of Charles Darwin’s On the Origin of the Species in 1859 placed the sciences in
opposition to the church in the eyes of many (but not all) clergymen.
Riven by doctrinal disputes over ritual and increasingly marginalized in the political sphere, the
Anglican Church seemed ill-suited to cope with the social and religious implications of the opening
of the Rabbit Hole, the outbreak of Looking Glass Fever, and the appearance of magic. However,
in perhaps typically British fashion, the church has been re-energized by these challenges. An initial,
fierce wave of debate swept through the Anglican world in 1877, but the timing proved fortunate as
the second decennial Lambeth Conference, the landmark convocation of all churches in the Anglican
Communion, was already scheduled to occur in 1878.
When the Archbishop of Canterbury fell ill and died just weeks before the conference, church
leaders scrambled to appoint a successor. They settled upon Frederick Temple, the radical Bishop of
Exeter whose position on Darwin’s theory of evolution, which he claimed was “in no sense whatever
antagonistic to the teachings of religion,” was celebrated by educated Britons throughout the Empire.
His good relationship with Prime Minister Gladstone made him an attractive candidate politically,
and Temple was raised to the See of Canterbury in time to preside over the Lambeth Conference.
Over a hundred bishops attended the conference, which lasted from June to September of
1878. Debate was sometimes contentious, but under Temple’s guidance, the participants established
several key positions on the developments of the previous year. Since then, the Anglican Church has
worked tirelessly to secure its position of spiritual prominence in the British Empire.

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The Second Lambeth Conference established the Anglican Church’s official position on
the events resulting form the opening of the Rabbit’s Hole.

1. Those afflicted by Looking Glass Fever have undergone a purely physical transformation
that has in no way affected the condition of their human souls. Therefore, no church
within the Anglican Communion may prevent them from partaking in worship services.
2. The discovery of the Gruv is not fundamentally different from the discovery of the New
World or any distant land. Scripture does not invalidate the existence of dimensions
beyond the Earth, and there are ample precedents for the discovery of lands and peoples
beyond the scope of biblical history.
3. The undeniable power of miraculous prayer merits further study and scrutiny. It is the
responsibility of the church to evaluate all such reports to ensure that the laity is not
unwittingly led into heresy by false miracles.
4. The church must do everything in its power to safeguard the souls of Christians in the
Gruv, lest they be led astray by unnatural, alien practices.
5. The church must make every effort to bring the salvation of Jesus Christ to the Samsut.
6. Further study must be made of the Saurids to determine whether their nature is similar to
the phenomenon of Looking Glass Fever or if they represent a separate Creation of God.

Goals and Methods


The Anglican Church’s chief concern is with safeguarding the faith of British citizens
throughout the Empire. Between the discovery of the Gruv, the outbreak of Looking Glass Fever,
and the emergence of magic, Victorian society is still struggling to make sense of an increasingly
bizarre world. As the state-sanctioned church of England, the Anglican Church hopes to play a
prominent role in helping Britons cope with these rapid changes. For all the political secularization
that has taken place over the last few decades, the local church remains the social heart of most
communities. Parish priests know that if they can’t provide answers to reassure their congregations,
people will seek them elsewhere. The church has poured an enormous amount of resources into
educating the clergy about the latest developments relating to the Grosvenor Experiment. Many
church leaders have taken a more proactive role in promoting the church’s beliefs, engaging in
spirited debates with leading political figures at social events and universities. Lower ranking
clergymen have taken to preaching in the poorer boroughs of London and other cities to make
sure that the people there are not led astray by Catholic and Protestant missionaries, or worse,
Babylonian revivalism in imitation of the Samsut.
Although many clergymen are uncomfortable with the positions laid down at the 1878
Lambeth Conference, Britain’s prominent role in the Gruv makes it difficult for them to speak
out in protest. Archbishop Temple is justifiably concerned that open dissent could alienate the
church’s supporters in Parliament and lead to restrictions on Anglican access to the Gruv. The
church currently enjoys the full support of the state and is permitted to carry out missionary activity
with very little Parliamentary oversight. Most bishops have therefore sought to keep their more
controversial parish priests under close scrutiny and confine any heated debates over doctrine and
church policy to private convocations within their dioceses.

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Missionary Work
Anglican chaplains were the first clergymen of any faith to travel to the Gruv. The hastily
erected chapel near the heart of Fort Alice was replaced by a more durable stone structure within a
year, and it continues to serve as the main centre of Christian worship for most military personnel
and civic officials inside the old palisade wall. There are a few smaller churches outside the wall, and
most British settlements beyond Fort Alice are serviced by a church or have at least been assigned
a rector.
At present, the church is mainly concerned with protecting the faith of British colonists from
the heathen practices of the Samsut. Church scholars are still sharply divided on the nature of the
Samsut. Some believe that they are victims of happenstance, a society that somehow crossed to
another world and has yet to receive the revelation of Jesus Christ. A more pessimistic minority
holds that the Samsut are the descendants of refugees from the Great Flood, a vile and irredeemable
people who somehow escaped God’s judgment. Thus far, the church has not taken an official
position beyond hoping that the Samsut might accept the Christian faith just as the Anglo-Saxons
of England once did. The church has, of course, condemned the Samsut practice of violating the
dead.
Although Anglican colonial churches are typically accorded a great deal of independence,
Archbishop Temple has kept a tight rein on the Gruv parishes, refusing to approve the creation
of a new ecclesiastical province. Parliament raised the issue, but Temple scuttled the proposal,
pointing out that granting too much independence too soon could lead to the sort of corruption
and ineffectiveness that undermined colonial churches prior to the 1820s. Given the activity of the
Catholic and Protestant churches, not to mention the alien beliefs of the Samsut and the Saurids,
Temple has thus far convinced Parliament that a strong Anglican Church is necessary to preserving
British ideals in the Gruv. Although technically under the jurisdiction of the Diocese of London,
the Gruv’s parish priests report directly to Canterbury.
Missionary activity is at its highest in a century. In addition to establishing parish churches
in the Gruv and accompanying official British expeditions, the Anglican Church has reached out to
private groups looking to travel through the Portal. Sometimes an expedition simply wants to bring
along an ordained priest to provide services. In other cases, the church selectively invests in capital-
starved expeditions with the proviso that a representative of the church tag along with the endeavour.
Parishes in the Gruv also conduct missionary activity beyond the boundaries of British-controlled
territory, usually at the behest (and with the funding) of Canterbury. As these exploratory missions
are quite dangerous, only the most dedicated clergymen tend to volunteer for them.

Magical Research
When church authorities first heard that people were performing miracles in the wake of the
Grosvenor Experiment, several bishops sent out investigators to debunk the stories and set the
presumably ignorant and superstitious laity straight. When the investigations confirmed that many
of the reports were true, the church went to great lengths to document every instance and interview
everyone who performed a miraculous act of faith. In time, a more complicated picture came into
focus. While many “miracles” did indeed appear to be the result of genuinely devout faith, there
were many similar instances that either did not involve faith or were performed in the name of a
non-Christian deity.
Church authorities eventually drew a distinction between genuine “miracles”, such as the acts
of saints, and “miraculous” acts of will. The former represented the direct power of God, manifested
through the vehicle of a mortal agent. Such events were usually singular and not repeatable at the
will of the agent. The latter, however, represented a display of faith so powerful that it could draw

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upon the inherent divine energy to produce a “miraculous” effect. By drawing this distinction, the
church discounted the problematic suggestion that such powers were actually drawn from God
Himself and provided a plausible explanation for why those powers could be manifested by various
means.
While the explanation proved sufficient to mollify the public, the exact nature of this divine
energy remains a point of vehement debate within the Anglican world. Several scientifically inclined
clergymen have argued that all matter possesses residual energy from its initial contact with God
during the creation of the world. Tapping into that energy, either through intense acts of will or the
application of rigorous intellect, can produce magical effects. For other clergymen, such a theory
borders on heresy and smacks of warmed-over deism. God, they believe, has chosen some of the
devout to carry out His will on Earth by investing them with great power. If other religious and
secular magicians are able to mimic those powers, it is because Satan has come to them in the
guise of false idols (be they gods or science) or they have found some means of stealing the power
that God intended for His followers. Archbishop Temple has kept the disputes within the church
thus far, but cadres of like-minded bishops are preparing diligently for any convocation that would
give them a chance to amend the official Anglican position on magic.
Despite this internal conflict, the Anglican Church was quick to accommodate members
of both the clergy and the laity that demonstrated a talent for magic by establishing a school at
Oxford University’s Christ Church. The School of Theurgy provides a wide range of instruction
that varies depending upon the student’s background. Many of the clergymen who attended the
school in its first year had already received a university education. Their studies focused mainly on
developing their magical abilities. After this first generation of theurges graduated, each successive
class proved less educated, forcing the school to expand its scope of instruction beyond the mystic
arts. In an effort to recruit as many magicians as possible into its ranks (and keep them away from
the questionable practices of heretical “sorcerers” and Papist superstitions), the Anglican Church
offers fully funded scholarships to the School of Theurgy to anyone who shows magic potential.
The church is far less comfortable with Weird Science and its practitioners. With no
conclusive explanations for how Weird Science works, church leaders have been hesitant to establish
an official position on such practices. While not officially forbidden, the church strongly discourages
its members from associating with any person or invention connected to any form of Weird Science.
Some of the church’s more conservative bishops have adopted an almost Luddite attitude on the
matter, and openly preach about the dangers of this new field of study. Weird Scientists are still
permitted to join the church, of course, but they are viewed with suspicion in most parishes. Since
many clergymen are well educated in the sciences, it is not unheard of for them to occasionally
dabble in Weird Science. Such endeavours are usually carried out in secret, though a few of them
are done at the behest of church leaders to learn more about the nature of Weird Science inventions.
Archbishop Temple was an early defender of victims of Looking Glass Fever, and under his
guidance the church has done a great deal of community outreach to protect them from persecution.
The clergy, of course, was not immune to the phenomenon. Many of the newly changed clergymen
forfeited their positions within the church to establish the Order of St. Robert, a religious society
open primarily to Boojum Christians (both male and female). Located on a large estate northwest
of London, the Order offers a refuge for Boojums seeking to avoid social discrimination while
learning to cope with their new existence.
Concerns over declining church attendance in the early 1800s sparked a massive effort to
restore England’s crumbling, medieval cathedrals and rebuild the “plain” churches erected since the
country’s Protestant turn. Many of the cathedrals renovated at great expense during this “Victorian
Restoration” have exhibited higher than expected levels of magical activity. Based on late medieval
Gothic architecture, the remodelled cathedrals were meant to invoke the grandeur of pre-Reformation
English churches, but they also incorporated a number of modern engineering concepts from the

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continent. For some reason that no one has been able to fully explain, magic simply seems to work
better there, whether coming more easily or manifesting more powerfully. The Cambridge Camden
Society, an architectural society that promoted many Victorian Restoration projects, has taken a
keen interest in the phenomenon. Many Anglican bishops belong to the Society, and the church has
been quick to fund their ongoing research into the matter.

Organization
The Anglican Communion consists of multiple independent churches across the British
Empire unified by shared doctrine and sacramental practices. Although the Church of England does
not have direct authority over the rest of the member churches, it holds the position of greatest
prominence as the oldest Anglican church. The Archbishop of Canterbury is recognized by other
bishops as primus inter pares, or first among equals, and serves as the central, unifying figure of
the Anglican world. While each church retains authority over its own episcopacy and practices, it
must be in full communion with the See of Canterbury to remain within the Anglican Communion.
The parish is the most basic unit of organization in the Anglican Communion. A typical
parish consists of the physical church itself and the land surrounding it, though the size of this
territory can vary wildly depending on the local population. Parish churches serve the needs of local
communities and are overseen by a consecrated priest (generally a vicar or a rector). Historically,
parish priests were responsible for many civil functions in addition to their religious duties, but
secular officials have taken over most of these tasks over the last two centuries.
Parishes are grouped into a district called a diocese, which is supervised by a bishop. The
bishop is responsible for ensuring that the parishes under his authority remain in line with church
doctrine. Bishops also play a larger political role than parish priests, especially in England. The
twenty-six most senior bishops of the Church of England hold seats in Parliament’s House of Lords
and are collectively known as the “Lords Spiritual.” Bishops tend to be highly educated scholars and
administrators, and many of them are quite active in Victorian high society.
The province is the largest form of organization and usually encompasses the entirety of
the church. Headed by an archbishop, the province oversees church administration and policy as
a whole. The Church of England is unique in that it consists of two provinces, the Province of
Canterbury and the Province of York. For various historical reasons, the sees are considered all
but equal in prestige, but the Archbishop of Canterbury still holds the preeminent position in the
Anglican Communion. Colonial churches are generally considered independent provinces, but the
Church of England has refused to grant this authority to the parishes established in the Gruv.
Anglican religious orders experienced a revival in the mid-nineteenth century thanks in large
part to the Oxford Movement. Most of the early Anglican orders were exclusively female because
the church did not permit women to enter the clergy. There is no central authority governing
the organization and administration of such orders, but they must receive recognition from the
appropriate member church. Most religious orders conform to the monastic rules of Saints Benedict,
Augustine, or Francis.

Resources
Although the Church of England remains an established church and enjoys a close relationship
with the state, that relationship does not always translate to strong financial support. Parliament has
sharply curtailed the church’s ability to forcibly collect tithes from parishes over the last century,
leaving it largely dependent upon voluntary donations from the laity. Influential bishops still have
sufficient political influence to secure the occasional grant when the church needs to fund some
of its more ambitious projects, such as the cathedral renovations of the mid-nineteenth century or

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establishing new parishes in the Gruv. The church holds a great deal of property throughout the
British Empire. Ordained clergy and lay servants often reside in housing owned by the parish or the
diocese. Some rural parishes still own farmland surrounding their churches.
The church also possesses a vast collection of Christian relics, most of which are intimately
tied to saints from the British Isles. Shortly after the Rabbit Hole opened, rumours spread that
some relics had exhibited magical powers. Although church authorities never commented on the
matter, suspicious observers note that no relics have been displayed publicly since then. The church
is currently making an extensive catalog of the relics in its possession, but the project will take
years to complete. When powerful artifacts are identified, they are transferred back to Canterbury
for safekeeping.

Membership
Any person who accepts baptism in a church belonging to the Anglican Communion is
considered a lay member of the church. The church employs many laypersons to attend to day-to-day
functions and facilitate worship. Boojums are permitted to join the church, though some parishes
have been slow to let them do more than attend services. There is no restriction on Boojums serving
in the clergy, but all clergyman afflicted by Looking Glass Fever were removed from visible positions
shortly after the initial outbreak and have yet to be restored.
Although some laypersons can rise to positions of importance in the church hierarchy, the
real power remains in the hands of the ordained clergy. To be ordained, a candidate must first be
active in his parish and be recommended for higher service by the parish leaders. Bishops review
all recommended candidates carefully, hoping to screen out anyone who may not be suited for a
lifetime of service in the clergy. The path to receiving ordination varies, but usually involves several
years of seminary study and apprenticeship.
Once a candidate completes his studies, he receives his first ordination to become a deacon,
which permits the candidate to proclaim the gospel and mobilize the church ministry for people in
need of spiritual and tangible aid. Some candidates never move beyond this status and spend the rest
of their career in the clergy as deacons. Others move on to receive a second ordination as priests,
which grants them the right to administer the sacrament. Even then, most priests serve as assistants
for many years before they are entrusted with their own parishes.
The bishops sit at the top of the church hierarchy. They have the authority to ordain deacons,
priests, and other bishops and oversee the operation of all parishes within a diocese. The senior
bishop of a province is usually called an archbishop, though the distinction is simply one of title.
In the Church of England, there are two archbishops: the Archbishop of Canterbury and the
Archbishop of York.
Missionaries are typically ordained priests tasked with establishing a colonial parish, especially
if the church organized or funded the undertaking. Missions led by priests tend to be supported
by numerous laypersons in the employ of the church. In the case of private expeditions to the
Gruv that do not intend to found a permanent settlement, the church often assigns a deacon to
accompany them.
Clergymen capable of using magic are permitted to perform their normal duties after receiving
instruction at the School of Theurgy. The church is currently debating whether or not lay members
should be permitted to use such abilities openly. Several bishops have proposed creating a new
ordained position below that of deacon for trained theurges who wish to serve the Faith.

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Enemies/Allies
Between their bizarre magic and unwholesome exploitation of the dead, the Samsut represent
a serious cultural and spiritual threat to both the British Empire and the Christian faith as a whole.
Although church leaders still disagree over the exact nature of the Samsut, there is no question
that they are idolatrous infidels and openly hostile to Christians. The church is currently split over
whether the Samsut can be convinced to open their hearts to Jesus Christ or whether they are
irredeemable heathens. In the early days of contact, missionaries sought to make contact with both
Samsut leaders and their common citizens, but open war broke out too quickly for those efforts to
bear any fruit. Until the church takes an official position on the matter, the personal opinions of
Gruv missionaries will continue to determine the course of any encounters.
The Anglican Church has a longstanding rivalry with the Roman Catholic Church.
Disagreements between Catholics and Anglicans have sometimes led to violence among the laity,
especially in Ireland, but the conflict between the priesthoods has remained mostly rhetorical.
Competition between missionaries in the Gruv may soon change that, however, as both churches are
intensifying efforts to establish a presence in the strange new land. The United Kingdom also has a
sizeable Catholic minority (and a majority in Ireland), and any conflict in the Gruv could very well
revive the long dormant political conflict between the two religions on the home front.
For the time being, Parliament views the church as an ally in its efforts to preserve British
ideals in the Gruv and throughout its colonial holdings, but the church remains particularly
vulnerable politically. Were disestablishment measures to push through the Commons, the Lords
Spiritual in the House of Lords would be almost powerless to stop it. The church has thus worked
hard to engage secular and atheist groups in open, public debate in an effort to demonstrate
to British citizens why the Anglican Church still has an important role to play in the modern
world. Quietly, however, church authorities hope to undermine the credibility of their enemies by
implicating them in conspiratorial plots or connecting them to foreign enemies.

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Spell List
Spell Tier Known As Style Modifications
Bless Initiate Grace The Priest places hands None.
upon target’s head and
recites a prayer. When
viewed from astral space,
the target glows faintly.
Set Ward Initiate Sanctuary Unless bound to a None.
physical landmark (a
wall, for example),
the ward takes on a
rectangular shape. The
Priest says a prayer while
making the sign of the
cross before each “side”
of the ward. Each “wall”
of the ward is marked
by a cross when viewed
from astral space.
Shield Initiate The Protection of Manifests as a very large The shield’s
Heaven cross of radiant light brightness makes
standing between the ranged attacks
Priest and the source of difficult, +1 to
danger. Physical Defense.
(+1 Strain)
Sanctify Initiate Consecrate The Priest holds a If the Priest does
sacred item (such as a not possess an
pectoral cross) in one appropriate holy
hand and makes the item, increase the
sign of the cross with TN by +2.
the other while walking
the perimeter of the area
to be consecrated. He
then walks to the center
of the area and taps the
item against the ground
to complete the spell.
Bolt Novice Smite A beam of radiant light None.
that burns like fire
originates from directly
above the target (even if
indoors).

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Spell Tier Known As Style Modifications


Heal Novice Laying on of The Priest places his If the Priest uses
Hands hands on the target’s chrism (consecrated
injuries and recites a oil) to draw the
prayer. sign of the cross
on the target’s
forehead, gain +1
Step to the Effect
Test.
Improve Attitude Novice Servant of God The Priest indicates his Non-Christian
formal position within targets receive a +1
the church (as a priest, bonus to Mystic
bishop, etc) and explains Defense.
how his actions further
God’s work.
Replicate Food Novice Feeding the The Priest recites a If the food source
Multitude prayer that references to be replicated is
the two passages from actually bread and
Scripture in which Jesus fish, reduce the TN
fed thousands with a and Strain by -1
small amount of bread point.
and fish.
Spirit Hold Novice Rebuke Spirit The Priest admonishes None.
the spirit for entering
the material world,
reciting a prayer that
restrains it.
Improve Karma Journeyman Divine Favor The Priest places hands If the Priest applies
upon target’s head and chrism to the
recites a prayer. When target’s forehead,
viewed from astral space, reduce Spellcasting
target glows brightly. TN by -1.

The Galvanic Order


Whoever in the pursuit of science, seeks after immediate practical utility
may rest assured that he seeks in vain.
— Heinrich von Helmholtz, Academic Discourse (Heidelberg 1862)
The Galvanic Order is an academic gathering of physicists, engineers, and mathematicians,
dedicated to the study of psychodynamics, the interactions between aetheric energy, physical reality,
and the human mind. Applied psychodynamics produces phenomena that closely approximate the
legendary workings of magic, as well as devices of previously impossible capabilities. The public
tends to think of the Galvanics as scientific mages, because that’s what the popular press reports
on and what the average person sees. The majority of the Galvanic Order’s work, however, is done
in the laboratory and at the chalkboard, working out the deeper implications of the existence of a
form of energy that appears to fade from the world, only to be reintroduced via an extradimensional

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aperture. Despite the publication of dozens of research papers and lecture series given at numerous
universities, the stereotypical image of the Galvanic Order remains that of the lab coat embroidered
with arcane symbols, worn by a person with an aetheric meter in one hand and arcane energies
dancing around the other.

Origins
Heinrich Salomon Hertz, son of a Jewish barrister and the daughter of a rabbi, went to
Humboldt University in Berlin to carry on his family’s scholarly tradition, but did not carry on the
practice of law as his father would have preferred. Drawn to the discipline of physics, and the new
study of electrodynamics, Hertz became a student of Professor Hermann von Helmholtz, a man
with a long and distinguished career as an academic and researcher. Von Helmholtz took notice of
the bright and inquisitive Hertz, and shortly after Hertz achieved his doctorate, set him a challenge
to test Maxwell’s predictions regarding the movement and speed of electromagnetic waves. Hertz
employed a pair of rods, an oscillator, and a bevy of sophisticated detection gear, in the process
inventing the dipole antenna and the broadcast and detection of ultra high frequency radio waves.
His initial data supported Maxwell’s assertions, as expected.
A few days after the opening of the Rabbit Hole, Hertz returned to his laboratory after
having been in bed with an unexplained attack of vertigo. The tests on that day yielded peculiar
results. Hertz re-ran the tests the next day, and again found a variance for which he could not
account. After a week of further data collection, he came to the conclusion that he himself was the
variable. Somehow Hertz was exerting an influence on his equipment, although he had not done
so previously.
Hertz consulted several of von Helmholtz’s other students and associates, the so-called
Helmholtz Circle, seeking counsel from his academic peers. Wilhelm Wundt, the first person to
call himself a psychologist, provided the critical insight. Wundt had been looking into the nature
of the mind, and its correlation with the function of the brain. He suggested that Hertz’s mental
state could be producing a resonance. Everyone knew that the human nervous system was electrical
in nature. The speed of electrical impulses through nerve tissue had been measured. Perhaps Hertz
should try focusing his mind, and attempting a series of experiments to either influence or not
influence the readings.
Over the course of the next few weeks Hertz, with guidance from Wundt, learned that
he could in fact influence the waves by mental effort, although he found it tiring. With a larger
effort, he could actually see the waves, as well as an energetic medium that he soon learned
to draw upon for support. Naming the parallel continuum the aether, assuming it to be the
luminiferous aether predicted by Maxwell, Hertz and Wundt expanded their experiments, and soon
their experimental team. With another young genius, Max Planck, brought aboard, they worked out
the base mathematics of a previously unobserved form of energy derived from the aether. Wundt
learned to project his thoughts to other minds, and carry on silent conversations. Hertz developed
a process that allowed him to pull energy from the aether and use it to control his laboratory
equipment. Planck startled everyone, though, when he applied Hertz’s process and converted aetheric
energy to electricity, producing a sizeable electric arc from his fingers to a grounding rod. All three
men, well familiar with Germanic myth cycles, agreed that the effects they were producing were
analogous to what the legends called “magic”.
Hertz took his findings to von Helmholtz who, while intrigued by the idea of a new form
of energy, dismissed the men’s displays of control over it as mere showmanship and a distraction
from pursuing real science. Disappointed, Hertz reported his experience in a letter to Joseph Swan,
an Englishman who had also studied under von Helmholtz. Excitedly, Swan sent back clippings
from the London papers detailing the first incidents of Looking Glass Fever, and the amazing

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display of one of the Knights of the Grail at Ironbridge. The correspondence widened to include
other researchers in Britain, and to academics in France, Russia, and the Union. Coordinating their
experimental results and data, the team drew the logical conclusion. The aetheric energy emanated
primarily from the Rabbit Hole, but now that it had been introduced into the world in quantity, the
natural world was producing the energy on its own. They hypothesized that this energy had at one
time been present in the world, giving rise to legends of magicians, who had simply been people
who had known how to manipulate a readily available energy source.
With the foundational mathematics worked out, and the units of psychomotive force (the
Wundt), aetheric current (the Wien), and aetheric resistance (the Holtz, slightly mocking Professor
von Helmholtz, who still expressed his annoyance with the group’s seeking of practical applications)
defined and quantified, the researchers formally defined a new field of study, psychodynamics. They
created an academic society, the Ordnung Galvanische, or Galvanic Order, to pursue the study of
the phenomenon and its implications.

Goals and Methods


In keeping with Professor von Helmholtz’s dictum, the Galvanic Order puts research,
experimentation, and formulation of principles first. Just as Maxwell and Heaviside’s codification
of the laws of thermodynamics opened the field up further, the Helmholtz Circle’s codification of
the basic laws of psychodynamics has established a broader, more well-defined field of inquiry. New
principles are still being discovered. The ultimate ramifications of the rise of the energy state of the
aetheric field have not been determined, nor for that matter have the limits of the rise. The initial
surge has made the magic of ancient legends possible, and contributed in an as yet unknown way
to the appearance of LGF. The Order seeks to further understand these phenomena, to study new
aspects of aetheric energy as they manifest, and to attempt to predict future effects if the Wien-
Wundt level continues to rise. In the process, the Order has become an instructor to those willing to
learn by its strict academic rules, and a source of fellowship for those fascinated by the field of study.
The members of the Order plan, carry out, and report on experiments, publishing papers
when their findings are complete, and corresponding among themselves as their research progresses.
They develop and test new psychodynamic effects, known as “spells” to the layperson. They go
into the field to research ancient myths of magic, to see if they correlate in any way with observed
modern phenomena. On both Earth and the Gruv, they look into current happenings, gathering
data as the expansion of psychodynamic knowledge and experimentation by various groups proceeds.
All of this requires considerable funding. In some cases, Galvanic Order members have
qualified for research grants from universities where they hold positions, or private endowments
and patrons interested in seeing their work advance. In others, Order members have had to make
bargains with governments and private industry, exchanging their services as mages and technicians
for the money they need to continue their research. In the Prussian Empire, some have taken service
with the Freikorps, working for the government in return for the social and economic liberty they
desire. A few have even been known to work with private adventurer and explorer groups. These often
have the advantage of getting the Order member into interesting locations, such as Anunnaki ruins
in the Gruv, but a parallel disadvantage of hostile receptions, gunfire, and large carnivorous beasts.
In the end, what most Galvanic Order members want is their paper published and a principle
or equation named after them. In adherence to Professor von Helmholtz’s famous dictum, research
must always come first. Practical applications may be left to the industrialists and engineers.
Galvanics are scientists.

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Terminology
The Galvanic Order has developed technical language for their field and the phenomena
associated with it. The following glossary lists the more frequently encountered terms. Some of these
have slipped into the vernacular, or at least into the language of other mages.
Aether: The luminiferous aether predicted by James Clerk Maxwell, the continuum through
which light propagates, and the energetic continuum that both supplies the energy for psychodynamic
effects and the medium through which those effects propagate.
Aetheric Resistance: The tendency of the aether to disrupt or interfere with current passing
through the continuum. This phenomenon is directly linked to the turbulence created by strong
emotions, thus the necessity of training aetheric specialists to be focused and calm. The standard
unit of aetheric resistance is the Holtz. Meters may be used to quantify this.
Aetheric Vision: The ability to perceive the aether without mechanical assistance, derived
through focus and training. A prerequisite to being able to initiate psychodynamic effects.
Holtz: The base unit of aetheric resistance. One Holtz will resist one Wien pushed by one
Wundt.
Initiating a Psychodynamic Effect: The process of pulling energy from the aether and applying it
to create a change in the state of reality. This may be done directly, by a person who has developed
the necessary abilities, or via purpose-built technology. The Galvanic Order focuses more upon
personal initiation than technological initiation, but recognizes that both are equally valid means of
obtaining the desired result.
Psychodynamic Effect: A change in the state of reality brought about by the application of
aetheric energy, directed either by a sentient mind or by a purpose built device. In legend, these were
called “spells”. Care must be taken to not confuse the actual change with the process of making
the change.
Psychodynamics: The scientific examination of phenomena related to aetheric energy, especially
the manipulation of that energy by the human mind.
Psychomotive Force: The pressure in the aether that drives aetheric energy, analogous to
electromotive force or the pressure in a water pipe. The standard unit for electromotive force is the
volt. The standard unit for psychomotive force is the Wundt.
Wien: The base unit of current in terms of aetheric energy, analogous to the ampere. One
Wien pushed by one Wundt will go through one Holtz.
Wundt: The base unit of psychomotive force in the aether, analogous to the volt. One Wundt
will push one Wien through one Holtz.

The following table shows the scale of astral corruption equated to Holtz units.

Aetheric Resistance in Holtz Units


Astral State Resistance
Safe 0 – 99 Holtz
Open 100 – 999 Holtz (1 to 9.99 hectoHoltz)
Tainted 1000 – 8999 Holtz (1 to 8.9 kiloHoltz)
Corrupt 9000 Holtz and up (1 million Holtz = 1 megaHoltz)

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Organization
Most of the Galvanic Order consists of loose affiliations, as with any international research
society. The original core group, the Helmholtz Circle, performs the necessary administrative
functions, such as arranging for peer review of research papers. Hertz, Wundt, Planck, and Swan
were joined by Wilhelm Wien and Eugen Goldstein, and together form an advisory board. They
make suggestions for research directions, see to the administration of the Order’s funds, arrange for
the publication of a quarterly journal of findings (edited by Arthur König), and organize semi-annual
small conferences, with plans to make their one large conference an annual event. The possibility of
eventually having to host conferences in the Gruv has occurred to them, but thus far no member
who has gone to the Gruv has been willing to spend as much time on administrative work as that
would require. The Helmholtz Circle also maintains the Order’s master grimoire, the book in
which all effective psychodynamic processes are recorded, and to which any Order member in good
standing may have access.
The Galvanic Order has no cover organizations. They are an academic research society, not
a secret cult. That said, they do not share their knowledge with just anyone. The information must
be put to responsible and ethical use. The Order holds as one of its operating principles that
knowledge is inseparable from the use to which it is put.
Regalia
No regalia has been determined for the Order. Should it at some point require such, academic
modesty would require it to be unobtrusive.

Resources
The Galvanic Order as an organization has limited funds, most of which go to its administrative
costs. Individual members may have little or substantial backing depending upon their situation.
In terms of non-monetary resources, the Order has a building on a side street a few blocks over
from Humboldt University that used to be student housing. Here, the Order stores the scientific
equipment and artifacts it has accumulated, maintains a small library of books and journals related
to psychodynamics and physics in general, and keeps its master grimoire in a converted wine cellar
under considerable arcane security. The members have not expressed an interest yet in anything more
grandiose, nor are they likely to.
The Prussian government provides some degree of support to the Ordnung Galvanische, or at
least to the Prussian members and presence. The house where the Order maintains its headquarters
has been assigned and provided to the Ordnung by the Berlin government. The Prussian members
of the Ordnung, and especially those in the Helmholtz Circle, have assignments and stipends to
authorize and support their work as making a significant contribution to society, under the scientific
research and national defense allocations. This occasionally creates a conflict of interest between
the Prussian Galvanics and their counterparts in other nations. As with any scientific research that
may have military or industrial applications, a balance must be struck between the free sharing of
information required by academia and the withholding of information that provides a defensive,
offensive, or financial advantage to a country.

Membership
Would-be members may apply to the Helmholtz Circle. Their academic credits are considered,
and their publications (if any) are reviewed. If the prospective member has neither published on
psychodynamics or any related subject, nor demonstrated an ability to work with aetheric energy,

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they are turned down. Those meeting one criterion but not the other may be admitted as provisional
members, and given time to satisfy the missing condition. Full members include those with the
ability to produce psychodynamic effects (either on their own or with equipment of their own design
and construction) and at least one authored or co-authored paper in the field. Minimal dues are
required to cover the cost of the Order’s journal and other services.

Enemies and Allies


The Galvanic Order doesn’t have enemies so much as rivals. Other academic societies
dedicated to similar research may exhibit professional jealousy if the Galvanics publish first.
Individual members may have feuds with other researchers, political figures, government officials,
or the very wealthy, but the Order as a whole just isn’t the sort of organization to make enemies.
It’s not really the sort to make friends, either. Psychodynamics, while provably real, is a very
new field of study. Other physicists sometimes have qualms about it. Theologians don’t always know
how to address the issues it raises. Political activists see the conflicting efforts of Galvanic mages
supporting and opposing central authorities, and find the organization as a whole just not fitting
neatly into a pigeonhole. As time goes on and the Order matures, enemies and allies may manifest,
but for now, nobody knows quite what to make of it, and generally leave well enough alone.

Spell List
Spell Tier Known As Style Modifications
Light Initiate Illuminate Produces a steady arc None.
between two points an
inch apart, looking like a
carbon-arc lamp.
Remote Initiate Control Device No visible special effects. None.
Operation
Set Ward Initiate Faraday’s ProtectionA wall of densely meshed None.
copper-colored light
appears briefly as the
ward sets.
Shield Initiate Resistance A wall of riveted iron None.
plates builds itself in
front of the magician.
Bolt Novice Galvanic Arc The magician must have Target takes a penalty
a brass rod and silk to DEX Tests for 2
kerchief or other means rounds equal to the
of producing static number of successes
electricity. scored on the
Spellcasting Test.
Entropy Novice Corrosion The magician must apply Restricted to metals.
a token amount of water Strain -1.
or some other similar
fluid to the target.

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Spell Tier Known As Style Modifications


Fix Novice Repair The magician needs a Leaves a visible mark
hand tool for symbolic of repair – stitches in
association, whether fabric, a weld line on
or not said tool is metal.
appropriate to task,
waved like a wand over
the damage.

Illusion Novice Psychic Apparition The magician frowns None. The Galvanic
(Mental) as if deep in thought, Order invented this
staring at target, during effect.
casting.
Levitate Novice Gravitic SuspensionProduces a faint shimmer None.
underneath the platform
as gravitic waves interfere
with light.
Stabilize Ship Journeyman Gyroscopic The magician makes a Only works on
/ Vehicle Inheritance twirling motion with their airships and water-
hand, more and more borne vessels. Strain
rapidly. A gyroscope -1.
made of light appears
and remains for the
Duration.

The Heron Association


Widely recognised as a brotherhood of showmen and engineers, the Heron Association
gathers together engineers and mathematicians dedicated to the perfection of technology and science.
To them, nothing is impossible, and the one creed they hold sacred above all others is the Law
of Pragmatism: if it works, it is true. More well-established scientific organisations view them with
some disdain, seeing the Herons as little more than exhibitors, creating machinery to dazzle and
amaze but producing little of actual practical application.
Whilst this may be true to the casual observer, it belies the Herons’ true nature. Many
branches of Weird Science are pursued across the world, but the Herons focus primarily on
automated devices. Their reputation as performers merely permits them to test their theories and
gain funding for greater projects.

Origins
The Heron Association was founded by Professor Robert Stanton of the Massachusetts Institute
of Technology, a University not even two decades old. During his studies into industrialisation and
how it could be applied to more aspects of life than work, he visited Europe and came across the
stunning automata of France. The works of Jean Eugène Robert-Houdin showed him machinery that
was practically art, as opposed to the rugged practicality he was accustomed to.
Such marvellous creations however were rare, each having been built by hand. Stanton saw this
as his opportunity for greatness. He could industrialise the creation of such wonders, make them a

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common sight throughout the world. To do so, he would need a variety of machines that he could
market to wealthy patrons to obtain funding for the project. Thus began his quest to uncover as
much knowledge about clockwork mechanisms as he could, eventually finding his way to Spain, to
the city of Toledo. In its library, he finally uncovered the information he sought: schematics for a
variety of mechanisms dating all the way back to Ancient Greece. The information was written in
Hellenistic Greek and Arabic, and it took Stanton over a year to learn enough of both languages
to begin translating the notes accompanying the schematics. During this time, he enlisted the aid of
several of his students at MIT in his endeavour, forming a research group he named the Herons,
in honour of Heron of Alexandria, a mathematician and engineer who lived in Alexandria between
the years 10 and 70 AD, and who invented the first recorded steam engine.
At the 1876 Centennial Exhibition in Philadelphia, the Herons presented an automated
violinist, capable of playing up to ten different melodies on a standard violin. The crowds were
astounded at the grace displayed by the machine, and Stanton was assured a place in any exhibition
he cared to visit. During the construction of the Toledo Violinist, Stanton’s assistants also translated
other texts and schematics from the library, developing their own interests in automata. Stanton
encouraged their curiosity and ambition, and in turn each of his assistants started their own projects,
enlisting the aid of still others. In this way, the number of Herons grew until they became the Heron
Association in 1879, an MIT affiliated organisation.

Goals and Methods


The Heron Association seeks what all scientists do: the truth of the universe. To achieve
this, they focus on replicating its wonders through the use of clockwork, seeing it as a physical
extension of mathematics. Of course, this is the goal of the upper echelons of the Association. To
the majority of members, being a Heron is a way to expand their knowledge of engineering, or a
way to gain fame by building the next spectacle for the masses.
Though the Herons have a variety of goals, they all work together in the name of progress.
Whilst one may do so to test his theoretical mathematics, another may do so for the sheer challenge
of it, whilst a third may do so for fame. It matters not in the end. Only the result is of consequence
to the Herons.

Front Organizations
The Sibley College of Mechanical Engineering and Arts, Cornell University
Home of the first Heron Association branch, Cornell University’s College of Engineering
was formed in 1870, and is based in Sibley Hall, named after Hiram Sibley, the benefactor who
aided the establishment of the College. Professor Edward Burrows, a physics lecturer who previously
taught in MIT before moving to promote further learning in other parts of the United States, heads
up the Cornell Heron Association.
The college has achieved renown for its research into electrical engineering and its applications.
It’s only a matter of time before Cornell University offers a course of study regarding the topic.
Professor Burrows lobbies heavily for such a course to be started. A large number of MIT Herons
who chose to specialise in electrical engineering have transferred to Cornell. Some theorise that
electricity could replace steam-power as a valid energy source. If that is indeed possible, Burrows
wants the Herons to be ready for all the benefits that may bring.
Massachusetts Institute of Technology
Founded in 1861 by William Barton Rogers, the Massachusetts Institute of Technology (more
commonly abbreviated to MIT) has already proven itself as one of the world’s finest educational

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establishments. Formed in the desperate years of the War of Secession, its intensive focus on applied
technology has led to lucrative partnerships with many industries. A large number of the Union’s
technical staff come from the graduates of the Institute.
The Institute structures itself along the German research university model, focusing on
“promoting productive thinking” as opposed to “regurgitating knowledge”. Such beliefs contributed
to the Heron Association forming amongst the students and faculty, and keep MIT the largest and
most reliable source of new members.
The current President of the Institute is founder William Barton Rogers, who had stepped
down from the position in 1870 because of his declining health, but after an internal political
scandal, the details of which have not been released to the public, was reinstated in 1878.
Rogers’ accomplishments in physics and geology have won him considerable fame as a scientist.
Knowledgeable also on the topics of natural philosophy and chemistry, Rogers continues to teach,
trying to encourage greater creativity amongst the student ranks. He has no fondness for Stanton
and his Herons, seeing them as distracting younger generations of scientists from their goal of
perfecting their knowledge in favour of flashy theatrics. However, the Herons’ efforts have resulted
in vastly increased interest in the sciences, and the number of applicants to MIT has been steadily
rising ever since Stanton formed his group. As things stand, Rogers tolerates the Herons and their
continual popularity amongst the rest of the staff and students.
Traveling Circuses
With the development of railways, circuses have become bigger and more extravagant, travelling
further than ever before with their own dedicated trains. It would be futile to attempt to list every
last one, since they are continually changing, merging, and fracturing, never staying in the same place
long enough for a survey to be conducted. Whilst a widespread phenomenon in Europe, travelling
circuses are just beginning to grow in popularity in America, the idea of such things being brought
back by enterprising Herons.
Though mainly based on trains, there are a few circuses which travel via ship or steam lorry,
visiting towns and cities which lack rail links. This wandering nature attracts Herons to join the
circuses. Not only do they draw massive crowds, granting the engineers a larger audience to witness
their inventions, but their wanderings expose the Herons’ inventions to as many people as possible
whilst providing financial support for the Herons’ work. It is cheaper to travel with a group than
on one’s own after all, especially when having to transport an entire workshop. When not acting as
entertainers, the Herons working in circuses tend to spend their time tinkering and maintaining the
various devices that other circus performers use, as well as the vehicles that transport the circus itself.
In any circus, the Herons tend to be the most extravagant and flashy, and though such an
attitude may be grating for some, none deny their brilliance with technology. It is for this reason
that circuses often welcome Herons with open arms, seeing them as another attraction to market
and another engineer to enlist in their daily struggles to keep equipment in working order.

Organization
Structure
The Heron Association is structured much like an Engineering college, as befits their
academic roots. Robert Stanton, the Association’s founder, still leads them in the position of dean.
He oversees the daily running of the Association from its headquarters in Massachusetts, dealing
with logistics and maintaining contact with all travelling members. He is the public face of the
Herons, dealing with any notable figures who wish to deal with the group.
Beneath him is a board of chairmen, senior researchers recognised as leaders in their various
fields, who act as moderators of any projects lesser Herons wish to attempt. Due to their dealings

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with managing the resources and curriculum of the Heron Association, the majority of actual
teaching and development of students is done by the Professors. Each group of Professors is
organised into a School, led by a Director who reports to the board on any new discoveries and
inventions of note.
The majority of Herons are students and graduates. These are the most often encountered
members of the Association, travelling the world to uncover lost knowledge or to show off their
brand new inventions.
Regalia
There is no official regalia for members of the Heron Association, barring a pin to mark
them as members. This is due to the very individualistic nature of the Association’s members.
Whilst they share a belief in the power of Weird Science, they recognise that everyone has their
own way of expressing that belief. Therefore, some members are always clad in their engineering
leathers, ready to get to work at a moment’s notice. Others develop a taste for extravagant clothing
from touring Europe.

Rank Insignia
Student Iron Heron Pin
Graduate Tin Heron Pin
Professor Nickel Heron Pin
Director Copper Heron Pin
Chairman Brass Heron Pin
Dean Steel Heron Pin

Recognition
The only true mark that sets the Herons apart from other engineers and performers is the
pin all members wear (when they remember to put it on). Apart from that, it is impossible to
tell Herons apart from other disciples of Weird Science, which has proven troublesome for those
seeking to investigate the Herons’ activities as well as the extent of their resources. For example, the
United States government would prefer that the greatest minds of the nation not go off to Europe
and act like vainglorious fools.
Resources
Since science requires funding, a Heron must be able to impress the board with their
proposed experiment to obtain the money they need. More often, members of the Herons tour
the world, performing in carnivals and fairs to try to catch the interest of wealthy patrons to fund
their inventions. Many exhibitions host at least one Heron’s work, though it is more common to
see an entire throng of Herons with their strange machines, all trying to outperform one another
to impress the audience.
The main resources the Herons use are money and raw materials for their creations. Some
also believe that the Herons use information itself as a resource. With members scattered all across
the globe, some speculate that the Herons receive funds from the Union government in exchange
for knowledge regarding their foreign rivals.
Ultimately, the greatest resources at the disposal of the Herons are the friendships and
contacts that they foster whilst journeying. Their reputation as great innovators and entertainers earns
them a welcome in all the great courts of Europe. Many enjoy the patronage of notably wealthy
individuals. Whilst some fear they may be swaying opinions and influencing the course of world

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events, they care only for their own brilliance. Perhaps one of the greatest ironies of the Heron
Association is that they could turn Weird Science into a new religion, but are too dedicated to
discovering the truth it can show them.

Membership
Rank
The Heron Association is primarily a school, specifically a specialised department of MIT,
and so is structured as such. Students and Graduates learn from a variety of Professors, grouped
together by subject beneath a Director who reports to the Board of Chairmen, who in turn assist
the Dean with the running of the Association. Students and Graduates are practically the same, with
the only difference being that a Graduate has managed to successfully complete one Weird Science
project graded by a Professor, such as the Steam Man created by Zadock Dedrick in 1868. (It
walked round in circles at the end of a rotating boom, at a speed of about nine miles per hour.)
Initiation and Advancement
Becoming a Heron is relatively simple compared to joining one of the many other Lodges
in the world. One must simply be an engineer or mathematician, with a keen interest in clockwork
and steam powered technologies, and be brought in by an existing Heron to aid them in a project.
Upon completion of the project, the entire team is brought to MIT, and offered a place in the
Heron Association. Some accept, others do not. Refusing membership does not prevent someone
from being recruited for further projects, and a few engineers have managed to profit from this,
becoming tutors for Heron students seeking to advance in the Association.
After the completion of their first successful project, the Student is granted the position of
Graduate. At this point the Heron is encouraged to travel, to discover new methods and ideas for
themselves, and learn how best to apply their knowledge to the real world. Many enjoy the life of a
Graduate, and remain so for the rest of their lives, always touring the world. Others however have a
passion to share what they have learned, and choose to return to MIT after a few years journeying.
They sit a complex test consisting of practical and theoretical exercises, aimed to discover if they
truly have enough of a grasp on Weird Science to be trusted to teach others accurately.
Should they pass, they advance to Professor, tasked with ensuring the new generation of
Herons is more learned than the last. After holding this position for five to ten years, the Professor
may be asked to become a Director, if there is a position available, or Chairman if their work
teaching Students has been exemplary. Many remain Professors for the rest of their lives, enjoying
interacting with the Students and shaping the future of the Association without the responsibilities
of the position of Chairman.
The current Dean, Robert Stanton, has also outlined a process to elect his replacement should
he die or step down from his esteemed position. The Chairmen would take a secret ballot, with any
member of the Heron Association being eligible for the post. Stanton knows full well that whilst
some men may seek greatness, they can never achieve it, whilst those who have it thrust upon them
may rise further than anyone ever imagined.
Some, sadly, lack the critical talent, and never successfully complete a Student project,
washing out of the program after multiple tries. Of these men and women, a few stay on as
assistants, resigned to being in a supporting role for the rest of their careers. Some move on to
more mundane pursuits, becoming engineers and technicians and occasionally making a name for
themselves in industry. A very few, embittered by the experience, do what they can to work against
the Herons, spreading rumours, damaging relationships, and occasionally going so far as to sabotage
a Heron Project. One, Eusebius Cranch, went on to become a Weird Scientist on his own, taking
a different path to his success from that of the Herons. Several of his inventions showed up at a

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Heron engineering show, destroying the Herons’ devices and injuring a number of the audience in
the process. Cranch, now a wanted criminal, disappeared, but may have taken passage to Europe
under an assumed name.
Secrecy
Whilst the Herons have achieved wide recognition within academic circles, their motives
remain unclear to many. Herons are difficult to tell apart from other engineers and technicians,
since the only proof of their affiliation is a small pin which many members forget to wear. As well,
most Herons keep the details of their inventions secret, sometimes including the invention’s very
existence, until they have been verified by the board of Chairmen.
This has led to them having a somewhat ominous reputation amongst other Lodges and
the academic community. Many are convinced that the Association has some sort of grand plan,
and that their boisterous showmanship is merely an act, distracting inquisitive eyes from their true
operations.

Enemies / Allies
As an educational organisation, the Heron Association has no true enemies other than
those attracted by any successful academic venture. The politics of academia, while vicious, do not
normally turn violent. The Association enjoys a healthy rivalry with other similar institutions, always
trying to one-up one another. That doesn’t mean that the Association is not under close scrutiny.
The world powers treat Herons delicately, never quite sure if they are exactly what they seem or
something much more. After all, a Heron can gain access to any notable function as an entertainer,
making them potentially ideal spies. Considering the complexity of their machines, some have voiced
worries over them being possible assassins as well.
Yet such warnings are often dismissed as paranoia, since the very people in danger are the ones
who enjoy the company of the Herons the most - the nobility of Europe. It has become something
of a fashion to host a Heron during any celebration, so as to impress the other guests with the
technological marvels they can display. Thus, the Herons are pulled into the courtly intrigues of
Europe. with rival aristocrats trying to out-do one another in magnificent parties with the most
bizarre machines performing for their pleasure.

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Device List
Astralgraph
Although telegraphs are an invaluable asset to the modern world, sometimes it is simply not
possible to string a telegraph line across difficult or hostile terrain. The Herons sought to address
this difficulty with the Astralgraph, a telegraph that transmits messages through astral space. In
practice, it functions like an ordinary telegraph, but does not require a physical line to be strung.
Before two Astralgraphs can communicate, they must be synched to one another. Once synched, the
devices can transmit messages to each other so long as they remain within range. Higher quality
Astralgraphs can be synched to several other units and transmit over a long range, but other units are
more limited. All Astralgraphs must contend with interference, or “astral noise,” when transmitting
through corrupted astral space. Anyone capable of observing astral space in the vicinity of the
transmission, which follows a straight line in the astral to its target, can eavesdrop, which makes
Astralgraph transmissions rather vulnerable. Some Astralgraph operators adopt codes to thwart
potential spies, but such efforts are still less secure than conventional telegraph lines.

Game Information:
Functions like a standard telegraph, but Skill Tests to use it suffer a -3 Step penalty when the
signal travels through Tainted Astral Space and a -5 Step penalty when the signal passes through
Corrupted Astral Space. The device’s Rank determines its range and the number of units it can be
synched with.

Rank 1: 100 miles, 2 units


Rank 2: 200 miles, 4 units
Rank 3: 300 miles, 6 units
Rank 4: 400 miles, 8 units
Rank 5: 500 miles, 10 units
Availability: Rare
Cost: £150 for Rank 1, +£50 for each additional Rank
Weight: 20
Physical Defense: 6
Mystic Defense: 2
Barrier Rating: 6

Portable Mule
The ideal solution for the heavily burdened traveler, the portable mule unfolds from a suitcase-
sized box into a headless, four-legged construct made of leather and wood. Although not sentient,
the construct will obey simple verbal commands. The body features several pouches and pockets for
storing smaller items as well as hooks for hanging bags or anchoring straps. Most portable mules
are about the size of a large dog, though heavier-duty models can be as big as a pony. They are not
designed to move quickly, but they can travel over long distances while fully loaded with supplies.
Game Information:
Portable Mules can carry a set amount of weight based on Rank. All mules have a Movement
Rate of 5.

Rank 1: 100 lbs


Rank 2: 150 lbs
Rank 3: 200 lbs

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Rank 4: 250 lbs


Rank 5: 300 lbs
Availability: Rare
Cost: £100 for Rank 1, +£50 for each additional Rank
Weight: 50 +10 for each additional Rank
Physical Defense: 8 + 1 for each additional Rank
Mystic Defense: 1
Barrier Rating: 8 +1 for each additional Rank

Seeker Rifle
Perhaps the most purely military application of Heron weird science, the Seeker Rifle fires
a mana-guided bullet that hunts down a designated target. The rifle consists of three interrelated
devices: the mana bullet, the firing chamber, and the targeting scope. All three must be in working
order for the rifle to function properly. The scope is not a conventional model, but rather a specially
crafted lens that both detects the target’s unique astral signature and transfers its pattern to the firing
chamber. After the target is imprinted, the rifle can be fired at any time afterward until the pattern
fades (approximately ten minutes). When the rifle fires, the chamber’s firing pin imprints the target’s
signature onto the mana-infused bullet, which then seeks out the target, regardless of location. While
en route to the target, the bullet is self-guiding, capable of turning corners, moving over and under
obstructions, and slipping through the cracks and holes of other obstacles. The bullet maintains
its original muzzle velocity until it reaches its maximum range, at which point it ceases to seek the
target and loses velocity like an ordinary bullet. After the bullet fires, the rifle must acquire a new
target lock before firing again. Due to the complexity of the firing mechanism, each round must be
cleared and loaded by hand.
Every component of a Seeker Rifle must be built by hand, making both the weapon itself and
its ammunition very expensive. The bullets themselves are slightly larger and heavier than a standard
.577/.450 Martini-Henry cartridge and are coated with magically treated metal. Although it vaguely
resembles a Mark II Martini-Henry service rifle, the Seeker Rifle has a bulkier firing mechanism,
a larger breech, and a slightly wider barrel. The scope, which is nearly half the length of the rifle,
is the most distinctive feature.

Game Information:
The rifle wielder makes a Firearms Test against the target’s Mystic Defense while the target is
visible in the rifle’s scope. If successful, the target is marked. The weapon may be fired at any point
over the course of the next ten minutes, and will hit the target if the target is still in range and not
within any form of shelter (Physical Armor applies). If the target has taken shelter, the bullet strikes
the nearest part of the shelter to the target, doing its damage to the shelter.

Damage 11
STR Min 10/NA
Capacity 1
Range 100/800
Size 5
Availability: Very Rare
Cost: £450 (cartridge cost: £5)
Weight: 8

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The Mumpers
Street mages from the lower classes of society, Mumpers are more of a category of specialists,
like the Brassmen or the Byrons, than any sort of organization. Often illiterate, Mumpers maintain
their grimoires with whatever symbols or glyphs they can contrive, sometimes borrowing from
Romany or other travellers, sometimes using what’s in their immediate environments. Because they
learn most of their craft through trial and error, Mumpers tend to be more worn and bedraggled
than the rest of the urban poor, and sometimes carry scars from attempts to work magic that went
badly wrong.
Despite the hardships, the danger, and the difficulty, Mumpers still arise, as people try their
hand at the Game and occasionally find that they’ve Got the Knack. Dodger teams will include a
Mumper whenever a more respectable mage isn’t available, and sometimes by preference. They may
not have the fancy training of a toff mage, but Mumpers can see wards on a building just as well,
and warn people about them. They just might have a few other tricks up their threadbare sleeves
for emergencies.

Origins
Nobody is quite sure who the first Mumper was. It’s only been two years since the Rabbit Hole
opened and magic returned to the world but, like most street happenings, there’s no documentation,
just a story about a friend of a friend. The story itself varies from city to city. In England, people
mostly agree that the first Mumper lived in London, maybe down by the docks in Wapping. In
France, they say it was Paris, and the first Mumper lived under a bridge on the banks of the Seine.
In Russia, they say it was a girl in Moscow who had come from the country, and who tried a
charm her grandmother had taught her. Whatever the beginning, within a few months every city big
enough to be called one had a Mumper or two, or whatever they were called by the locals, and in
some cases an entire community.

Goals and Methods


Mumpers, like anyone else at the bottom of the social heap, just want to get by, to keep
a roof over their heads, clothes on their backs, and food on their plates. They’re willing to use
whatever they can lay hands to in order to manage it. People with the Knack swiftly find themselves
treating the neighbourhood’s illnesses and injuries, or bringing firepower to the local gang’s arsenal.
Those with the Sight find markets for information, although selling blackmail material or safe
combinations that they scryed in a bucket of water can be dangerous, attracting the wrong sort of
attention.
There are few hard and fast rules for Mumpers, leaving them to find their own way in the
world. The rules that do exist have arisen from the general code of the street, the ethnic mythical
traditions from which some of the Mumpers’ spells and techniques derive, and from practical
observations. Every Mumper knows about karma, even if they don’t know a thing about Hinduism
or even the word for it. Working magic teaches the lesson of “what goes around, comes around”
in harsh terms.

• If it feels dirty, don’t do it. You go stirring stuff up in the spirit world and that stink
will hang around for days.
• Never steal from someone else with the Knack.

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• Dream small. Big dreams get you killed.


• If the money smells honest, sniff again. Look for the strings, they’re always attached.
• Your enemies don’t deserve the truth. Never lie to your friends.
• Your name is worth your life. Don’t trade it or tarnish it.
• Learn to read if you can, but remember that any idiot with money can print a book.
• Be respectful. That old woman is somebody’s granny. Treat her like your own gran, and
remember that she might have been at the Game longer than you.
• Wear your wealth. If it’s on you, it’s going to be harder to steal. This means your Book
as well as your money.
• The Bible says that tattoos are a sin, but they can’t be stolen and the Peelers can’t take
them from you without shedding blood.
• The dead have longer memories than the living.

Slang and Jargon


Mumpers derive their terminology from a wide variety of sources. The following glossary, by
no means complete, does not generally attempt to trace the origins of the terms.

Word or Phrase Meaning


Book Grimoire, regardless of what form it takes.
Bovary Potion; magical beverage.
Got the Knack The person referred to is verified to be an active magician.
The Game Magic, the use of magic, working in the arcane.
The Knack The ability to work magic.
The Sight Clairvoyance, but also object reading, seeing the past or the future, aura
reading, astral sight, or any sort of extrasensory perception.
Varder To see into the astral. “Take a varder” = look into the astral plane.
Whisper A spirit or other astral entity.
Word Wand or other stick used for working magic. Cockney rhyming slang, “your
word’s your bond” = “magic wand”.

Organization
Hardly any. The Mumpers don’t get together in big groups, as that draws attention from
the Peelers. They don’t build strongholds or academies. They don’t collect libraries. They have
no formal hierarchy. Position within the loose culture of the Mumpers is based on reputation and
respect, and both of those depend on what people believe and are willing to go along with. The
more stories told about a Mumper’s accomplishments, the more respect they enjoy on the street,
but the higher the chance they’ll be arrested, for suspicion if not for something they actually did.
Best to keep your head down, and enjoy the respect of your friends, rather than trying to be a big
fish. The Peelers are quick with the nets when they spot a fin.
Mumpers tend to be relatively free in trading spells among themselves, in terms of willingness
to do so, but often exact a payment for the knowledge. Debt on the street doesn’t always resolve
to shillings and pence. It comes in favours owed, things fetched, and connections made. A Mumper
who has taught another a spell may need a place to hide until suspicion dies down, a good word
put in with the right people, or any of a hundred things that can’t be bought with coin. This
creates a web of obligation that binds the Mumpers and their allies together, a culture that resists

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infiltration because of the trusted connections in place. A new Mumper, or one new to an area, has
to have someone to vouch for them before the locals will admit to having the Knack, much less
being willing to talk shop.

Resources
Practically none. Mumpers come from the lower Social Levels, where the average income
is measured in shillings per week if you’re lucky and pence if you’re not. What they have is what
they’ve been able to scavenge, trade for, or make on their own. If a Mumper has a fancy wand or
a focus, they’d better hope the original owner isn’t likely to come looking for it. If a Peeler spots
them with it, they’re likely to be arrested on suspicion of theft.

Membership
Anybody from the lower end who’s got the Knack can call themselves a Mumper. If they’re
smart, they’ll find an uncle or a granny who can teach them a few things. They’ll live longer if
somebody shows them how it’s done. Some new Mumpers figure it out alright for themselves, but
they’re the really clever ones, smart enough to know they’re not that smart. There’s no hard and fast
membership requirements, just the necessity of being accepted by the locals as being in the Game.

Enemies / Allies
Anybody with legal authority represents a threat to the Mumpers. The government put the
chemists out of the fireworks business with the Explosives Act. If they could figure out how to word
it, they’d put the street mages out of business as well, and restrict the Game to just their licensed
lapdogs. Until that happens, the Peelers will settle for harassing anybody they think has got the
Knack, and looking for some charge or other to jail them. The Mumpers can’t go looking for help
from other mages or the Church either. The toffs complain loudly about the workhouses and the
charities that help the poor. When they got tired of the workhouses, they shipped everybody in them
off to Dino-Land. They’re sure not going to extend a helping hand to someone who just might
have more pull in the spirit world than they do. Mumpers are regarded by the upper crust as being
heavily armed, and nothing scares a rich man more than a poor man with a gun. The only allies the
Mumpers have are their own people, the Dodgers, the travellers, the working poor, and the thieves
and scroungers of the criminal underworld. Trust is like a shilling. It’s easy spent but dearly made.

Spell List
Spell Tier Known As Style Modifications
Darkness Initiate Glim Down The magician speaks the name None.
of the spell and makes a
lowering gesture with their hand.
Illusion Initiate Flim-Flam The magician passes their hand Illusion is restricted
(Physical) over their face while imagining to magician’s own
the result. appearance. Strain -1.
Light Initiate Glim Up The magician speaks the name None.
of the spell and makes a raising
gesture with their hand.
Unlock Initiate Betty The magician mimes picking None.
the lock.

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Spell Tier Known As Style Modifications


Bolt Novice Barker The magician points their hand Casting the spell
like a gun and launches a ball makes a loud bang,
of energy. like a gun.
Improve Novice Swank Up The magician tips their hat, None.
Attitude touches the brim, or makes a
similar respectful gesture to the
target.
Improve Novice Scarper The magician whispers None.
Movement “scarper!” to the targets.
Invisibility Novice Doggo The magician whispers “You None.
can’t see me” three times.
Invisible Hand Novice Whisper Filch The magician mimes taking off None.
a glove and sending it off into
the distance.
Transform Self Journeyman Skinwarp The magician hunches over None.
dramatically, and stands back up
in new form.

The Newtonians
Shortly after “The Revelation of Voltaire” was published, which exposed Newton’s dabbling
in the arts of alchemy, chemists around the world latched onto what they saw as the unfinished
work of the greatest genius humanity had yet known. Proudly adopting the name Newtonians, these
intrepid scientists plunged headlong into alchemy, searching for the answers they believed Newton
was approaching at the time of his death. They seek to achieve personally the three major goals of
alchemy Perfections Material - Biologic - Spiritual, in their quest for ultimate truth.
In the process, Newtonians sadly also adopted their namesake’s spiteful hubris. More than
a few of their papers now begin with the epigram, “If I have seen further, it is by standing on the
shoulders of Giants,” revisiting Newton’s own false humility in the face of his rival Robert Hooke.
Many find Newtonians insufferable, and for good reason. In the minds of these alchemists, there is
not a single person who understands what governs and influences the world better than they. Very
seldom do Newtonians collaborate directly with each other, leading many to joke that they are
unable to even tolerate the company of their fellows.
Newtonians have a penchant for showing off their laboratory creations. Oftimes these
alchemists will go out of their way to find problems whose solution calls specifically for their latest
work, whose production nearly detonated the laboratory. Thankfully, Newtonians rarely discuss
what actually goes on in the lab with their neighbors. Otherwise, rent would quickly become
unmanageable.

Origins
Sir Isaac Newton, well-respected for his scientific progress and his contributions to British
governance, passed away in 1727, mourned by an adoring and thankful Empire. Voltaire, long
suspected of being a member of the Reasonable Men, visited England in 1729 to “pay his respects”,
visiting Newton’s home and laboratory. A year later, Voltaire published Newton’s inconclusive

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findings in alchemy as part of a treatise entitled “The Revelation of Voltaire”, a scathing indictment
of religion, using Newton as an example of how brilliance was wasted in the pursuit of “alchemical
pseudoscience and its reliance on the supernatural”. Voltaire hoped this conflation of Newton’s
hitherto unpublished work with his religious views would help discount belief in the supernatural by
the general public. The attempt backfired due to a campaign by the President of the Royal Society
to salvage the venerable scientist’s reputation from what he saw as “direct attacks from a foreign
national against a great and peerless man”.
Sir Hans Sloane, RSP, launched a call to arms to the scientists of the world, writing:
“We owe Sir Isaac far too much to leave his final questions unanswered. He has thrown open
the door at the end of the hallway, and shown us a staircase leading upwards. It is our task now
to close the gap between us and that first step and begin humanity’s ascent.” The initial response
was positive. Scientists scoured through Newton’s unfinished work, looking for the tools to
proceed in his alchemical research. The term “Newtonians” entered the vernacular, adopted by those
brilliant enough to understand Newton’s notes and stalwart in their support of a man they thought
intellectually infallible.
More conservative members of the scientific community sided with Voltaire. While they
respected Newton’s contributions to natural science, they believed any search for answers in the
primordial quest of alchemy was misguided. For more than a century, the Newtonians saw their
numbers dwindle as experimental success and ability to recreate their findings was rare, becoming
a sad joke about wasted brilliance and mad devotion. Their reputation was so damaged that in the
months after the Rabbit Hole opened, quiet publications denoting success after success from long-
discredited Newtonians were largely ignored. Some still doubt their veracity, not having the time
or faith to attempt confirming the experiments of a gang of Oswalds. Reports filtering in from the
field tell of learned individuals claiming the epithet Newtonian proving themselves invaluable to those
desperate enough to trust in their laboratory concoctions, but these “two-bit potion jockeys” still
have quite a lot to prove to the governments and popular press.

Goals and Methods


Though insufferable in their self-importance, Newtonians publish less material on their work
than most other scientists, Weird or otherwise. This behaviour stems from the intersection of a
great many circumstances. Newton himself never published any work before he was absolutely certain
of both its veracity and its importance to the scientific community. Since his investigation into
alchemy was unfinished and at points inconclusive, Newton never published on the subject in life.
Unfortunately, it seems as if the Newtonians have also adopted Sir Isaac’s famously thin skin in the
face of criticism. On the not-so-rare occasion that the work of a Newtonian is criticized in print or
in the field, many of these scientists react by brushing their detractors’ comments aside as quickly
as possible. They then retreat to their laboratories, resolved to make a point of never producing
anything to benefit such scurrilous individuals, even if that means holding back or guarding the
secrets of groundbreaking discoveries until they or their enemies have passed from the world.
As one might assume, those that adopt the name “Newtonian” are not exactly lovers of
crowds, social interaction, or people. They are also not particularly fond of the notion of friendship.
A Newtonian often sees such relationships as frivolous distraction. However, these solitary scientists
do form and maintain bonds with potential colleagues or patrons. Any person capable of enabling
or furthering the pursuits of a Newtonian might report an amicable relationship with an alchemist,
while those that come into contact with less charismatic Newtonians will be certain that the presence
of said alchemist anywhere outside the laboratory is painful both for the Newtonian as well as those
in their company. Some scientists are simply better at faking polite discourse than others.

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While Newtonians are voracious readers of natural science, philosophy, and even religion, they
constantly tinker with and modify the methodologies and practices of those they read. Alchemy is
a very personal pursuit, and those who practice it often produce notes that seem incomprehensible
at first glance. An alchemist’s notebook is the record of his or her personal journey toward the
ultimate goal of all Newtonians. Eventually, certain symbols and terms will look familiar to other
Newtonians, but many of their ramblings will be forever indecipherable by even the intellectually
gifted of the general population.

Organization
Newtonians have no formal academic structures in place. Until recently, alchemists were
a dying and discredited breed, even after the push for their work to continue by Royal Society
President Sir Hans Sloane. No requests for aid or endorsement from the Empire were successful,
because alchemy had little to show by way of proof for all the expensive work that had been done.
In the quest to save the Prince Consort’s life, the Queen herself insisted that the Newtonians
be brought back into the fold of the Royal Society. Among the few Fellows currently practicing
alchemy, Atwood is at the helm, though even she was under attack at the time of the Rabbit
Hole’s opening. While funding for the Newtonians in the Royal Society is lower than that of the
“legitimate” scientists, the alchemists do enjoy the most affordances of the Oswald contingent, due
to their established tradition and body of work, embattled though it may be.
These Fellows have become adept at finding (and hiding) other ways of funding their
incredibly expensive experiments and laboratories, taking notes from those Newtonians who prefer
to work away from the watchful eyes of the Crown. Truthfully, the few Newtonians lucky enough to
be elected to the Royal Society are happy that their numbers remain small. Each of the Fellows is
then able to employ many research assistants. Newtonians of less fame operate independently, but
are afforded use of the considerable resources of the Empire in their exploits by attaching themselves
as a research assistant, if in name only, to one of the existing Fellows of the Royal Society. In
return, the Fellow sometimes gains legitimate assistance into their primary area of study. More often
than not, though, these lesser Newtonians are used as fronts to procuring more funding and access
to rare materials in ways that might reflect poorly on an agent of the Royal Society. Fortunately,
any mix-ups with Dodgers and the like that are discovered can be conveniently resolved by a public
disavowal and indignant termination of someone reasonably expendable.

Resources
Existing completely outside of the Royal Society or another government-funded body is hard
on a Newtonian. Laboratory space and instruments of the highest quality are costly necessities, not
to mention the price of materials consumed in their experiments. One cost not often given much
thought by fledgling scientists of all sorts is the security of a laboratory once built. Established
Newtonians often go to great measures to protect their work and equipment, employing armed
security, Byrons, Brassmen, or a combination of the three.
As with those just beginning any profession, a Newtonian is unlikely to be able to procure
the funds necessary for a laboratory of their own, so they will likely look to reach an arrangement
with an established scientist to work as a lab assistant for a time, gaining access to the laboratory
equipment during hours it is not in use. Unfortunately, any slip-up in this line of work could lead
to a very expensive disaster involving equipment the assistant will be expected to replace. Finding a
new position might also prove difficult after such a mishap.
Other arrangements can be made, of course, but tend to be less hospitable. Grants are
unheard of for unknown Oswalds. The Crown has offered some rather predatory loans for novice

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scientists, but when a man with a red coat and rifle appears to tell a scientist that the interest has
been raised on their debts to a level they cannot hope to repay, eyes begin nervously searching for a
back exit or easily breakable window. That precise situation leads many Newtonians to fall in with
Dodger collectives, looking for a way to escape their debts. Some decide to cut out the middle step
and align with the Dodgers straightaway. Several of the more organized groups are able to afford
fantastic work spaces for their associates. Laboratories are no exception.

Membership
While many practicing and successful Newtonians prefer to remain anonymous due to the
controversial nature of their work and the fear of being shut down by the authorities or jealous
detractors, there are a few prominent alchemists. These individuals possessed of uncommon
bravery are typically either enjoying the protection of the Royal Society or publishing work under
pseudonyms through sympathetic presses interested in the cause. Newtonians also greatly value the
work of historical alchemists as a means of learning more about the trade, since formal schooling
in the natural sciences can only take one so far into the realm of alchemy and the pursuit of a
Magnum Opus.

Enemies/Allies
The Newtonians are famously inept at making friends out of even their most frequently visited
acquaintances and colleagues. Alliances for a practicing Newtonian are usually formed in regard to
finances, securing materials, or protecting their work. Many Newtonians have begun venturing into
the Gruv in search of materials either not found, or too rare to procure, on Earth. As Dodger groups
are more likely to be able to provide Newtonians with all of these, in addition to a “no questions
asked” mentality, several Newtonians have been caught operating outside of the bounds of what
Her Majesty might consider expressly legal. Those working in some capacity for the Crown have
the misfortune of strict regulation and frequent witch hunts by those who consider themselves “the
legitimate descendants” of Sir Isaac Newton.
The High Street Chemists Association and members of the Royal Pharmaceutical Society
of Great Britain have a plethora of reasons to attack the livelihoods of practicing Newtonians.
The motive they tout openly is that common Newtonian practices are dangerous, and that these
charlatans must be investigated frequently. Among the dangers mentioned by outsiders is that “these
confounded Oswalds are playing with fire”, quite literally in some cases. These claims, based on
upholding the Explosives Act of 1875, far too frequently lead to intrusive and lengthy investigations
and oftimes the seizure of materials and lab equipment that range from expensive to priceless on
the grounds that they may look suspicious to the authorities. Arguing with the police has shown
time and again only to lengthen a prison stint. The best a Newtonian can hope for is to await a
court date and then lie through their teeth about what each and every item in their laboratories is
used to accomplish.
A less talked about, but more likely, motive for these grand inquisitions into established
Newtonians would be that “the scoundrels are mucking around with the stuff of life!”, tarring the
Newtonians with the same brush used against the Prometheans. While the accusation seems to frame
the subject in abhorrent terms more suited to the tabloid press, the truth is that the High Street
Chemists had cornered the market on several very lucrative revenue streams that might be threatened
by the Ozzies and crackpot faith healers surfacing in recent days. If the doctors of the world started
placing stock in alchemy, the chemists would have more to worry about than a neighbour likely
to take out half the block in a laboratory explosion. In the wake of some unsuccessful attempts to

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discredit or imprison Newtonians, there have been whispers that unfortunate explosions in the labs
of those who had survived an investigation unscathed might not have been accidental.

Potion List
British Fire
Historical records detailing the effectiveness of Greek fire inspired Newtonian researchers to
develop a modern alternative for military use. A thick, gel-like liquid synthesized from flammable
compounds and infused with mana, British Fire reacts violently to oxygen. Although safe to handle
in a vacuum-sealed container, the substance bursts into intense flames when exposed to air. British
Fire retains its liquid properties when it ignites, allowing it to splatter across a wide area. The
burning substance sets fire to any flammable object it touches. Newtonians typically store British
Fire in thinly lined containers that shatter on impact. Although the British Army has requested
artillery shells loaded with British Fire, Newtonian researchers have yet to develop a breakable
container sturdy enough to be fired from a cannon without rupturing.

Game Information:
Hitting a target with the potion container requires a Throwing Weapons Test. The container
breaks upon impact regardless of what it hits. Treat as a Burn Area spell. If brewed by a player
character, use Spellcasting + WIL for the Effect Step. If purchased, the Effect Step is the potion’s
Rank + 9, with a maximum Rank of 5.
Availability: Rare
Cost: £15 x Rank
Weight: 1

Glamour Bomb
Often used for showmanship or to create distractions, a Glamour Bomb potion vaporizes
when it comes into contact with air. The vapours take the form of a predetermined physical illusion.
When Newtonians brew a Glamour Bomb, they must designate what form the illusion will take.
The entire contents of the container are needed to complete the illusion; partial applications are not
feasible. If multiple Glamour Bombs take effect at the same time, the illusions do not interact with

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each other unless they were originally designed to do so. Glamour Bombs are especially popular
among British intelligence agents and Dodgers.

Game Information:
When the potion is released, treat as the Illusion (Physical) spell. When brewing the potion,
the alchemist must designate the illusion. If purchased, the potion must clearly indicate the illusion it
produces. If brewed by a player character, use the guidelines outlined in the Illusion (Physical) spell.
If purchased, the potion Rank is equal to the number of successes on the alchemist’s Effect Test,
with a maximum of 5. For Rank 3 and above potions, a Perception Test is required to disbelieve
the illusion.
Rank 1: No test.
Rank 2: No test.
Rank 3: TN 19
Rank 4: TN 24
Rank 5: TN 30
Availability: Rare
Cost: £15 x Rank
Weight: 1

Glow Water
Originally developed as a safe alternative to arc and gas lighting, Glow Water is a luminescent,
non-flammable liquid distilled from bioluminescent insects and fungi. A single vial gives off light
equal to the brightness of a lantern. Since the liquid must make contact with the air to activate its
luminescent properties, the first Glow Water containers featured a screwed-on cap over a tin foil seal.
Once the user punctured the seal, they could either replace the cap or pour the Glow Water over a
surface to create another light source. Newer designs incorporate a self-puncturing seal that activates
the liquid by simply “cracking” the cap, but at the expense of not being able to remove the cap.

Game Information:
Glow Water comes in two varieties: Glow Vials and Glow Sticks. A Glow Vial has a
removable cap and can be poured onto surfaces to create an additional, if dispersed, light source.
Glow Sticks cannot be opened and provide light equal to a lantern. Both function as the Light spell.
When pouring liquid out of a Glow Vial, treat the covered object or surface as if it were under the
effects of the Light Area spell.
Availability: Unusual
Cost: £10
Weight: 1

Nightingale Sisters
The Nightingale Sisters are one of the largest and most successful private charity organizations in
Great Britain. Dedicated to expanding quality healthcare throughout the British Empire, Nightingale
Sisters nurses were the first medical professionals to fully incorporate magic into their practice. The
organization is also heavily involved in the fight to expand women’s rights, pushing for full equality
in the courts, the workplace, and the government. Although the majority of their operations are
based in the British Isles, the Nightingale Sisters have recently expanded into the Gruv, where they

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work to protect British citizens from strange new diseases and prevent newly established colonies
from reestablishing the unjust, patriarchal societies of old.

Origins
The history of the Nightingale Sisters is largely the story of its founder, Sarah Grant. Born
in 1841, Grant was the illegitimate daughter of the famed Jamaican-born sutler Mary Seacole, who
made a name for herself by caring for British military personnel and tending to cholera victims
throughout the Caribbean. When the Crimean War broke out in 1853, Seacole offered her services
as a nurse to the British War Office. The military rejected her petition, possibly due to her Creole
heritage. Undaunted, Seacole secured passage to the Crimea at her own expense and established a
hotel near the front to provide medical care and supplies to ailing soldiers. Grant accompanied her
mother and visited Florence Nightingale’s converted hospital. Although Nightingale disapproved of
Seacole’s operation and her illegitimate child, she nonetheless encouraged Grant to pursue a more
formal education in nursing should she ever return to London.
After the war ended in 1856, Seacole returned to London, where her debts from the war
won her substantial sympathy in the press. Grant had a falling out with her mother soon afterward,
accusing her of courting fame and taking advantage of others’ generosity. When Seacole returned to
Jamaica, Grant remained in London and sought work as a nurse. Several hospitals turned her away
either due to her age or her mixed parentage.
Grant eventually found work with a church-funded charity organization, and her medical talents
caught the attention of Adelaide Anne Procter, a renowned poet and women’s rights activist. Procter
introduced Grant to other social activists, positioning her in the heart of the burgeoning women’s
rights movement. Grant’s newfound connections helped her gain admittance to the Nightingale
Training School when it opened in 1860. Given her extensive field experience, she proved a far
more capable student than her peers and even many of her instructors. Grant’s willingness to blend
her mother’s traditional remedies with modern medical treatments caused tensions with the school’s
superintendent, Sarah Elizabeth Wardroper, but she completed the program by 1864.
Procter fell ill with tuberculosis later that same year and deteriorated quickly. Although several
doctors insisted that death was inevitable, Grant worked tirelessly to save her friend’s life. Remarkably,
some combination of her traditional and modern medical treatments drove the disease into a state of
remission. Queen Victoria, who was quite fond of Procter’s poetry, arranged a meeting with Grant
after she heard news of the miraculous recovery. Convinced that Grant’s methods might eventually
form the basis of new medical knowledge, the Queen provided funding for Grant to organize and
train a group of nurses to combat tuberculosis and other serious diseases throughout London. In a
nod to her hero, Grant called the women she recruited the Nightingale Sisters.
By 1870, the Nightingale Sisters had become one of the most popular charitable social
clubs in England. Although Grant remained focused on providing medical care to the poor,
Procter established a board of directors to manage the club’s public affairs and income. The
money collected from donations and membership dues enabled the organization to purchase several
struggling hospitals throughout the country and establish new medical facilities in areas without
them. In addition to public health efforts, the group also established several “women’s houses” to
provide shelter and counselling for women in need as well as a number of vocational schools catering
specifically to women and young girls.
Although hospitals, clinics, and schools generally proved popular, the shelters caused a
firestorm of controversy from the moment they opened. Angry husbands frequently attempted to
force their way into the shelters to drag their wives and daughters back home, which forced the
Nightingale Sisters to hire guards and fortify the buildings with locked doors and barred windows.
Conservative politicians warned that the all-female staff running the shelters was part of a widespread

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female conspiracy to tear apart traditional English homes by convincing ungrateful wives to abandon
their hard-working husbands. The London press portrayed the shelters as filled with sick prostitutes
and unwed street women pregnant with bastard children. Parliament made several attempts to have
the shelters closed down, but the Nightingale Sisters challenged critics by publishing a wide range
of informative pamphlets and newsletters to sort out the truth from the slander. Over time, enough
accusations were discredited that the public outcry over the shelters faded. The controversy never
fully disappeared, and scarcely a year passed without a member of Parliament relating a story of
some husband blaming a Nightingale Sisters shelter for “stealing” his wife or daughter.
Grant faced a different sort of controversy when her mother returned from the Franco-Prussian
War in 1871 after spending a year as director of a British nursing and care unit. Seacole ridiculed
her daughter’s efforts to expand medical care, calling Grant an “ungrateful opportunist.” Seacole
claimed to have taught Grant everything she knew, and rejected her daughter’s honouring of Florence
Nightingale, who once wrote a scathing letter in an attempt to defame Seacole’s reputation. Grant
replied to her mother’s criticisms a week later, asserting that while she was grateful for her early
training, she had learned a great deal more in the fifteen years since returning from the Crimean
War. While she stopped short of criticizing Seacole directly, Grant was careful to mention every
instance in which her mother had personally profited from providing medical care while emphasizing
that the Nightingale Sisters reinvested every scrap of revenue into its charity work. While the press
tried to keep the row going, Grant refused to respond to any of her mother’s subsequent comments.
When Seacole received a knighthood in 1872, several prominent members of the Nightingale Sisters
attended the ceremony. Grant, however, was noticeably absent.
As membership expanded, Grant and Procter maintained a distinction between the group’s
social members and its dedicated activists. Although every hospital, shelter, and school remained
under the supervision of a full member, rank and file employees were not considered members.
Full “sisters”, the term not capitalized to avoid confusion with religious orders, performed more
important tasks with little to no public recognition. Grant kept the group’s charity efforts under
her control, and Procter carefully screened potential board members to ensure that they shared her
political goal of expanding women’s rights.
Shortly after the Portal opened, the nurses trained by Grant to utilize traditional herbal
remedies reported that some of the treatments seemed to be achieving miraculous results. Grant
herself found that many of her mother’s old prescriptions proved capable of curing deadly diseases,
mending serious injuries, and reversing infection. When Grant tried to share her discoveries
with London’s medical community, most doctors accused her of quackery. Florence Nightingale
dismissed many of Grant’s claims as superstitious nonsense. Undeterred, Grant made recruiting
potential magicians a top priority and actively promoted incorporating magical research into medical
practice. Although her embrace of magic scared off a few donors and earned the Nightingale Sisters
some negative press, Procter and the rest of the organization’s board supported Grant’s efforts.
When the British Army organized the first expeditions into the Gruv, Grant volunteered the
Nightingale Sisters’ services, fearing that some unknown health risks might threaten the settlers,
not to mention the unsuspecting population back on Earth. Procter, for her part, harboured fears
of a different kind, worrying that some settlers might seek to re-establish a male dominated society
in the Gruv, thus robbing women of hard won political victories such as suffrage, equal education,
and fair wages.
Although the British Army and the Crown proved receptive to the Nightingale Sisters
providing medical services in the Gruv, problems arose when Dame Seacole was appointed as
medical director of Fort Alice in 1878. Time had done little to heal the rift between mother and
daughter, and Dame Seacole took advantage of her position to make life difficult for the Nightingale
Sisters. She argued that the unregulated use of magic might pose a risk to Fort Alice’s security.
Grudgingly, Grant traveled to the Gruv to meet with her mother personally and work out an

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SECRET SOCIETIES

agreement. Dame Seacole consented to the Nightingale Sisters operating in the Gruv provided
the organization paid a substantial fee for every sister that passed through the Portal. Although
she characterized the fee as an “insurance” payment in the event of some magic related accident, it
seemed obvious to all that Dame Seacole was really interested in receiving what she believed was
just compensation from Grant after providing the foundation of her magical training. Despite these
difficulties, the Nightingale Sisters have become very active in the Gruv, though the bulk of their
efforts are still directed toward charity and social activist work throughout the British Empire.

Goals and Methods


The majority of the Nightingale Sisters’ resources are devoted to providing quality healthcare
to underprivileged members of British society. Funded by private donations and occasional grants
from the Crown, the Sisterhood operates medical clinics and hospitals throughout the British
Empire that treat patients free of charge. Teams of Nightingale Sisters nurses work in impoverished
neighbourhoods and remote areas to provide care to people without access to hospitals or doctors.
These nursing teams are the most visible members of the organization, marked by their distinctive
gray and white uniforms. The organization also promotes public health awareness through education
campaigns aimed to encourage British citizens to live healthier lives. For instance, when Annie Besant
and Charles Brandlaugh published Fruits of Philosophy, Nightingale Sisters nurses distributed free
copies to every neighbourhood they visited to promote the virtues of family planning.
Nightingale Sisters nurses were the first medical professionals to incorporate magical healing
into their practices. Grant’s focus on traditional remedies and alternative medicines made it easy
for her pupils to accept magic as a viable treatment method. Britain’s medical establishment has
lagged behind in magical research and remains skeptical of its benefits. The debate over magic’s
place in medicine has caused a great deal of confusion and fear among the British public. Outreach
and public awareness campaigns have thus remained an important aspect of the Nightingale Sisters’
charity work.
Social activism remains a major priority for the organization, specifically women’s rights.
The Nightingale Sisters own and operate several small presses that produce political pamphlets
advocating for full equality under the law while denouncing discriminatory hiring practices, lower
wages, and limited political representation. While the sisters operate the moderate presses openly,
the more radical publishers are legally registered to shell companies owned by individuals with no
obvious connection to the Nightingale Sisters. Over the last several years, the organization has
opened a number of schools and vocational centres to provide training that will help make women
more competitive in the workforce and the political arena. The Nightingale Sisters work quietly
to maintain the gains that women have made in British society, often taking efforts to undermine
sexist politicians and discredit reactionary religious groups who seek to restore patriarchal privilege.
When word spread back to England that Saurid shamans managed to cure Seacole’s
atherosclerosis, the Nightingale Sisters immediately made plans to send a team of nurses to study
the Saurids more closely. In March of 1879, Grant led a team of nurses and bodyguards into the
Gruv to make contact with the reputedly peaceful Saurid communities of the western temperate
forest. The team has yet to return.

Organization
The Nightingale Sisters are a two-tiered organization consisting of full members who engage
in widespread activism in addition to more secretive tasks and “donor” members who take part in
social events and volunteer work. Full members form a separate hierarchy within the organization.
They are technically accountable to the group’s board of directors, which consists of both full

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and donor members, but not all board members are aware of the true extent of the organization’s
activities. Regardless of their function within the Nightingale Sisters, all sisters must defer to their
immediate superiors as determined by rank.

Nightingale Sister Ranks


Novice: The most recent additions to the Nightingale Sisters, novices are expected to
follow instructions to the letter. They are permitted to question orders within reason, but all
novices are subjected to ongoing evaluations to judge their potential for promotion.
Regular: Once a novice proves her ability, she is promoted to regular status. Regulars
are encouraged to think for themselves and question the conventional wisdom of their practice.
The majority of full Nightingale Sisters members are regulars. After gaining a few years of
experience, they are often assigned to mentor novices. Many Sisters never aspire to advance
beyond this rank, preferring instead to remain “on the ground” where they feel their skills can
be put to the best use.
Doyen: Regulars who demonstrate leadership skills are promoted to the rank of doyen.
These women function as either field commanders for nursing teams or coordinators for
intelligence gathering efforts. Many of them receive additional training to help them better
fulfill their new responsibilities. Doyens also determine when novices are ready for promotion.
Matron: Matrons coordinate with several doyens to direct Nightingale Sisters efforts
throughout the British Empire. They also manage major operations, such as hospitals,
publishing houses, and women’s shelters, that are deemed too important to be left in the
hands of donor members or non-members. Matrons are few in number and are rarely
promoted from the doyen ranks. In some cases, the rank is temporary, lasting only as long
as the Sister is attached to a particular assignment.
Matriarch: The true leaders of the Nightingale Sisters, the matriarchs set the organization’s
overall agenda and direct its human and financial resources to further those ends. Only the
four permanent members of the board of directors hold this title: Grant, Procter, Bodichon,
and Parkes.

Grant’s specially trained nursing teams form the most visible group within the organization.
Dedicated to improving public health and providing care to the poor, these women operate in teams
of five to ten members under the command of an experienced nurse. While the board of directors
grants these teams financial support, it does not have direct control over them. As full members of
the Nightingale Sisters, nurses have a wide range of autonomy, but they ultimately remain under
Grant’s supervision. Nightingale Sisters nurses are often the center of the organization’s public
awareness campaigns and publishing efforts.
Less visible are the informants, propagandists, and bodyguards dedicated to promoting and
preserving women’s rights. Scattered throughout the British Empire, these agents report to Procter
by way of her vast web of contacts. Most agents are full members of the Nightingale Sisters, but
the nature of their work often forces them to remain anonymous.

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SECRET SOCIETIES

Nightingale Sister Titles


Although the Sisterhood does not specifically classify members according to task, the
abundance of bird imagery in the group’s early promotional efforts caused many members
to adopt an informal classification system based on birds. Upon graduating from the novice
rank, most sisters receive a necklace pendant featuring the image of the bird appropriate to
their role. Given their concern for secrecy, wrens do not issue any tokens that might identify
their association with the Nightingale Sisters.
Canaries: Writers, educators, and propagandists
Doves: Nurses and healthcare experts
Sparrows: Bodyguards
Wrens: Spies and couriers

Resources
As a public charity organization with several hundred donor members, the Nightingale Sisters
draw most of their funds from annual membership dues and fundraiser events. Most of the money
collected from donor members and fundraisers goes back into the organization’s public charity
work, allowing it to pay employees, maintain facilities, and increase awareness of its many services.
The Nightingale Sisters prefer to own their facilities outright rather than rent them, allowing
them to run more secretive operations without fear of discovery. Parliament classifies the group as
a charity organization, which accords it a preferential tax rate.
Most of the money collected from membership fees and donations funds the group’s visible
charity efforts. The board of directors manages this income carefully to ensure that only a small
fraction of this money is diverted to the group’s less visible activities. Most full members, such as
underground activists, nurses trained in magical healing, spies, and security personnel, are supported
by an annual subsidy from the Crown. Very few people know that Queen Victoria continues to
fund the Nightingale Sisters, and all parties involved would prefer to keep her involvement a secret.
Several members of Parliament, especially those with close ties to the medical community or anti-
women’s rights organizations, would be outraged to learn that the queen secretly routes money from
the Royal Treasury to the Nightingale Sisters without Parliament’s approval.

Membership
Anyone can join the Nightingale Sisters as a donor member provided they pay the annual
membership fee. Donor members, who often call themselves “Nightingales”, must also agree to
volunteer for at least one fundraiser per year. Donor members always fill the three rotating seats on
the board of directors, which are usually awarded as a show of thanks for dedicated support. Joining
the group as a donor member carries a great deal of prestige in social activist circles.
Full members, sometimes referred to as the “sisterhood”, form a much more exclusive and
smaller group. Only women may become full members, and a current full member must recommend
them before they can join. Once recruited, novices are assigned roles according to their skills. After
completing a probationary period, novices advance to regular status and are thereafter considered a
part of the sisterhood. Some will advance higher in the ranks, taking on more responsibility along
the way, but many sisters remain regulars indefinitely.
Most full members are nurses, and make up the healthcare teams that visit ailing and
impoverished communities. These nurses are usually presented as the face of the Nightingale Sisters
in promotional campaigns and at fundraisers. Other full members work as informants, propagandists,

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administrators, bodyguards, and investigators. Donor members usually treat Nightingale Sisters
nurses with great respect, but they can rarely identify full members who serve the organization in a
different capacity.
Full members receive free room and board when possible. Nurses typically operate out of a
hospital or health clinic, while other members live in communal apartments. Some members operate
in secrecy and maintain private lives as a cover. In such cases, the Sisterhood arranges for discreet
payments to subsidize the member’s efforts.

Enemies and Allies


London’s medical establishment strongly opposes the Nightingale Sisters’ decision to
incorporate magic into its medical practice. Several prominent doctors have denounced Sarah Grant
as a dangerous quack and accused her organization of pushing England back into the darkness
of ignorance. Even the group’s namesake, Florence Nightingale, has spoken critically of Grant’s
methods and expressed concern over the way she trains her nurses. Elizabeth Garrett Anderson, the
first Englishwoman to become a doctor and gain membership in the British Medical Association,
joined the medical community’s outcry by publishing a lengthy editorial arguing that the Nightingale
Sisters might well revive superstitious fears of witchcraft and thus undermine the very rights they
claim to promote. Several members of Parliament have ties to the country’s medical associations,
and calls for a closer review of the Nightingale Sisters’ activities as a “charity organization” are
growing louder.
The group’s strong position regarding women’s rights has made it unpopular with reactionary
organizations throughout the British Empire. Conservative social clubs and working class men
fearful of losing jobs to women remain an outspoken threat to recent legal and political victories.
The Nightingale Sisters keep a close eye on such groups and take action to protect women from
targeted acts of retribution and discrimination.
Although the Anglican Church does not actively oppose the Nightingale Sisters, certain
bishops and priests have argued that some forms of healing magic are indistinguishable from
witchcraft and should be condemned as apostasy. Many leading figures among the Sisterhood,
most notably Grant and Procter, also have longstanding ties to the Catholic Church, which only
heightens suspicion between the two organizations. For the time being, a shared concern for the sick
and the poor has kept the Nightingale Sisters and the Anglican Church on agreeable, if somewhat
uneasy, terms.
Controversies aside, the British Army has found the Nightingale Sisters a valuable asset in
their expeditions to the Gruv. Nightingale Sisters nurses often accompany detachments of soldiers
as combat medics and teams of nurses sometimes even provide medical care to settlements deep in
hostile territory. Since the nurses are funded by the Nightingale Sisters and their magical healing
techniques require fewer supplies, the army views them as a low cost alternative to its conventional
medical providers. On the far side of the Rabbit Hole, British soldiers seldom voice complaints
about magical healing in their struggle against the Samsut, the Saurids, and the alien environment.
The Nightingale Sisters maintain an uneasy relationship with the Heron and Promethean
researchers working with the British Army in the Gruv. Many sisters are concerned that some Weird
Science weapons will prove more dangerous for the soldiers using them than to their intended
targets. The Nightingale Sisters informants keep a close watch on prominent Prometheans with
reputations for unsavoury experiments. The group’s relationship with the Newtonians is similarly
rocky. A few alchemists have tried to profit off selling magical potions to ailing citizens in
impoverished neighbourhoods in recent years. Some sisters even fear that unethical Newtonians
might be using poor neighbourhoods as testing grounds for their latest experimental brews. Their
suspicions have contributed to several ugly public confrontations.

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Spell List
Spell Tier Known As Style Modifications
Cleanse Initiate Sanitize The magician sprinkles a If the magician does
finely ground powder over not have the proper
the surface to be cleansed equipment, increase Strain
and then wipes it away by 1.
with a rag. The powder
pulls the contaminant away
with it as the magician
scrubs.
Resist Initiate Weatherproof The magician rubs oil over If the magician does
Temperature the target’s exposed skin. not have the proper
equipment, increase Strain
by 1.
Stun Initiate Spasms The magician makes a None.
series of sharp jabs at
an imaginary target, each
strike targeting a vital
nerve ending. The spell
causes the target to suffer
painful muscle spasms.

Clairvoyance Initiate Watchful Eye The magician closes her If the magician does
eyes and imagines the not possess an object
person or place she wishes associated with the target,
to view while holding an increase Strain by 1.
object associated with the
person or place she wishes
to view.
Read Novice Diagnosis The magician places one The magician can only
Memories hand on the target’s injury access memories related
(or on the chest if there to the cause of the
is no obvious injury) and target’s illness, injury, or
one hand on the target’s condition. Reduce Strain
forehead. Cost to 2 + TMD.
Heal Novice Medeor The magician treats the If the magician does
target’s injuries with herbal not have the proper
salves and conventional equipment, increase Strain
bandages. by 2.
Improve Novice Bedside The magician must engage If the target is injured,
Attitude Manner the target in conversation the magician gains +2 to
in an attempt to put them the Effect Test.
at ease.

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Spell Tier Known As Style Modifications


Sleep Novice Tranquilize The magician places her None.
hand over the target’s
forehead while counting
down from twenty. The
spell takes effect when the
countdown reaches one.
Thought Novice Bond of The magician grips a Only allows
Link Sisterhood necklace pendant (or communication with
pretends to grip one if other women. When
she doesn’t have one) and used to communicate
focuses intently upon the with a full member of
target. the Nightingale Sisters,
reduce Strain by 1.
Geas Journeyman Feminine The magician engages The magician gains +1
Wiles in conversation with the to the Effect Test if the
target while conforming target is male. If the
to a social stereotype target is female, increase
of feminine behavior (a Strain by 1.
seductress, a mother,
an innocent, etc). The
suggestion can be made
at any point during the
conversation, but must
be consistent with the
magician’s conversational
disposition.

The Order of Britannia Victorious


A magical Lodge deeply embedded within the British military, the Order of Britannia
Victorious (OBV) is made up of officers of all ranks who serve or have served the British Empire
on the battlefield. The Order is convinced that the manifest destiny of Great Britain is to rule the
world. The Empire already dominates a third of the globe. Members of the Order know it is only
a matter of time before the rest also pays homage to Queen Victoria.
The Order is one of the few Lodges whose existence has become public knowledge. Many
members expected the Order to be purged from the military upon being exposed, their ability to
wield magic seen as a potential threat to the stability of the nation. Instead, they were embraced
as heroes and modern druids – mystical advisers sworn to keep Britain safe. Since their discovery
and acceptance, the Order has reorganized itself and set up an official headquarters in London, the
exact location being known only to members, the Royal Family, and high ranking members of the
military.

Origins
The Order was founded in 1783 after the loss of the Thirteen Colonies, so that the armed
forces could direct the Empire’s military might in pursuit of its manifest destiny to rule the world.

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SECRET SOCIETIES

A group of officers in Brooks’ Gentleman Club got into a heated discussion regarding what should
be done to avoid another such disaster. An agreement was formed between them, and the Order of
Britannia Victorious was born.
The Lodge initiated only military officers into its ranks, and only those who shared the
beliefs of the founders: that Great Britain needed the guidance of military men, not politicians,
to avoid losing any more of its territory. Such beliefs in a civilian secret society could have led
to an attempted coup, but the newly-formed Order consisted of soldiers oath-sworn to protect
their country. The OBV used its influence with civilian officials to ensure that its policies were
carried out, helping lead to the rise of the British Empire. Its members spread throughout the
other gentlemen’s clubs of London, forming ties with politicians, industrialists, and artists, quietly
orchestrating events to aid not only in the development of Britain’s armed forces, but the logistical
base necessary to support them.
The Order became a benefactor to industrialists, recognizing the increased efficiency of
automated factories as necessary to keep Britain’s troops well equipped. As many of the officers
within the Order’s ranks hailed from wealthy families, they had sufficient capital to aid in the rapid
industrialization that swept Britain in the early Nineteenth century. At the same time, though, the
Lodge became paralysed by internal politics. The senior members, veterans of numerous battles,
took a conservative approach to the changing face of warfare as the Empire expanded, stubbornly
resisting attempts by the Order’s younger members to introduce new tactics to the military.
That all began to change after 1876 and the creation of the portal leading to the Gruv. New
officers began to join the ranks, ones with powers far beyond the understanding of science. The
leaders of the Order saw this as a sign that the supernatural powers of Britain itself were coming
to aid them in their mission. They began to seek out more individuals in the military with such
abilities, whilst simultaneously hunting down any information they could obtain to help these
members become better at wielding the powers they had. This sudden acceptance of magic finally
split the Order. The long neglected lower ranks rebelled against the senior commanders, accusing
them of acting out the very faults the Order had been established to combat – that of promotion
based on standing, and not merit. A fight broke out in Brooks’, and the building burned to the
ground. Many believe it was due to a candle being knocked over and setting the drapes aflame. A
few whisper how it may have been the work of one of the magically inclined members. No matter
the cause, the result was the same. The larger portion of the membership perished, including the
majority of its leaders, leaving the Order devastated.
Major Martin Finch of the Seventh Royal Fusiliers stepped forward and took control. Under
his leadership, the Order swiftly recovered. No longer led by rampant Tories, the Order of Britannia
Victorious became an actual regiment, with its own military ranks. Only those would matter during
Order meetings, not the ranks that the members might hold in the regular military. Major Finch
further declared that only those who could wield magic would know of the Order. Any members
who lacked the talent were left to believe the Order dead along with those who had fought in
Brooks’. With the Order reformed, Major Finch and his followers focused on honing their abilities
to aid the British military, their goal unchanged. Britain would rule the world, and it would achieve
dominance thanks to their efforts.
In January of 1879, Lt. Edwin Winthrop, a new member of the Order assigned to a cavalry
division under Lieutenant General Lord Chelmsford, was still in training in the use of his powers
when he was deployed to Africa. His seniors in the Order gave him orders to find other soldiers
with magical ability and direct them into the Lodge, and under no circumstances to reveal his own
abilities. During the Battle of Isandlwana, when it became obvious that his unit was doomed, Lt.
Winthrop led a charge at the Zulu lines, calling upon his magic to aid his troops in the breakout.
Due to his inexperience, he lost control of his conjuring, resulting in a thunderstorm erupting from
his fingers, decimating the Zulu ranks. As the Zulus before him broke and fled, Winthrop and his

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cavalry forced their way through and escaped the battlefield. Upon reaching a friendly staging post,
Winthrop passed out from the injuries sustained not only from the battle, but from the loss of
control of his magic.
In the board of review that followed, Lieutenant Winthrop had to reveal his abilities to
convince the senior commanders that he had not deserted. Though shaken by his display, the
soldiers under his command corroborated his story, and the British command had no choice but
to accept the existence of magicians within the armed forces. The Order, alarmed on learning that
its secrecy had been taken from it, expected to be hunted down for heresy by the Church. The
effectiveness of Winthrop’s attack, and his heroic return to friendly lines, earned him much in the
way of support amongst the British high command, resulting in an argument for the full inclusion
of his kind to aid in the war effort.
Finch agreed to the demands set out by the high command in exchange for being promoted to
the rank of general in the regular military. This permitted him to choose where and how to deploy
the members of the Order, as well as keeping them beyond the reach of the conservatives who had
nearly squandered them with their adherence to outdated methods of war.

Goals and Methods


Though founded to guide the British Empire into a golden age, since the promotion of
Martin Finch to its generalship the Order of Britannia Victorious has changed its aim to aiding
the British Empire against its foes through the use of magic. To achieve this, the Order recruits
anyone from the British armed forces who displays an ability to wield magic, no matter their rank.
If found capable of handling the responsibility that such power carries, any recruit of a non-officer
rank is commissioned as such, to grant them a level of autonomy within the command structure
of the British army.
Members of the Order are referred to as Adepts when deployed in the field, to avoid confusing
their ranks within the Order with actual officer ranks. It is only amongst the Adepts themselves that
the Order ranks matter, denoting a member’s skill and expertise. In the field, all Adepts adhere to
their British army ranks, and act as men or women of their station with the added benefit of being
able to use magic to support their troops. However, as the Lodge continues to work closely with
the British army, the Order ranks are beginning to merge with the mundane ranks to simplify the
organization of the chain of command during battle.

Front Organizations
Rothschild London Bank
Founded in London in 1811, N. M. Rothschild and Sons (more commonly known just as
Rothschild’s) is an investment bank, currently expanding its operations since purchasing a controlling
interest in the Suez Canal in 1875. The bank has always been closely linked to Britain’s war effort,
having taken the lead in managing and financing the subsidies that the government provided to its
allies during the Napoleonic Wars, as well as funding the Duke of Wellington’s armies in Spain and
Portugal. It currently stands as one of Britain’s greatest economic juggernauts, having been able to
aid the Bank of England in 1825 by lending it enough coin to avert a liquidity crisis.
Rothschild’s led the way in investment in Fort Alice, focusing on developing the outpost’s
infrastructure as well as providing the government with roughly five million pounds to support the
battalions being deployed there. The bank has also utilized its extensive network of agents and
couriers to establish a trading post in the Fort, aimed at dealing with the locals. The government
has been lenient in enforcing trade laws upon the bank thanks to its history of supporting their

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projects. Indeed, the bank was one of many investors that funded the Silver Exhibition, and has
often argued that their exploitation of the Gruv is a return on that investment.
As a result of its close ties to the military, many officers and enlisted men do business with
Rothschild, particularly the wealthier officers of notable families. Through these ties, the Order
of Britannia Victorious has begun influencing the bank. As their members invest in research and
technologies, Rothschild takes note and follows their lead. After all, if so many of their customers
are taking an interest, there must be profit to be made. Thus far, these investments have paid off,
purchasing Spanish copper mines, establishing vineyards in France, and so forth. No pattern can
be readily discerned from the way the bank chooses to invest its money abroad, making it harder
to see the guiding hand of the Order whenever a new technology that seems inconceivable suddenly
receives all the necessary funding it needs to become a reality.
Currently, the bank is run by Leopold de Rothschild, a man with a keen mind and a good eye
for horses. Though not a military man, he is well aware of the Order’s involvement in his affairs.
Whilst they have provided him with good advice, he knows that in the end the Order’s loyalty is to
Britain as a whole, and if the downfall of Rothschild were to somehow aid the Empire, they would
not hesitate to carry it out. As such, he has taken to expanding the firm’s operations abroad, so that
if the London branch collapses, the business would still be able to support itself.
The Royal Small Arms Factory (Enfield)
The factory produces rifles, such as the Snider-Enfield Rifle and the relatively new Martini-
Enfield Rifle, and swords, both infantry blades and cavalry sabres. Many of the new experimental
rifles are built and tested at Enfield before being provided in a limited fashion to certain distinguished
units in the British Army. Many members of the Order carry blades made in the Enfield factory,
officers being required to have steel at their hip not only in battle but in formal dress as well.
Rumour has it that those made for the Order may have special properties. The factory was lent to
the Rothschild Bank during the Napoleonic Wars in exchange for funding of Wellington’s campaign.
The bank built up the Royal Small Arms Factory into the sprawling complex it is today, making a
profit by selling the government the weapons needed to pursue the war.
Though officially owned by the government, the Royal Small Arms Factory in Enfield falls
under the purview of the Order of Britannia Victorious. Following the end of the Napoleonic Wars,
it took the government thirty years to buy back the factory, by which time it was being run by
members of the old Order. To avoid disrupting the production going on at the site, the government
retained both the management and the work force, reasoning that it would be easier than having to
hire and train an entirely new team for each. Thus, the Royal Small Arms Factory has remained
as an asset of the Order of Britannia Victorious, pursuing the weapon research that they deem the
most promising.

Organization
Structure
The Order of Britannia Victorious is structured similarly to a regiment in Her Majesty’s
army, though it counts no enlisted man amongst its members. Each member is expected to follow
the commands of their superiors, and to take charge when a direct superior perishes. Since the
reformation of the Order, greater emphasis has been placed on initiative, and the notion that the
higher ranks are not infallible.

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Regalia
The Order utilizes the uniform of the British army, since they have become a branch of it.
They also use the same insignia to denote rank, though to avoid confusion on the battlefield, all
officers of the Order have their insignia sewn with silver thread instead of gold, to make them easily
identifiable at close range from regular officers in the army. Each member also carries a coin bearing
the likeness of Britannia, minted by the Order, symbolizing the debt that Britain owes them for their
service, much in the same way the enlisted ranks traditionally sign on for a shilling from the Crown.

Rank Insignia Coin


Lieutenant ½ inch regimental lace on upper collar with one crown. Iron
Captain ½ inch regimental lace on upper collar with one crown and one star. Steel
Major ½ inch regimental pattern laces on upper and lower collar, with one Aluminium
star.
Lt. Colonel ½ inch regimental pattern laces on upper and lower collar, with one Bronze
crown.

Colonel ½ inch regimental pattern laces on upper and lower collar, with one Silver
crown and one star.
General 1 inch wide oak leaves and acorn designed laces on upper and lower Gold
collar, with one crown and one star.

Recognition
The Order of Britannia Victorious maintains a prominent public presence, attending military
ceremonies and always having at least one member attached to any command element when on
deployment. To the casual observer, the silver insignia is the only clue that could identify an officer’s
affiliation with the Order of Britannia Victorious. Some have called for a more visible way to tell
members apart from non-members, such as special cap badges, but these suggestions have been
rejected, as making the magicians more identifiable would mark them out as priority targets for the
enemies of the Empire.

Resources
Whilst many Lodges make do with being funded by members alone, the Order of Britannia
Victorious enjoys governmental funding thanks to officially being a branch of the British military.
The majority of these funds are spent on outfitting the members for war, as well as maintaining
their equipment. The Order can also call upon the personal fortunes of its members to expand its
academic resources, mostly through hiring bands of adventurers setting out to the Gruv or areas
on Earth outside the Empire. These bands of intrepid explorers are tasked by the Order with the
recovery of texts and artifacts of a potential mystical nature. In addition to this, the personal wealth
of members is often used to fund scientists and companies whose good fortune would be certain
to benefit the Empire.
Another resource that the Order of Britannia Victorious can call upon is the favour of those
they have aided in the past. Those industrialists, scientists, and politicians who realize that the Order
is amongst their patrons know that they may be called upon to support the Order in the political
arena, or to work on a certain piece of technology that General Finch wants developed. If those
the Order benefits do not realize who aided them, their success alone furthers the Order’s agendas.

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Membership
Rank
New recruits to the Order begin as lieutenants, since the Order has no enlisted men or
women amongst its members. This is mostly to give the Order’s members some autonomy and
flexibility when on deployment, as well as to prevent them from being fielded in too many numbers
in a single regiment. Following the Caldwell Reforms, promotion within the Order, like that of the
military, is no longer provided for a price, but is based entirely upon merit.
Initiation and Advancement
New inductees to the Order undergo rigorous tests to ascertain their abilities, strengths, and
weaknesses. If they prove themselves disciplined enough, and of having the raw potential necessary
to wield magic effectively, they are given an iron coin to represent the debt they owe to their
nation. Some officers being inducted into the Order still carry the prejudices and opinions of their
forefathers, so there is always an undercurrent of conservatism in new recruits that the Order takes
effort to stamp out.
Through hard work and diligence, a member may, after time, be deemed ready to be
promoted to the rank of Captain. At this point, they must undergo two tests, a written exam dealing
with the theories and applications of magic, and a practical assessment that allows the Order to
gauge the specialties of its members, and tailor their studies accordingly. If both tests are passed,
the member gains access to more resources in developing their skills. They are also granted greater
responsibilities in training those beneath them, as well as gaining greater say in the way the Order
is run. These responsibilities and benefits increase as a person rises through the ranks, until they
reach the position of Colonel.
There is only ever one General in the Order. Currently, the position is held by Martin Finch.
Under his leadership, the Order continues to grow and prosper, its numbers swelling as more and
more recruits display the potential for magical capabilities.

Enemies / Allies
Though becoming a publicly recognized Lodge granted the Order of Britannia Victorious
various privileges, they came with the cost of becoming a target of the enemies of the British
Empire. The Order also faces discrimination from many British subjects for representing the elitism
running rampant throughout society. Many ask why only officers are allowed to use magic.
Yet despite these dangers, the Order counts amongst its allies many influential persons whose
association shelters them from harm. Chief amongst these is the Royal Family, and though none
of the Royals have thus far manifested any mystical talent and thus qualified for membership, they
have remained the greatest supporters of the Order in the face of criticism and fears regarding the
potential abuse of the powers commanded by its members.

Spell List
Spell Tier Known As Style Modifications
Ignite Initiate Set Ablaze The magician throws fire None.
from their hand onto the
target.
Light Area Initiate Send Up A A brilliant ball of light None.
Flare soars up from magician to
illuminate the effect radius.

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Spell Tier Known As Style Modifications


Send Initiate Battlefield The spirit takes the form Messages are started and
Message Signal of a tiny soldier who ended with “Sir!” whether
salutes on departure and the magician put that in
arrival. or not.
Shield Initiate Arcane Armor A suit of armor made of None.
light wraps around the
magician.

Bolt Novice Incendiary Shot A fiery streak shoots from Make a second Effect Test
focus (usually the officer’s against target’s Mystic
saber). Defense to set target on
fire, doing Step 4 damage
for three rounds.
Explosion Novice Fused Shot An illusionary shell None.
launches from the
magician’s hand and
detonates at the target.
Improve Novice Ferocity The magician says None.
Damage something inspiring, such
as “Lay waste to Her
Majesty’s enemies”.
Improve Novice Stalwart The magician says Restricted to Physical
Defense Warrior something inspiring, such Defense. Strain -1.
Rating as “Solid as an oak wall,
that’s the Empire’s fighting
man”.
Reduce Novice Mire of The target sees the ground None.
Movement Agincourt beneath them turn to mud;
this is an illusion but
cannot be disbelieved.
Burn Area Journeyman Incendiary A spray of illusionary None.
Canister flaming shot launches
from the focus (usually the
officer’s saber).

The Prometheans
The Prometheans strive to uncover the mysteries of biology and life, with an unquenchable
thirst for knowledge that threatens the stability of Britain’s presence in the Gruv. Fascinated with the
Life-Giver technology, the Prometheans have opened secretive negotiations with the Samsut. Eager
to gain an edge against the British, the Samsut have offered the Prometheans a chance to study
their devices, and possibly the Anunnaki artifacts that inspired them, with the understanding that any
results would be shared. The leaders of the school must weigh this decision carefully. Allying with
the Samsut would be treason, but the opportunity could advance the cause of Science by orders of
magnitude. Rejecting the Samsut offer would send the Prometheans home to a world determined
to contain, control, and curb their talents. Watson and the Prometheans balance on a razor’s edge,
attempting to reap the benefits of both sides until the day they are forced to choose.

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Origins
After Oswald Grosvenor opened the portal to a new world, everything changed. Men and
women woke up with tusks or pointed ears, or could suddenly shoot bursts of flame or arcane
bolts from their bare hands. Other more subtle changes took time to be noticed and properly
documented, the birth of Weird Science among them. A few members of London’s burgeoning
scientific community came forward with news. Their experiments could no longer be predicted.
Inventions that should have sputtered out and failed suddenly worked. Whatever energies were
emanating from the portal, they were somehow interfering with the laws of natural philosophy.
This announcement was met with unease. The upper classes of London were hesitant to fund
further exploration of a subject that did not produce repeatable results. The lower classes were
distracted by changes that were easier to comprehend. The study of Weird Science might have
been brushed aside altogether if not for the efforts of Quentin Watson. The son of a long line of
aristocrats and an Oxford graduate, Watson emerged as a potential successor to Grosvenor’s brand
of genius. He turned out his own pockets to pay for further investigation of the matter.
Before long, London was buzzing with intellectuals and academics, not only from Britain but
from across Europe as well. For a short time, progress rocketed forwards. Weird Scientists, as they
were dubbed, banded into dining clubs and organizations to discuss their findings. Foreigners and
subjects of Her Majesty alike swapped notes and compared experiment outcomes. Watson brought
people from both the upper and lower classes together and encouraged them to work side by side.
His mansion and laboratory were both constantly filled with geniuses from all sorts of stations
and countries. It seemed as though the world was about to experience a creative and scientific
renaissance. This headway screeched to a halt when a young inventor’s home exploded in flames.
The public had been suspicious of Weird Science from the start. By and large, people adored
magic. The fantastic demonstrations of the mages seemed safe and controlled. Even the formerly
human Boojums seemed like a natural system that could be readily explained under the theories of
Charles Darwin. Weird Science, however, became perceived as filthy, dangerous, and treacherous.
Upper class researchers were dubbed ‘Oswalds’ after the late Grosvenor, and were treated as the
black sheep of their family. Despite the disapproval of their peers, they could still work in peace
thanks to their class and wealth. Lower class scientists who pursued the same path were not so lucky.
These young innovators were scorned as ‘ozzies’, ‘mad scientists’, and ‘monsters’. The explosion in a
poor neighbourhood, that demolished a tenement block, was seen as proof of their brutal disregard
for the lives of their fellows.
The government mobilized to deal with the public’s concerns. The Explosives Act of 1875, a
bill originally intended to control the manufacture and sale of fireworks, was employed to shut down
the once boisterous Weird Science dining clubs. Foreign intellectuals drifted back to their native
country, not willing to stay in a hostile environment. Pundits loudly spoke about how the streets
would only be safe once ozzies were outlawed. Quentin Watson knew that if the populace had their
say, his dream would die.
The police began to raid laboratories to check for risky material. In some, scientists had
attempted to craft small, automated machines. Others horrified the authorities. A few Weird
Scientists had made early attempts at trying to create life, experimenting on animals to unlock the
secret. These experiments were disposed of and the scientists were arrested. Watson’s initiative bled
members as they fled Britain for the relative safety of other nations. Watson faded from the public
view, no longer seen as an advocate for education and an aristocrat, but a dangerous mad scientist.
Watson’s group still held one advantage over the others: dedication. All that mattered to Watson
was a scientist’s zeal in pursuing the mysteries of life.
The British military, on the far side of the Rabbit Hole, had built a fort and a railway
terminus, and started the long process of settling the new land. The Gruv seemed the ideal place

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to restart Watson’s vision of the Weird Science movement. He submitted the paperwork to travel
to the Gruv as a scientist and researcher, then began assembling his old colleagues and students.
His efforts met with resistance. These were early days of colonization, and entry was limited.
Watson promised to help the British win the war, but made little progress. Finally, he appealed to
a cousin within the government. The distinguished noble Lady Annabel Usher called in favors to
have Watson’s applications approved. She lost invitations to high society events, ostracised for her
support of her Oswald cousin, but the papers were signed. Watson and his allies gained access to
the Gruv.
Watson called himself a modern Prometheus, attempting to snatch fire from the Gods. The
members of his school, formalized as the Prometheans, were granted a gold eagle pin and the
password Audere est Facere, “to dare is to do”. In the relative safety of the Gruv, the Prometheans
could escape the chains of ignorant officials and their parochial views. Just as Prometheus created
man from clay, Watson and his closest allies intended to master the creation of life themselves.
Lady Usher, tired of being made a social pariah, agreed to act as the Promethean representative in
London, saying that she might as well be shot for a sheep as a lamb.
Watson and his Prometheans fulfilled their promise of assisting the British against the
Samsut, delivering a series of advances that gave the Queen’s forces an edge over the enemy.
Traveling through the Gruv like a swarm of Darwins, they performed much of the early research on
the Gruv’s flora and fauna. As the restrictions on travel through the Rabbit Hole relaxed and other
nations came through, the Prometheans spread further out, always preferring to be on the edge of
the Empire’s territory.
The British military funded a small academy at Camp Burlington for Watson and his
colleagues, safely away from civilization. Promethean information and inventions continued to
contribute to victories against both the Samsut and the Saurids. As a result, considerable effort and
resources have been put towards the academy’s construction and repairs. The project experienced
delays from a few volatile experiments that went wrong, but the academy became a safe haven for
the Prometheans.
Now, a chain of Prometheans stretches from the front lines of the Gruv all the way back to
London. Those who work well out into the wilderness pass along research to their fellows at the
Camp Burlington academy, who pass it on to allied traders with routes passing through the Rabbit
Hole, and so on until it reaches Lady Usher. She then replicates the material and distributes it to
those who remain on Earth.
A team of Prussian Prometheans first made secret contact with the Samsut. The scientists
expected to be slaughtered, but the enemy approached them unarmed and plainly dressed. They
brought back diagrams of the technology used in Samsut undead troops. Watson himself met with
the Samsut emissaries shortly after, and discussed their desire to end the war and return their world
to its natural Balance. Watson knew that he risked being charged with treason if he was caught
consorting with the Samsut, but could not ignore his thirst for knowledge. Under his instructions,
Prometheans from nations which held no loyalty to Queen Victoria met with the Samsut, and sent
back reams of information. These volumes eventually made it to London, hidden among reams of
deliberately tedious research notes.
Watson knows the Samsut are manipulating him and his colleagues, but the Prometheans
eagerly receive every scrap of knowledge the Samsut dispense. Their zombies are walking proof of a
society that will not shun the Prometheans for seeking answers.to the riddle of creating life that has
taunted them for so long. The British military continues to fund experiments, and give the school
the tools to advance further into the Gruv. Watson and the other British Prometheans owe their
loyalty to the British Crown. Using go-betweens, hidden communication, and outright deception,
Watson hopes to walk the razor’s edge of treason for as long as possible.

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Goals and Methods


The Prometheans are spread out across Earth and the Gruv, held together by their quest for
knowledge, having given up their pride in borders and nationality, and come together in the name of
Science. The different nations that make up their order allow them to host Samsut emissaries, carry
out experiments that some view as abominations, and hide the true purpose of their order. They
must stay quiet, lest their goals be thwarted by what they see as an ignorant, unintelligent society.
Ultimately, the Prometheans yearn to unlock the mysteries of biology. Weird Science has
upended the laws of natural philosophy and made the impossible possible. Why create arbitrary
borders around what is “natural” and “proper”? The Prometheans wish to extend the lifespan of
humanity, create new life, and augment ordinary people to grant them superhuman abilities.
The Prometheans find themselves split over the best way to approach this. Some of their
order work in London, a city full of soot, grit, and squalor. Others are out in the dense wilderness
of the Gruv. The Prometheans that link the two are dotted along trade routes, expedition camps,
and small settlements. Communication is difficult. Every Promethean has heard the news of the
Life-Giver technology. Most believe that gaining access to this miraculous machine should trump all
other goals. A select few argue that they can complete their goals without outside help.
British government support is essential to daily operations at the academy in Camp Burlington.
The Prometheans’ experiments are expensive and require highly specialized equipment. The Weird
Scientists in the Gruv receive a healthy amount of funding from the British military. This funding
allows them to transport equipment through the Rabbit Hole, as well as carry delicate pieces of
gear in vehicles more sophisticated than a horse drawn wagon.
The Prometheans know that the funding from the military will not last forever; the British are
using them as a tool to win the war. As soon as their advances and information are no longer useful
on the front lines, the support will stop. The Samsut offer a society that would seemingly allow
them to study biology and life without restrictions or demands.. Of course, the Samsut could be
offering naught but honeyed lies. Declaring themselves deserters and swearing fealty to the Samsut
could lead to a sudden, violent betrayal by their new masters, and an equally bloody reprisal from
the British.
Until they choose, the Prometheans content themselves with pushing the boundaries in the
fields of biology and biological mechanics. They are one of the few groups actively cataloguing the
differences between life on Earth and in the Gruv. While the British and Samsut shell one another
and fight gruesome battles, the Prometheans dream of creating life that will endure.

Organization
While the academy at Camp Burlington acts as a home base of sorts, the Prometheans are
largely disorganized, and scattered across two worlds. Prometheans pursue opportunities that will
allow them access to the Gruv’s wildlife. They join exploration expeditions or help cartographers
map out the new world. They are linked by their golden eagle pins, a password, a philosophy, and
little else. However, if one were to read through their communication and observe their daily lives,
it is obvious that they have sorted themselves into three different factions.
The Redcoats
Lady Annabel Usher was a distinguished noble and a social butterfly before the Portal opened.
Linked by blood to Quentin Watson, she was one of the first members of London’s upper classes to
entertain the idea of funding the Weird Sciences. When her cousin’s closest associates were caught
with horrifying experiments, she became a pariah. Usher made the impetuous decision to forsake her

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old life and dedicate herself to the Prometheans. She leads the school’s London faction, recruiting
young scientists and organizing the wealth of information collected from the Gruv.
Despite the fact that she is no longer welcome in London’s balls and courts, Lady Usher
still remains loyal to Queen Victoria and the Empire. Working with the Prometheans has made
her realize that there is much work to be done in London. The city is a place of soot and squalor.
Reading about the Samsut’s technologically enhanced zombies made Usher realize that perhaps
Samsut technology could be adapted to improve the lives of people with disabilities and disease.
The miner with black lung, the factory worker who has lost an arm, the legless soldier who has
returned from the front: these are all people who need help. Usher and the Redcoat Prometheans
wish to use their findings to restore lost limbs and reverse disabling injuries. The creation of life
can follow from that noble goal.
The Children of Progress
For many of the Prometheans currently working in the Gruv, the argument over British
loyalty or Samsut defection seems to be a petty squabble. These Prometheans are biologists and
researchers above all else. The political choices they face seem insignificant in comparison to their
studies, far from civilization. They can be found crawling through the mud attempting to find a
creature’s nest, or climbing a tree to pluck a sample of an odd kind of moss. They wish to have
a firm foundation of knowledge before they attempt to create life. The Gruv is a treasure trove of
mysteries and wonders to these Weird Scientists. The more politically interested Prometheans can
find the Children of Progress irritating or eccentric. Despite this, no one in the school can deny
that the knowledge they collect is invaluable.
The Enlightened
The Enlightened, the most volatile faction of the school, is largely comprised of scientists
from nations other than Britain. Italy, Prussia, France, and Denmark provide the majority. The
Enlightened sign all of their communications with Scientia es lux lucis – knowledge is enlightenment.
They see the Redcoats as shortsighted, blindly loyal fools, and the Children of Progress as queer
folk with their heads in the clouds. The Imperial war machine demands Weird Science inventions,
and the Enlightened see this as a debasement of Science.
Rodolf Stiegler, a Prussian and a former biology professor at Hamburg, was amongst
the group that made first contact with the Samsut. The experience of seeing the technologically
enhanced zombies the Samsut use proved to him that the Samsut are a culture that truly embraces
science and progress. Stiegler has fallen in love with the Samsut culture, their people, and their
technology. He acknowledges that they are capable of brutality and violence, but argues that the
British hide the same levels of cruelty beneath the surface. Beholden to no Imperial law of treason,
he openly consorts with the Samsut. He is determined to see and study the Life-Giver technology
before he dies.

Resources
The Weird Science Academy at Camp Burlington is considered a war front resource, and
therefore receives a handsome stipend from the British government every month. This covers the
cost of transporting equipment and organizing experiments. The British government also funds the
construction and repairs of the Academy. Work is slow, and the Prometheans end up doing much
of the labour themselves, the average labourer not being willing to work that closely to Weird
Science experimentation for any sum. However, having a secure place to practice Weird Science
is an invaluable resource. The Academy contains the most up to date equipment, including some
highly esoteric and obscure devices.

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When it comes to support outside of the government, the Prometheans have very little
capital they can leverage. They have no love amongst the British population. Watson himself has no
connections outside of his colleagues and his cousin, his reputation permanently stained from the
early experiments that British authorities found.

Membership
In the early days, shortly after the Portal had been opened, Quentin Watson had no issue
recruiting intellectuals and like minded scientists. He personally combed through London, looking
for the best and brightest minds to join him. His following grew rapidly. After the government
crackdown and resulting scandal, the school haemorrhaged members. Today, they are modest in size,
ranking at a few hundred. Any Promethean can recruit another; all it takes is the interest in creating
life and a passion for science before all else.
There are two places where the Prometheans can safely gather en masse. The first is Lady
Usher’s townhouse in London. The noblewoman has turned her home into a shelter for Weird
Scientists. Many of its rooms are filled to the brim with findings from the Gruv, carefully sorted and
catalogued. Young Weird Scientists who are interested in the mysteries of biology eventually find
themselves invited to Lady Usher’s for dinner. If they give the right answers, they may be awarded a
gold pin and a password. The second place is Watson’s academy in the Gruv. Only Watson’s close
colleagues take up permanent residence there. The laboratories are home to amazing experiments.
Every day, they come a little closer to their goal of creating life.

Enemies/Allies
The Prometheans have no true allies but one another. They have rejected their old loyalties
to band together for science. While the Prometheans will gladly accept British funding and Samsut
knowledge, they cannot fully commit to either side. The countries of Earth would call their studies
and experiments an abomination. The Gruv is a place where they can freely pursue that passion.
While they lack allies, their order has no real enemies. They have managed to keep their
true work secretive and hidden, and put distance between themselves and the authorities that gave
them so much trouble in their earlier days. There remains a general feeling of mistrust amongst the
public regarding Weird Science. The Prometheans have long since stopped caring about such petty
concerns. The British military sees Weird Scientists as a resource, and are currently content to leave
the half-built Academy alone. The Samsut have remained open to negotiation and discussion; it is
possible that they truly hold no ill will. The biggest danger the Prometheans face is from themselves,
through their inventions, test subjects, and actions.

Example Creations
Bio-Repulsor
When the British Army began its uneasy relationship with the Prometheans in the Gruv, one
of the first items they requested was a device that could protect soldiers from bullets. After over a
year of research, the Prometheans developed the Bio-Repulsor, which generated a mana field that no
living organic material could penetrate. Much to the army’s dissatisfaction, it proved incapable of
stopping bullets. Although originally deemed a failure, the Bio-Repulsor has nevertheless become an
invaluable tool for Gruv explorers and cryptozoologists. The mana field not only protects the wearer
from the Gruv’s hazardous vegetation, but also from venomous and disease-carrying insects. While
the wearable version of the Bio-Repulsor cannot completely protect the wearer from large animals,
it does provide a small measure of defence. The Prometheans are still working to develop a version

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that can stop inorganic material (such as bullets) as well as a larger version that can protect an area
from incursion.
Small enough to be attached to the user’s belt, the Bio-Repulsor resembles a wicker box
decorated with polished, blood colored stones. When activated, the mana field conforms to the
wearer’s body, taking shape a hair’s width above the skin. It does not protect clothing. The device
draws power from the wearer and does not need to be recharged.

Game Information:
When activated, the Bio-Repulsor completely shields the wearer from contact with insects and
vegetation. It also provides a +2 Physical Defense bonus against unarmed attacks, including animal
bite and claw attacks, and organic weapons, such as wooden clubs. Activating the Bio-Repulsor
costs 2 Strain immediately, 1 Strain per hour thereafter, and 1 Strain for each attack made against
the wearer.
Availability: Rare
Cost: £300
Weight: 4
Physical Defense: 5
Mystic Defense: 2
Barrier Rating: 3

Octobreather
One of the less refined Promethean creations, the Octobreather is shunned despite its
usefulness. The device resembles a small octopus, complete with suckered tentacles and a bulbous
air sac. When placed over the mouth, the tentacles wrap around the wearer’s head to form an airtight
seal. The wearer can then breathe normally, taking in oxygen through a complex series of filters in
the Octobreather’s air sac. Harmful gases are expelled through a small orifice along with exhaled
carbon dioxide. The Octobreather can also extract oxygen from water, allowing the wearer to breathe
underwater. For all its obvious utility, however, the Octobreather is a distasteful and unsightly device.
It secretes a slimy film that the Prometheans insist is essential to making a proper seal around the
lips. Although the wearer can speak, doing so causes the air sac to throb in time with the words
as it takes in and expels air rapidly. The device’s fleshy skin also tends to quaver and the tentacles
often move to keep a firm hold on the wearer’s head, which can make wearing the Octobreather
quite discomforting.
Game Information:
When using the Octobreather, the wearer is immune to inhaled gas and can breathe underwater.
Due to the device’s unsightliness and the social stigma of using it, anyone who sees the character
wearing one reduces their Attitude by one degree in all future dealings, unless they themselves also
use one.
Availability: Rare
Cost: £100
Weight: 2
Physical Defense: 3
Mystic Defense: 1
Barrier Rating: 3

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Sick Stick
An increasingly common weapon among security forces, the Sick Stick looks like a
policeman’s baton with green stripes painted around the head. When the club makes contact, the
mana-laced stripes discharge a pulse that disrupts the digestive system, causing immediate nausea.
Most people throw up after a single blow and are rendered incapacitated by painful stomach cramps.
The law prohibits civilians from owning Sick Sticks, and some municipalities question whether or
not police forces should even be allowed to use them. Naturally, Sick Sticks are a popular black
market item. Some enterprising Prometheans will, for a steep price, create staves or canes that can
be used in the same fashion.
Game Information:
On a successful Melee Weapons Test against the target’s Physical Defense, make a Step 15
Test against the target’s Mystic Defense. If successful, the target is Stunned for a number of rounds
equal to the number of successes, and must make a Knockdown (9) Test. A Sick Stick does not
normally inflict damage, but may be treated like a standard club.
Availability: Unusual
Cost: £100
Weight: 3

Saurid Shamans
The Saurids of the Gruv have had shamans for thousands of years. They function as priests,
magicians, spirit talkers, doctors, and counsellors, some aspects being more important than others
depending upon the culture and tribe. The shamans teach the young the important parts of Saurid
history and religion. They create medicines, heal wounds, and treat illnesses. Most importantly,
though, they converse with the spirits of the Saurids’ ancestors and those of the natural world.

Origins
One might as well ask about the origins of Hinduism. The roots of the shamanic tradition
among the Saurid people go back to a time before recorded history. They have always been a part
of the culture, regardless of the shape the culture took. Only the Machine People had no shamans,
and the Machine People are no longer among the living.
As far as individual shamans go, their origins are partly cultural and partly magical. Some
children are destined to be shamans from their hatching, either by assignment or divination, or
because the spirits speak to them. Again, this varies from culture to culture, and tribe to tribe within
a culture. What remains the same is that the shaman is set apart by their knowledge, their abilities,
and their function. They occupy a sacred place within the village, the tribe, the world. The shaman
has a duty to the living and the dead, and to the natural order. Without someone to tend to this
duty, the connection with the natural world is lost, the voices of the spirits cannot be heard, and
the Saurids lose their way.

Goals and Methods


The shamans maintain the racial memory of the Saurids by speaking with their ancestors.
Saurid culture progresses cautiously, in light of the lessons of the past, which the shamans make and
keep available. Important events in history are taught to the children, some by non-religious teachers,
with the shamans delivering the truly momentous ones, the events that shaped Saurid history for

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generations. The ability to consult with the spirits of those who were actually there for the event
keeps the story from drifting into legend and mythology.
Similarly, Saurid culture advances with the relationship with nature kept firmly in mind. In a
way similar to the Samsut, the Saurids learned a hard lesson a very long time ago. As amphibians,
they are particularly sensitive to changes in their environment. Any toxin or harmful effect released
into the world could easily put the survival of their species at risk. A very long time ago, on the
Saurid continent, the Machine People made a series of technological advances without stopping to
consider the effect they were having on the environment. The other cultures rose up against them,
aided by their shamans and by the spirits of nature. The shaman today consults with the nature
spirits, what humans call elementals, in regard to anything that might have an effect further down
the road. In turn, the elementals provide assistance to the shaman, so that harmful machines are
not necessary. The Saurids do not have steam-powered earth-moving equipment like the British do.
When their shamans can speak with the earth spirits, and have the earth moved by elemental magic,
why go to the trouble and mess of building a machine to do it?
In some cultures, the shamans are the priesthood, interceding with the Deity or Deities
or Divine Principle that the culture venerates. In other cultures, the shamans handle the day to
day affairs, the thaumaturgical magic, and a separate priesthood handles the religious affairs, the
theurgical magic. Whether a shaman has a religious calling or not depends on the culture. In those
cultures where the shamans hold religious office, a division of labor exists, where some take care
of the higher calling, while others minister to the daily and more mundane needs of the people.
Not all shamans are physicians, but all are healers. Generally, magical healing is reserved
for those cases where non-magical techniques aren’t sufficient. A child with a scraped knee gets the
wound cleaned, a dab of anti-infection ointment, and perhaps a bandage, usually from a caretaker or
egg-parent. A warrior whose hand was cut off in battle gets taken to a shaman, to see if the limb
can be reattached. Shamans may or may not produce their tribe’s medicines themselves. Some grow
herbs, gather the appropriate materials, refine the substances, and make the ointments, pills, and
solutions that heal their people, in ways that a high street chemist would easily recognize. Others
supervise the Saurids who perform the work, leaving the actual labor to those without magical
ability. The local shaman may or may not have the materials on hand to cure an illness, and might
refer the sick person to a physician. If the situation is dire, though, the shaman will have a spell
ready to hand for just such an emergency.
The ancestral spirits of Saurids who have died do not always remain among the living. Those
that do, however, have much to say. The shamans have the ability to hear them, and to understand
and reply. The shaman relays the advice and knowledge of the ancestors to their people. From time
to time, the shaman will go to the ancestors with their own issues. Maintaining a good relationship
with the ancestral spirits is thus vitally important.

Organization
How Saurid shamans structure their organization depends largely on the culture and tribe
to which they belong. More detail on this can be found in the Saurids of the Gruv sourcebook.
Essentially, though, the Plains, Mountain, and Forest tribes follow the basic guidelines of their
culture in organizing their shamans.
The Plains tribes, being patriarchal, have mostly male shamans in a highly structured order
based at least theoretically on personal achievement, although it tends to be more one-upmanship.
Progress in the hierarchy is fiercely competitive, with every shaman out to prove themselves and
climb the ladder. The few female shamans among the Plains tribes are relegated to “women’s work”,
herb gathering and potion making and so forth. War magic, elemental handling, and speaking with
the ancestors are all reserved for the men.

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The Mountain tribes, ruled by a matriarchy, have the inverse situation, where most shamans
are female, and the few male shamans are relegated to egg-tending, putting up protections on the
creche and the children, and teaching the young. Advancement in the complex web of shamanic
organization is partly a matter of personal accomplishment, partly a popularity contest, partly
back-room politics. The favourite student of an Elder may be held back because the Elder has
irritated someone else in authority. A student may be advanced before they’re really ready in order
to embarrass their teacher with their mistakes. The infighting can be vicious, yet virtually invisible
to anyone who doesn’t know the culture well enough to read the subtle signs.
The Forest tribes have a roughly equal division of labor between male and female shamans,
with only a very few duties relegated to one gender or the other, and those by biological necessity.
Both genders, and the ki’isna who sometimes refer to themselves as a third gender, work with the
elementals, heal the sick and the wounded, oversee the elementals, create the medicines, and teach
the young. When a child passes through the Change and gains gender, a shaman of that gender
will take the newly matured Saurid aside and explain those things that need explaining, in regard to
body function, hygiene, reproduction, and so forth.
The kistalmi have more of a guru or rabbi position, rather than a priesthood. Their faith,
being a belief in a Divine Principle without manifestation, does not lend itself to formal rites, but
rather a personal relationship with the divine. Their shamans may work as religious scholars or
philosophers, providing insight and guidance and an ability to discuss the deeper mysteries, but
they do not intercede with the Divine on behalf of the kistalmi. Gender, as with the Forest tribes,
is considered relevant only for those things directly related to reproduction and body function.
Shamans among the kistalmi may specialize in communing with the spirits, handling elementals,
specific types of spellcasting such as enchanting or construction or agricultural, or healing. They
organize themselves by professional orders, enough like guilds for the Saurid word to be translated
as such. Rank within the guilds is determined by passing examinations set by the guild leaders.
Office within the guild is a separate issue, although there may be a rank requirement. For example,
the Healer’s Guild will not allow anyone below the rank of Master to hold the office of Librarian.
Nobody is quite sure what the aquatics have, other than that they have shamans. They don’t
talk with outsiders.

Resources
Given that shamans are supported by their tribes or their professional efforts and guilds, their
resources are considerable. If the elders of a tribe, or the ruling council, or the elected representatives
of the guild, or whatever, decide that a project should be funded, or a shaman receive whatever
supplies they need for their work, it’s made to happen. Like any culture, the Saurids have to balance
off the resources dedicated to their shamans against the resources needed for agriculture, defence,
prosecuting wars against other tribes and cultures, child rearing, and other social needs. Prioritization
may prevent a shaman from getting large amounts of resources upon request, but if their need is
great in the context of survival of the tribe or culture or species, then that raises the priority, as it
would with any race.
As a rule of thumb, apprentice shamans can call on 1% of the resources of their tribe,
journeymen shamans can call on 5%, and masters can call on 10% without raising any crests. More
than that and someone is going to ask questions. If the answers are that the resources will prevent
a large problem from occurring, or fix a large problem that’s already happened, then like as not
the allocation will be approved. The Gamemaster will keep in mind the need of the individual
vs. the need of the tribe, the distance from the tribe to the individual and thus the capability of
delivering resources, and the rank of the individual when setting Target Numbers to see if a request
is approved.

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Membership
Saurids become shamans by having the magical potential to talk with the spirits and cast
spells. Beyond that, the process varies with the tribe and culture. Following is a general overview of
each culture. Bear in mind that variations will occur from tribe to tribe. More details will be found
in the Saurids of the Gruv sourcebook.
The Plains tribes watch for magical ability, and test those who seem to be heading in that
direction. This involves keeping a close eye on the younglings, and seeing which ones react when a
spirit passes by, or a spell takes effect. Elements of testing for magical ability are incorporated into
the education and training of the young by the tribal shamans, just like trials of courage, ability with
weaponry, and talent for beast handling are worked in by the warriors and the packmasters. Those
younglings who show a predisposition and the necessary ability go through a challenging initiation
ritual. Those who pass become shamans. Those who don’t go on to be warriors, farmers, healers,
crafters, or whatever else they might be able to turn their hands to.
The Mountain tribes use a complex system of divinations done at hatching, first year, and
Changing to formally assign younglings to roles within their society. Theoretically, the divination
and assignment is based on aptitude of the individual, but in practice it’s more determined by the
needs and politics of the tribe. A youngling with some magical potential might be routed into a
non-shamanic role if a stronger candidate is available, or if their line has caused problems with magic
for the tribe in the past. Like advancement, the political infighting can be nasty.
The Forest tribes generally use a screening ritual, where an ancestral spirit tests the younglings
to see who can sense its presence. Similar rituals are performed with elementals, subtle spell effects,
and two vials, one containing an enchanted potion and the other an herbal concoction. Those
younglings who pass one or more of the tests go through initial training, and are then evaluated to
determine whether they are initiated as shamans, or sent to some other position.
Among the kistalmi, each guild sets its own screening procedure. Some take applications
from hopeful students. Others go out and search for potential members. Those with a calling to
be religious scholars generally approach a master with a request for education. In each case, some
period of testing, both for ability and commitment, takes place. At the end, those that pass the tests
are initiated into the mysteries of the guild or calling, and start their advancement.
All of the tribes treat shamanism as an initiatory order, whether their shamans are religious,
secular, or a mixture of both. Those initiated into the order start as apprentices, advancing to
journeymen and finally to masters according to the methods of their tribe and order. In some tribes,
those of especial prowess, age, and wisdom may be recognized as Elders, and gain political standing.
Note that these terms are very loosely translated, into the nearest Earth equivalents. The specific
terms used for ranks within a culture or tribe will vary considerably.

Enemies / Allies
The Samsut represent the greatest threat to the Saurids as a race, not just their shamans.
Spellcasting and the Naptam-napishtaram do not get along. The Samsut vanquished the Saurids of
the Edeesmatu thousands of years ago. The Saurids of the Grosvenor Peninsula pushed back and
held, and the border between Saurid and Samsut territory has been at an uneasy truce ever since.
Now, with the British Empire walking straight into that border region, and starting a war with the
Samsut, the Saurids are going to have to deal with their ancient foe pushing northward once again.
Internecine war, usually at the level of border skirmishes, presents a constant threat. Tribes
raid each other for resources, or to settle disputes. Occasionally, a larger conflict breaks out, and
then the shamans either have to fight alongside the warriors, or try to negotiate a resolution, or both,
possibly at the same time. Competition within a tribe can get nasty. Apprentices and journeymen

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vying for advancement have died when their competitors sabotaged their work and caused a
summoning or potion creation demonstration to go terribly awry. If caught, the saboteur is exiled
from the tribe, resulting in wandering shamans trying to make their living alone out in the world.
Caution should be used when encountering such a one. False once will prove false again.
The British have become a threat by their very existence, not just to the Saurids per se, but
to their way of life, and the environment upon which they depend. The Saurids chose a lower-
technology existence, supported by magic, and have lived in that way for a very long time. The
coming of the British, with their steam engines and firearms and smoky, polluting technologies, has
caused considerable strife among the Saurids. A few tribes have allied with the British, and have
drawn considerable enmity from the others by doing so. Young Saurids are running off and joining
the British military, getting snappy uniforms and shiny new guns, abandoning the simpler, nature-
centred culture of their hatching. Those who teach the young shake their heads, and wonder where
they went wrong. The shamans have consulted the ancestral spirits, but not yet gained a consensus
as to how to handle the situation. Going to war is a possibility, but the loss of life and the damage
to the land would be considerable. For now, more understanding is needed, and that means shamans
leaving their tribes and going among the Terrestrials. Perhaps the spirits of their ancestors might
have come through the Portal with them, and a shaman in the right place at the right time might
be able to ask them for advice. A shaman might be able to pass through to their world, in which
case the ancestral spirits should be easy to contact.
The Saurid shamans are not going to like what the Terrestrial spirits can tell them.

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Spell List
Spell Tier Known As Style Modifications
Bind Initiate Entangle The shaman summons the Must have plants in the
roots of the plants in the area to cast. Strain -1.
area to seize the target.
Cleanse Initiate Bathing in the The shaman pours a handful Requires a handful of
Invisible River of water over the target, and water.
a great deal of water appears
to wash away the grime,
leaving the target slightly
damp. Will remove gengit
stench.
Improve Initiate See by the The shaman touches Restricted to granting Low-
Sense Moons recipient’s brow ridges and light Vision. Strain -1.
intones the names of the
three moons.
Shield Initiate Spiritual A vaguely visible spirit None.
Defender surrounds the shaman,
fending off incoming attacks.
Bolt Novice Acid Spit The shaman spits acid at the Additional Step 4 dmg for
target. 3 rounds. Strain +1.
Control Novice Elemental The shaman summons a Restricted to the element
Element Dance tasked elemental to perform specified in the spell name.
(Element) the control. Each element Strain -1.
counts as a separate Known
As Variant.
Gather Novice Gather the The shaman summons a Restricted to the element
Element (Element) tasked elemental to perform specified in the spell name.
the work. Each element Strain -1.
counts as a separate Known
As Variant.
Heal Novice Soothe the The shaman applies a None.
Wound poultice or simply lays
on hands, depending on
secular or religious nature of
magician.
Improve Novice Befriend the The shaman sings to the Restricted to animals
Attitude Beast target creature. (including Concamerata).
Strain -1.
Transform Journeyman Form of the The shaman transforms into None.
Self Beast a beast they are familiar
with.

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1879 Players Guide

London & Points Further

When a man is tired of London, he is tired of life;


for there is in London all that life can afford.
– Samuel Johnson

E ngland, and more to the point London, presents conflicting extremes.


Dress codes identify the different classes at a distance. For example, wealthy men
wear top hats, middle class men wear bowlers, and working men wear cloth caps.
Gentlemen and ladies in their immaculate finery stroll down streets discussing
social reform while filthy barefoot children sweep dung and garbage out of their
path in return for a single penny. Personages of importance make laws, fortunes,
or scientific discoveries, while millions of the poor conduct what business they
can manage with their own rules and conventions, and remain invisible to those of
higher standing.
This is a world in transition between the old way of doing things and the new. The Industrial
Revolution is not over, and the changes it has wrought thus far are not always widespread. Horse
drawn hansom cabs travel alongside steam-powered carriages as they fight through streets choked
with people. The occasional rumble underfoot reminds pedestrians of the subterranean railroad
tunnels, while airships purr quietly overhead, their microsteam engines too far away to hear the
chuffing of the pistons.
Some houses blaze and hum with the enchantment of electricity, while others still glow with
gaslight or twinkle with the flickering of animal-fat or beeswax candles. Every day brings news of
a fresh bit of proposed legislation or scientific principle on the local front, along with tales of an
adventure or battle report from across the sea or through The Portal.

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The quarters of the city are as unique as its inhabitants, and carry their own reputations,
usually deserved. The East Side and Whitechapel, for example, hold the distinction of wretched
slums, while Chelsea, Fitzrovia, and Soho are known for housing artists and bohemians.

Of Being Proper
Propriety and etiquette mean different things to the different classes. For the upper class,
being proper is how they express their superiority, and the way they distance themselves from and
otherwise suppress the middle class both economically and politically. This sense of preeminence has
its foundations in a heart-felt belief linked to lineage (“good breeding”) and education. Sometimes
this manifests itself as a demonstration of civic duty, such as rallying to hunt down a criminal or
gather funds for a charity, provided the work is both short-lived and publicly acknowledged.
The middle class view these rules and behaviours as a challenge, and as something they must
learn if they want to advance their station in life. Economic success is also mandatory, of course,
but achieving acceptance in the social sphere must occur first and foremost. Some rare members of
the middle class see upper class behaviour less as propriety and more as putting on airs, viewing it
with both contempt and amusement.
For the working and lower classes, these rules often have no bearing at all, people at the
bottom end of society being so distant from the upper class that they are effectively invisible. The
slums and the street have their own etiquette, their own values, and their own rules.
Starting at the top and propagating down, the rules change without warning. In the world of
wealth, especially Old Money, quantities of coin and collections of material goods no longer hold
much importance. Books on etiquette, fashion, and manners have become vital to keep up with
the constantly changing distinctions between the levels of the upper class. Traveling up or down
the upper class layers can result from a well-timed witty remark, or from wearing a fashion even a
few weeks out of date. As an example, there is a leather-bound tome of significant size concerning
the creation and use of calling cards. The social complexities around parties, tea, or other social
gatherings require weeks of careful planning and preparations for each event.
There are some constants, of course. Only simple refreshments should be served at afternoon
tea, with musicians hired for more elaborate midday affairs. The social season, where gentlemen and
ladies of importance actively work to maintain or improve their status, begins in the spring, and
ends when Parliament recesses, traditionally for the opening of grouse season on 12 August. Many
choose autumn to travel the world, and those who stay behind busy themselves with country sports
at estates in various parts of the country. This tends to translate to the ladies walking, talking, and
amusing one another while the gentlemen are out shooting or hunting.
All that being said, the changes in gender issues and education and religion brought on over
the last few decades are challenging the significance of a once almost sacred set of behaviours.
Beyond that, the pressure for technological advancement and a larger military have called into
question the very nature and roles of the classes themselves.

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A Guide to Her Majesty’s Government


Internal Politics and Government
Politics and government have always been regarded as dreadfully boring by the larger part
of the population. However, a subject of the Crown should have an understanding of how Her
Majesty’s government works. In the interest of painting as clear a picture as possible of the world
as we know it, here is the short version.
The British government is overseen by the Queen, but run by Parliament, with guidance from
the Prime Minister. Parliament is divided into the House of Lords and the House of Commons.
The House of Lords verifies the bills the House of Commons passes for legal validity and the
best interest of the Empire and Crown. Once a bill passes the House of Lords, the Queen signs it
into law. The House of Lords is further divided into the Lords Spiritual and the Lords Temporal.
The Lords Spiritual are chosen by the Church of England from the ranks of the archbishops and
bishops, charged with seeing to the morality of the Empire. The Lords Temporal either have an
inherited title, have done something spectacular for the Empire and been rewarded with a title, or
simply bought a title, which can readily happen with a title that has land attached thereto. The
qualifications for a seat among the Lords Temporal are being of minimum age, being descended
from a distinguished lineage or having otherwise been ennobled, and having no obvious outward
signs of being an imbecile, although that final requirement has often been debated in the Lords’
chamber.
The House of Commons writes the bills that may eventually become laws. The members of
the House of Commons are elected by the voting populace. Subjects fighting for the right to vote
were demanding the right to elect these politicians. General elections are held every five years or so,
whenever the Queen or Prime Minister calls for them, and while the original concept was for those
elected to come from all levels of society (hence the name ‘common’), the reality is that the bribes
and socializing and advertising required to get elected demand a heavy purse. Seats in the House of
Commons are non-paying positions. This results in almost every seat in the House of Commons
being held by the aristocracy. The next general election will be held in 1880, which means on top
of everything else, political debates and arguments over the thorny issues of the day are rising in
intensity while the government is trying to see to the Portal business.
Within the House of Commons, the party that holds the majority is known as Her Majesty’s
Government. The other party or parties are referred to as Her Majesty’s Most Loyal Opposition.
The leader of the party in majority is usually chosen by the Queen to be the Prime Minister,
although legally Her Majesty could name anyone to the post. The Prime Minister effectively runs
the day-to-day business of the country. In 1879, the Prime Minister is currently Benjamin Disraeli,
the Earl of Beaconsfield.
The two primary parties are the Liberal Party, descended from the Whigs, the Radicals, and
the Peelites; and the Conservative Party, better known by their ancestral name of the Tory Party
or the Tories. Liberals believe that the rights of individuals are the most important things to strive
for, and that those freedoms should be independent of the government. They believe change should
happen quickly, and in ways that take restrictive abilities away from the government. Their Whig
predecessors espoused the ideas of constitutional monarchy and moral reform, such as the abolition
of slavery and the emancipation of the Catholics. Conservatives believe that historical governments
are there for a reason, and should be preserved, and that change should always come slowly.
Currently, the Conservative party holds the majority, but with every push Queen Victoria makes for

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laws removing voting restrictions, the Liberals gain more popularity.


There are, of course, other political parties with representation in Parliament, such as the
Liberal Unionist Party, and numerous politically-minded organizations with their own agendas. Most
of these political societies push for one of the two primary political parties, although there are
also societies striving for or against various religious issues or women’s issues, striving to reform
treatment of the insane, poor, or elderly, and pushing for legislation governing the Portal and the
lands beyond. Unlike secret societies, these groups have open membership and are registered as
legal organizations.

External Politics
If we are to maintain our position as a first-rate power, we must be prepared for attacks and
wars, somewhere or other, continually.
-- Queen Victoria
Despite what some irreverent wags have said, the expansion of the Empire has been good for
everyone. The people of the British Empire believe that they have an obligation, a burden, as it were,
to enlighten and civilize the ‘ill-fated barbarians’ of the world. They maintain absolute confidence
that England is destined to rule the globe, and, with the discovery of the Portal, the universe. Beyond
ideology, Britain needs the money, natural resources, commodities, and labor, and the new markets
for its products that come with conquering less able nations.
After the Samsut defeated the British forces in their initial battles, the Empire realized that
the world on the other side of the Portal was already inhabited by hostile forces. A war with no
known boundaries would cause a significant manpower shortage, both in the ranks and in the civilian
industries that supplied the military. With approval from the Queen, Prime Minister Disraeli began
incorporating colonial auxiliaries into the British military, along with allowing women to take up
arms. Firms that supplied the military were given preferential treatment in terms of loan availability,
tax relief, and access to the Rabbit Hole and the resources in the world beyond it.

A Tour of the Big Smoke


“So you’re the newest intake of telegraph boys. Humph. And they sent you t’me because
you don’t know th’half of what you need t’know, I’ll be bound. Yes, yes, you passed the geography
part of your exam. You know the Himalayas, and the course of the Danube, but you can’t find
your way across Regent’s Park. You need t’know London just as well as th’cabbies do, or in fact
better, because you’ll be going t’all areas o’London, no matter how rough or narrow th’street. If
there’s a telegram t’deliver, you deliver it, no matter where. An example: You sign on duty, and
th’first message you’ve got is for a very rough neighborhood indeed. On reaching th’house, you
find th’street-door open, neither knocker nor bells, whilst crowds of squalid children crowd around
th’entrance. At length a broken-down old woman comes up and gives you a bad eye, afore telling
you th’man you’re looking for has gone t’jail. So th’message goes back to th’office undelivered.
Later on, another’s given you for a prosperous merchant, who after opening it smiles, says “Thank
you,” gives you a tuppence and wishes you “Good morning.” Thus we go, from poor t’rich. Ignore
th’ghosts. London’s th’biggest city in th’world, and th’most haunted, always had’em. They’ve got
more active since th’Rabbit Hole opened but they’re just visions. Be polite to th’Boojums. Their
money spends as well as anyone else’s.

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“So, here’s your map of London. Once trained, you’ll be assigned t’one of these offices, and
from there you’ll deliver whatever telegram you’re handed. Now, pay attention.”
– Christopher Armstrong, Postmaster, ex-telegraph boy

Conditions of London
London stinks. It isn’t as bad as the infamous Great Stink of 1858 but it takes some getting
used to all the same. The Great Stink forced the aristocrats and politicians to stop ignoring the
sewage problem because it was finally affecting them, not just the poor and the workers of the city.
Chloride of lime painted on the riverside shutters no longer neutralized the smell in Parliament,
and after a few aristocratic MPs had to leave or vomit from the smell, they passed a bill for new
sewers. The new sewers got built, and they help, but there are still cesspits for the chamberpots,
older privies, and the street sweepings – or what sweepings are left after the scavengers have gone
through and picked out

• the dog turds for the tanners


• the horse apples for patching wattle and daub houses
• the cigar and cigarette ends to be picked apart and re-rolled into new cigarettes to sell
• the scraps of wood and coal to sell on for fuel
• the rags to sell to a shoddy-and-mungo man to be picked down to fibers and rewoven
into new cloth
• the bones to be boiled for soup and glue
• the bits of straw for kindling and roof-patching
• the scraps of paper to be taken down and used in the privy, or as lining for winter
undergarments, or sold on to a Dodger or Byron looking for information
• and anything that might be the remotest bit edible.

The cesspits in turn get washed down into the Thames whenever it rains. Nightsoil men dig
out the contents of full privies and cart it away to sell to farms as fertilizer. Toshers wade through
the sewers, looking for anything valuable that may have washed down there. Mudlarks, mostly small
children who are light enough to not get stuck, scour the tidal mud along the banks of the Thames
for anything that might be remotely salvageable or salable to the Dodgers, Byrons, rag and bone
men, pawnbrokers, or anyone else willing to buy.
On top of the sewers and cesspits there’s woodsmoke, coal-smoke, tobacco-smoke, oil-lamps,
gas-lamps, wax-candles, tallow candles, soot, lime-wash, fresh fish, stale fish, cheap carbolic soap,
rancid fat, rotten veg, baking pies, baking bread, roasting meat, blood from the butchers, flowers,
stove-blacking, horse-sweat, wet-fur-scent, perfume, boot-blacking, phenol disinfectant, vomit, incense,
rotting corpses poking out of paupers’ graves, the sulfurous smell of the London particulars, and
thousands of people packed into old streets, many of whom have only one or two sets of clothes
and no running water.
London sights are limited by the ‘particular’ of the day. A London Particular, also known
as a peasouper, is a thick, pollution-filled smog of a dirty brown or yellow color, sometimes thin
enough that you can see the uneven, muddy cobbles underfoot and the colonnaded walls of the
wealthy, sometimes so thick that you can’t see more than a few inches and must navigate by the
clatter of iron-rimmed wheels, costermonger yells, and the sounds of entertainment coming from
public houses.

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A Letter to the Times


I live in what is called a quiet street. My occupation demands fixed and sometimes
strained attention, and moderate quiet is almost a necessity. Yet the best hours of the day are
invaded by the hideous bawling of hawkers of vegetables, fish, &c. From towards noon to the
early afternoon, during which time, it is presumed, these animated nuisances are renovating
themselves for fresh energies, the noises in a measure cease; then come the shrill voices, old
and young, ragged and torn, with their walnuts, watercress, &c., until such time as the clock
gives warning to discontinue work for the day. I believe I am but stating the case of thousands
who are similar sufferers to myself, to say nothing of sick persons, to whom these noises
must be little less than agony.
---A Hater of Noise

Costermongers, or street-sellers, throng everywhere, shouting their wares and each trying to
draw you away from all the other costermongers around so that you buy from them. There are
somewhere between fifteen and thirty thousand street-sellers working in London, about half of
which sell fish, fruit, vegetables, game, and poultry. Between them they account for somewhere
around a third or a half of all food sold in London. As well as food, there are chimney sweeps,
lamplighters and turncocks (men hired to control the flow of mains water by turning it on and
off), street entertainers and street walkers, rag and bone men, old clothes sellers, shoddy-and-mungo
men, match-girls, tinkers and clock-menders, sellers of bonnet boxes and brooms, tubs, pails and
stationary. Buy someone’s dying speech, buy a newspaper, a dog, a bird, a razor, or a packet of
sweetmeats with equal ease. There are toys for the rich children and clothes-pegs for the washing (if
you weren’t rich enough to send your washing out to the suburbs so that it dried without smuts from
the Particular settling on it), soap mixed with arsenic (which comes guaranteed to kill bedbugs),
corn-plasters and salves for your feet, blacking for boots and stoves. If it is small or light, cheap,
and portable, you’ll find it on a costermonger’s barrow somewhere.
Many of the costermongers, especially in the poorer areas, speak cockney slang (based on
rhyming) as well as the neighborhood dialect, so while hokey-pokey would result in a bit of ice
cream in waxed paper, apple fritters would get you a mug of beer (bitter), a penn’oth (penny worth)
of Harvey Nichols would land you a few pickles and cuts and scratches would give you some
matches to light your way, or your pipe.
If you fell on hard times, you might pop (pawn) your Sunday whistle and flute (suit) or
your weasel and stoat (coat) on Monday and retrieve it again when you got paid on Friday or
Saturday. If you came down on the wrong side of the law while trying to earn a bit more money,
the grasshoppers or mutton shunters (coppers or policemen, also known as Peelers or Bobbies after
Sir Robert Peel, the home secretary who created the modern Metropolitan Police Force) would try
to arrest you and a garden gate (magistrate) or Barnaby Rudge (judge) might send you to be loved
(Alice and Gruvved/transported to a Gruv penal colony) or to the bucket and pail (jail).

London’s Transport
Getting round London can involve walking, riding, driving, sailing, or flying. There’s as many
ways to get from Point A to Point B as there are Points A to depart from and Points B to arrive at.
The Railways
Each of the railway companies and lines runs its own terminus and station, giving the city a
plethora of stations, some of which are better known than others, such as the North-Western line’s

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Euston station, or the Midland Railway’s St Pancras station. The South-Eastern Railway’s line has
two terminals, one for the West End (at Charing Cross) and one for the City itself (at Cannon
Street), while the North-Eastern line runs through Shoreditch Station and is often used by poverty
sightseers wishing to view Spitalfields or Bethnal Green from a position of relative safety. The
Great Western Railway runs to Paddington, and the Great Eastern to Liverpool Street. Whether
through practicality, or through a lack of imagination, each railway company calls itself after the area
of Britain that its trains generally serve. For instance, the Great Western runs through Somerset
towards Wales, and the South Eastern from London out to Kent.
To cross through the city requires changing trains or even stations without much time to
spare. Finding yourself on the wrong train or the wrong platform, or simply getting lost between
trains, is such a common problem that there are cartoons in Punch on the subject, and songs in
the music halls.

For the convenience of all who would enjoy the splendid scenery of Richmond, and
the river Thames, it is deemed proper to state that pleasure-boats, for large or small parties,
with persons well skilled in their management, may be obtained of Mr. Searle, at his justly
celebrated and well-known establishment, about a minute’s walk from the Surrey side of
Westminster Bridge; here, also, may be had beautiful boats, at the following very reasonable
rates - A wherry, 1s. for the first hour, 6d. for every hour after; a four-oared boat, 1s. 6d.
the first hour, and 1s. for every hour after, but if taken for the day, at a diminished price.
Sailing-boats of all sizes, manned, if required, by persons well skilled in the navigation of the
Thames, may also be had of Mr. Searle.
– Mogg’s New Picture of London and Visitor’s Guide to its Sights, 1844

The Waterways
The Thames is the best known of London’s waterways, but other rivers and canals also flow
through London, some above ground, some below it. Above ground, the River Lea marks the
eastern edge of London north of the Thames, and flows down to Bow in Tower Hamlets. On the
southeast side of the Thames, the River Ravensbourne flows through Lewisham and Greenwich to
Deptford, spilling into the Thames at the Royal Dockyard there. On the southwest, Beverly Brook
and the River Wandle both flow through Wandsworth Borough, finishing at Putney and Wandsworth
respectively. Below ground, often doubling as a self-rinsing sewer, run the rivers Neckinger, Fleet
(also known as the Holbourne), Effra, Tyburn, and Westbourne, as well as the smaller Walbrook,
Falconbrook, Counter’s Creek, and Stamford Brook. These are commonly negotiated by the toshers
and rat catchers, and on a dry but busy day, can make an easy cut through beneath the hubbub,
or a getaway route, for instance after raiding a warehouse at Shad Thames, near the mouth of
the Neckinger. Add to these the constructed waterways of Regent’s Canal, Lee Navigation (which
includes part of the River Lea), the Grand Union Canal, and Grosvenor Canal, plied by barges
full of coal, ore, metal, and food, waterboats doubling as foot-ferries, and pleasure-craft full of
overbearing aristocrats, and navigation by waterway becomes as busy as the streets and rails.
The Roads
The roads within London are cobbled with round stones fitted close together and packed
down with mud and gravel. The poorer the area, the deeper the mud, but the easier it is to pry up a
stone (if you can find one). In the richer areas, street-sweepers spend so much time sweeping a path
through the mud that the mud itself gets thinner, its bulk lost into the drains and cesspits. Most

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of London’s road vehicles are still drawn by horses, although some of the omnibuses have made
use of steam engines, or even the new-fangled micro-steam engines (one company responded to the
complaint ‘how can they know where to go without rails? At least a horse has eyes.’ by painting eyes
on the front of its omnibuses), and the Crystal Palace has a handful of velocipedes that it hires out
for two or three times what it costs for an omnibus. (An omnibus ride within a borough generally
costs 2d; crossing a border between them, 3d.)
Iron rimmed wheels thunder across the cobbles at a variety of speeds and routes. The fast,
one-horse hansom cabs hurry along a road with little concern for those around and then stand
waiting for the next customer, while the slower, rarer, but much roomier hackney coaches or
‘growlers’ with two horses apiece are more of a stately conveyance. If you have the strength, you can
hitch a lift on the back of a growler, out of sight of the coachman. Don’t try it on a hansom, as
you’ll get the cabby’s whip across your fingers, but in a hansom, you can hop in one side and out
the other, stymieing pursuers. The delivery cart and horse plods steadily through the commotion.
The horse-drawn omnibuses ply their fixed routes, some on the streets but some on rails, also with
two horses pulling, but changed more frequently through the day than the cab or the coach horses
due to the heavier loads and less rest between. Most of these horses are mares rather than stallions,
as they are calmer and less likely to be distracted by all the other horses on the streets. They are
brought in from the country, and after they acclimatise to the London air (which takes about a
month, during which they are fit for very little), they take up their steady work for perhaps five years,
after which they are sold off as worn out and replaced with younger, fresher, horses.

London’s Postal Districts and Boroughs


For administration purposes, London consists of thirteen areas, that of the City of London
and the twelve boroughs that surround it. The borders have been embattled and in flux since 1858,
when Sir Rowland Hill of the Post Office (the same man responsible for the Penny Black stamps,
which had all of Britain licking the back of the Queen’s head) arbitrarily divided London into
Postal Districts. The old Boroughs fought back against the new Districts, each attempting to bribe
or persuade the Metropolitan Board of Works in their favor and get the best postcodes, and hence
the most fashionable streets and the highest paying residents, which in turn determined income.
Eventually, under pressure from a population that resented the Board’s corruption and lack of
accountability, and under the threat of being replaced by a new council, the Board finally fixed the
boundaries in 1878. The Boroughs and Postal Districts, therefore, have very different boundaries.
The Boroughs are detailed further along. The Postal Districts are approximately as follows:

• W - The southern two-thirds of Hammersmith & Fulham and Kensington & Chelsea
boroughs, and a strip through the southern half of the City of Westminster. The Post
Office considers the northern portion of H&F and K&C to be in Buckinghamshire
rather than London.
• NW - The northern part of the City of Westminster, and the southern and western
areas of Camden.
• WC - The western half of the City of London.
• EC - The eastern half of the City of London.
• N - The eastern part of Camden, all of Islington and a strip up the western side of
Hackney.
• E - The eastern part of Hackney and all of Tower Hamlets.
• SW - The southern tip of the City of Westminster, all of Wandsworth, and all of
Lambeth.
• SE - All of Southwark, Lewisham and Greenwich.

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Boroughs North of the Thames


Hammersmith and Fulham
• Brook Green, College Park, East Acton, Fulham, Hammersmith, Old Oak Common,
Parsons Green, Sands End, Shepherd’s Bush, Walham Green, West Kensington, White
City

Westernmost of the northern boroughs, Hammersmith and Fulham (known as Fulham


District until 1878) shares a border with Kensington and Chelsea Borough and looks across the
Thames at Wandsworth Borough. The wooden bridge crossing the river from Fulham to Putney is
the starting point for the annual Oxford University vs Cambridge University boat race and crowds
throng to it. Even people who wouldn’t normally come anywhere near the river join the watchers
packing the banks. It’s a rich crowd for pickpockets too, with plenty of distraction, but harder to
move around in, because it’s so tightly packed.
The area is the seat of both the Bishop of London, and numerous high-class gambling and
prostitution establishments patronized by the wealthy of Kensington, to the point that a ‘fulham’ is a
local term for weighted dice, designed to ensure either a high result (a high fulham) or a low result
(a low fulham). Some of the patrons leaving such establishments claim that the Hammersmith
Ghost (a ghostly man in white, who leaves wet footprints on the ground) walks the south of the
borough, and attacks them, trying to drag them into the river and drown them just as the ghost
is said to have drowned itself. Before this, the ghost’s previous spree occurred in 1803, and ended
with an innocent man being mistaken for the ghost and killed by an over-eager vigilante patroller.
That killing, and the subsequent trial for murder, still lurks in the borough’s folk-memory, and as
a result, the residents and patrons are reluctant to seek out the ghost for fear of another mistake.
New claims loudly get dismissed as a cover-up, or an attempt to avoid prosecution and punishment
for the crime of attempted suicide, told by a patron who despaired at his or her gambling debts
and sought a way out.
Other patrons, and some of the employees, claim that Spring Heeled Jack (another man in
white, this time with a dark cloak and red eyes) has returned, unchanged by his forty year absence,
and is once again stalking women, cornering them, slicing them up with the claws on his hands, and
leaping away over high walls. The police have had no comment on this. Some sort of investigation
is occurring, though, as plainclothes sorts have been poking about, some with peculiar equipment.
Kensington and Chelsea
• Albertopolis, Bayswater (also partly in the City of Westminster), Belgravia (also partly
in the City of Westminster), Brompton, Chelsea, Earl’s Court, Holland Park, Kensal
Town (also partly in the City of Westminster), Kensington, Knightsbridge (also partly
in the City of Westminster), Ladbroke Grove, North Kensington, Notting Hill, South
Kensington, West Brompton, West Kensington (also partly in Hammersmith and
Fulham), World’s End

The borough lies immediately to the west of Westminster and to the east of Hammersmith
& Fulham. It contains all the major museums and universities in “Albertopolis”, an area of land
bought with the money from the 1851 exhibition precisely for holding educational and enlightening
buildings. Since Prince Albert was the driving force behind both the exhibition and the new area,
it was named in his honor. Department stores such as Harrods, Peter Jones and Harvey Nichols,
and foreign embassies dominate Belgravia, Knightsbridge and Kensington Gardens. Kensington and
Chelsea borough contains many of the most expensive residential districts in London and even in
the world, as well as districts with high levels of social housing and poverty, often with just a few

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hundred yards separating them. For instance, behind the rich houses of Ladbroke Grove and Notting
Hill radiate the slums of Notting Dale. The land is composed of a clay particularly good for bricks
and pottery, and the brick-makers pushed out by the gentrification of Marylebone (in Westminster)
and Kensington moved there, along with a group of pig-keepers who had also been pushed out of
Marylebone. They built homes with one room for themselves and one room for their pigs. Their
industry depends on the collection of food and refuse from the West End which is then boiled down
to extract the fat. By the 1860s, cholera and other diseases spread like wildfire and the average life
expectancy in Notting Dale was eleven years and seven months. For comparison, the average life
expectancy across the whole of London at the time was 37 years. The situation has not improved
in the intervening years. Since the Rabbit Hole opened, the pig-keepers have repeatedly complained
that their animals are being ‘hag-ridden’ by the faery-folk, and indeed, they have had a poor few
years. This has not, however, resulted in an improvement in living standards, or in a rent-reduction.
Street-children drift over to Kensington at night, or on days when the Particular is too thick
for the owners of the wealthy houses to notice the children climbing up to the roof to sit or sleep by
a warm chimney. Dodgers and purveyors of information can also be found up among the chimneys,
for sound rises through them as surely as smoke, and nearly as much information can be gleaned
listening at a chimney as listening at a window at a far lower risk of being seen or caught.
City of Westminster
• Bayswater, Belgravia (also partly in Kensington and Chelsea), Covent Garden (also
partly in Camden), Fitzrovia (also partly in Camden), Hyde Park, Knightsbridge (also
partly in Kensington and Chelsea), Lisson Grove, Maida Vale, Mayfair, Marylebone,
Millbank, Paddington, Pimlico, St James’s, St John’s Wood, Soho including Chinatown,
“Theatreland”, Victoria, Westbourne Green, West End (also partly in Camden),
Westminster City Centre

The City of Westminster occupies much of the central area of London, including most of
the West End. It is located to the west of and adjoining the ancient City of London and Camden,
directly to the east of Kensington and Chelsea. Its southern boundary is the River Thames.
Many sites commonly associated with London are located in the City of Westminster, including
Buckingham Palace and the Houses of Parliament. The borough is divided into a number of
areas including the ancient political district of Westminster around the Palace of Westminster; the
shopping areas around Oxford Street, Regent Street, Piccadilly and Bond Street; and the night time
entertainment district of Soho. For those who prefer a more substantial attraction, Baker Street
also holds Madame Tussaud’s Exhibition of Waxworks and Napoleonic Relics (entrance 1/-, catalog
6d). In the Pimlico district, near Grosvenor Canal, stand some of the Peabody Estates, a project of
philanthropic properties built to provide affordable, quality housing, but actually somewhat shunned
by the genteel, upper-middle-class, professionals living in the rest of the district.
Many political figures can be found here, brushing past the street-sweepers and costermongers
as they discuss the reform bills in Parliament and in turn labeled as Whigs or Tories by the
common crowd. The common party names began as insults; a whig being a Scottish raider or cattle
driver, and a tory being an Irish outlaw or bandit. Both were considered untrustworthy, thieving
rogues. Some would say that they still are.
On the first of August each year, the statue at Queen Anne’s Gate in Westminster animates
and walks around the neighborhood and the square named after her. Initially met with consternation,
her annual activities now meet resignation, though the local children have taken to forming a chain
behind her as she walks and mimicking her movements.
Meanwhile, local gossip claims that Her Majesty, Queen Victoria’s dog Noble (an ill-
tempered collie, always looking for a scrap ) has been remarkably subdued and well behaved since

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the day a month or so gone when he limped back to the palace looking the worse for a fight. He
didn’t look like he’d picked it with another dog, the way he usually does, but more like a cat had
played with him. The only problem with the theory? The claw marks were much too big for any
ordinary cat to have made.
Camden
• Belsize Park, Bloomsbury, Camden Town, Chalk Farm, Covent Garden (also partly
in the City of Westminster), Dartmouth Park, Fitzrovia (also partly in the City of
Westminster), Fortune Green, Frognal, Gospel Oak, Hampstead, Haverstock, Highgate
(also partly in Islington and Haringey), Holborn, Kentish Town, Kings Cross, Primrose
Hill, St. Giles, St Pancras, Somers Town, South Hampstead, Swiss Cottage, Tufnell
Park (also partly in Islington), West End of London (also partly in the City of
Westminster), West Hampstead

The borough borders the City of Westminster to the south and west, the City of London to
the south, and Islington to the east, forming almost an upside-down L wrapped around the City of
Westminster. Named after Charles Pratt, the first Earl of Camden, the borough sits on and around
the Regent’s Canal, where it runs from Paddington Basin to the River Thames at Limehouse. The
canal passes through two tunnels in Camden under Maida Hill (274 yds. long) and Lisson Grove
(52 yds. long) and a third in Islington. The bargees steering the barges of coal and iron and heavy
foods often take advantage of the tunnels to have things ‘fall off’. Such fallen items tend to land
neatly in rowboats following behind the barge. It’s also common for the barges to emerge from the
tunnel with more, or less, people on board than when they entered, having gained or lost people
to those same rowboats.
The canal’s owners, the Regent’s Canal Company, have come up with repeated schemes to run
a railway line along the canal bank, hoping to return control to their own pockets. All so far have
fallen through or out, or failed due a squabble between company directors, or lost the permission
from the Board of Works to build such a railway. Still, the company continues to try, each scheme
attempting to fix the problems of the previous one, and often repeating the mistakes of the past
five attempts in the process.
The Canal also runs through the London Zoo, in Regent’s Park, which lies partly in Camden
and partly in the City of Westminster. Notable attractions at the zoo include the hippopotami
Obaysch and Adhela and their three offspring, a quagga mare, and rides on Jumbo the elephant.
Jumbo’s keeper serves as a living drop-box for messages. The keeper has Jumbo pick the note out
of the hole or tree or bush it is left in, and give it to him. Later, with another ride, Jumbo plants
the same note in a different place for the receiver to collect.
A golden cat the size of a mastiff has been seen stalking Hampstead as well as the City of
London, but it vanishes whenever anyone tries to get close. Some rumors claim the cat escaped
from the Zoo, others that it is entirely supernatural, still others that it is a figment of too much
laudanum or drink.
City of London
The City of London, the site of the original Roman to medieval Londinium, is a city in its
own right within London, but is now only a small part of Greater London. It has its own council
rather than being run by the Metropolitan Board of Works, and is also a separate ceremonial
county. Widely referred to simply as the City, often written as just “City” and differentiated from
the phrase “the city of London” by capitalising “City”, it’s also colloquially known as the Square
Mile, as it occupies just over one square mile in area. Much of the City consists of banking and
office premises, but it also contains the law courts of the Old Bailey and, opposite the courts,

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Newgate Prison, where any sentences of execution would be carried out. London Bridge, Cannon
Street Railway Bridge, and Blackfriars Bridge all cross the River Thames from the City of London
into Southwark.
In the squabble between the Boroughs and the Post Office, the City of London was a third
party less concerned about being divided itself, and more concerned about having to potentially
share a postcode with the recent upstarts around it. After all, even the City of Westminster is only
a measly millennium old, half the City of London’s age.
The London Stone, in Cannon Street, is reputed to be the location from where the Romans
calculated all distances in Britannia. Some believe that the stone is part of an altar constructed by
Brutus as he founded London. Legend states: ‘so long as the stone of Brutus is safe, so long shall
London flourish’. Recent rumors of a secret conspiracy to alter or remove the stone have caused
minor panics in the stock market. Another rumor, that the Stone has already been moved, just not
enough to notice without measuring, has been taken seriously enough for a private concern to hire
a surveyor, although permission has yet to be granted by the City council for the work to be done.
Nelson’s ghost is often seen striding towards his old office in Somerset House. As dawn
breaks after a new moon night, a Roman Legion can be heard, but not seen, marching through the
City and out past Newgate.
Islington
• Angel, Archway, Barnsbury, Canonbury, Clerkenwell, Farringdon, Finsbury, Finsbury
Park, Highbury, Highgate, Holloway, Islington, Kings Cross, Lower Holloway, Mildmay,
Nag’s Head, Newington Green, Old Street, Pentonville, St Luke’s, Tufnell Park, Upper
Holloway

Bordered on the west by Camden, on the east by Hackney, and to the south by the City of
London, Islington grew almost explosively over the last seventy-five years, resulting in deprivation,
poverty and severe overcrowding, with as many as two hundred people in a house built for forty.
Newcomers climbing off the train at King’s Cross, or at St Pancras in neighboring Camden, looked
round for work and housing, and found it initially in Islington, often drifting east into cheaper and
cheaper lodgings as their money dwindled.

A popular children’s counting song harks to the crowded houses with large families and
little room or furniture - and dreams of something better. It begins:
Ten in the bed, and the little one said ‘roll over! roll over!’
So they all rolled over and one fell out
He hit the floor with a squeal and shout.
Please remember, when all is said and done ta ra ra
Single beds are only meant for 1, 2, 3, 4, 5, 6, 7, 8, 9...
Nine in the bed and the little one said (and so forth).
The song continues until there is one in the bed and the little one says, ‘Goodnight!’

Hackney
• Bethnal Green (also partly in Tower Hamlets), Dalston, De Beauvoir Town, Hackney
Central, Hackney Marshes, Hackney Wick, Haggerston, Homerton, Hoxton, Lower
Clapton, Shoreditch, South Hackney, Stamford Hill, Stoke Newington, Upper Clapton

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The London Borough of Hackney is to the north-east of the City of London; and neighbored
by the London Boroughs of Tower Hamlets to the south and Islington to the west. On the east, the
River Lea forms the boundary with Waltham Forest; and to the south-east is Newham. Historically,
the River Lea formed the boundary between the predecessor counties of Middlesex and Essex.
Traditionally, much of the borough is considered as a part of East London, with Hoxton and
Shoreditch being part of the East End of London.
Hackney contains a number of factories among its northern districts, producing celluloid,
shellac, dye, lead paint, and confectionery. Sometimes the dye gets used in the confectionery. It
could be worse. It could be alum, or lead oxide, or plaster of Paris. Celluloid is so difficult to make
that the workers there get skilled pay, but the workers at the paint factory get nothing for their pains
but the shakes and the gut aches of lead poisoning.
Southern Hackney, once known as Victoria Park, is now becoming better known as its
nickname Boojum Town, after the snarks and trolls gravitating there. The trolls particularly like
the old villas abandoned as the area grew seedier and the fashionable postcodes moved west, as the
villas have twelve-foot ceilings and wide doors, allowing trolls easier access and the ability to walk
upright without hitting their heads on the ceiling. Houses built in the poorer areas tend to have
eight-foot ceilings, allowing landlords to cram in an entire extra floor to rent out before the building
reaches the maximum legal height. One group of trolls and snarks here have even set up a business
of finding homes and jobs for their fellow Boojums.
Tower Hamlets
• Bethnal Green, Blackwall, Bow, Bow Common, Bromley-by-Bow, Cambridge Heath,
Canary Wharf, Docklands, East Smithfield, Fish Island, Globe Town, Hackney Wick
(also partly in Hackney), Isle of Dogs, Cubitt Town, Millwall, Leamouth, Limehouse,
Mile End, Old Ford, Poplar, Ratcliff, St George in the East, Shadwell, Spitalfields,
Stepney, Wapping, Whitechapel

The Borough of Tower Hamlets is the easternmost north of the River Thames and, despite
holding the Royal Mint, the poorest. It shares a border to the north with Hackney, and to the
west with the City of London. It includes much of the Docklands region of London, including
West India Docks and Canary Wharf. The prevalence of dockside warehousing and the proximity
of the Royal Mint has led to a small group of Newtonians setting up shop, taking advantage of
the industrial area to declare their laboratory to be a factory and avoid conflict with the Fireworks
and Explosives Act.
Tower Hamlets forms the core of the area known as the East End. The expansion of the
population of London has led to extreme overcrowding and a concentration of poor people and
immigrants in the districts that make it up. These problems were exacerbated with the construction
of St Katharine Docks (1827) and the central London railway termini (1840–1875) that caused the
clearance of former slums and rookeries, with many of the displaced people moving into the area.
Over the course of the century, the East End has become synonymous with poverty, overcrowding,
disease and criminality.
Until the arrival of formal docks, small boats were required to land goods in the Pool of
London, the large ships standing off at anchor, but industries related to construction, repair, and
victualing of ships flourished in the area from Tudor times. The area attracted large numbers of
rural people looking for employment. Successive waves of foreign immigration began with Huguenot
refugees creating a new suburb in Spitalfields in the 17th Century. They were followed by Irish
weavers and Ashkenazi Jews. The abundance of semi- and unskilled labor led to low wages and poor
conditions throughout the East End.

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The Tower of London (which gave the Borough of Tower Hamlets its name) stands on the
western side of the borough, a little north of the Thames, just west of the Royal Mint, and close
to the border with the City of London. A cluster of buildings, walls, towers, and barracks surround
the central White Tower, much as rumor, legend, and ghostly happenings surround the Tower as
a whole. The Tower holds the Crown Jewels in the Jewel House on the south side of the White
Tower, including the queen’s newly modeled Imperial State Crown (except during the State Opening
of Parliament each year, when the crown is replaced by a small sign reading ‘in use’). The Knights
of the Grail warded the Crown Jewels as soon as magic became available and have already caught
one thief trying to use magic to steal them.
Legend claims that the Tower’s ravens protect the Tower of London, and if they ever all leave,
the crown will fall and with it, Britain and the Empire. Thus, when Oswald Grosvenor activated his
device and every member of the Tower’s unkindness of ravens took to the sky at once, the guards
took fright and bolted inside to arm themselves. One reported that the unkindness took the shape
of a protective hand cupped over the Tower, but this was dismissed by her superior officers as wishful
thinking and the now armed guards stood on the defensive along the Tower walls for a month, even
after the ravens settled back to earth once more.
In 1876, Queen Victoria ordered that the bodies of all those executed at the Tower during
Tudor times and given a crude burial at St Peter ad Vincula church be removed, identified where
possible, and given a correct burial in place of the mass, unmarked, grave they currently occupied.
On excavation, around two hundred bodies were found, most unidentifiable. Soon after this, an
officer on patrol reported looking into the church late at night and seeing a large number of people
in period costume walking around, following a woman who looked like Anne Boleyn. After a few
minutes the scene faded away, and none of those ghosts have been seen since.
The remaining ghosts in the Tower area include the two princes in the tower, believed killed
on Richard III’s orders. They appear in all areas of the Tower, but whenever seen, are cowering
together in a corner and fade away if approached. Guy Fawkes’ screams can sometimes be heard in
the Council Chamber, where he was prepared for his execution. A bubbling column of intangible
water irregularly drifts through the ground floor of Martin Tower, dissolving to nothing if anything
is thrown through it. On 27 May each year, the scene of Margaret Pole’s execution repeats itself
before anyone who pauses on Tower Green. Refusing to kneel before the axeman, Margaret Pole was
chased around the area and hacked to death.

Boroughs South of the Thames


Wandsworth
• Balham, Battersea, Earlsfield, Furzedown, Nine Elms, Putney, Putney Vale, Roehampton,
Southfields, Streatham Park, Tooting, Wandsworth, Wimbledon Common

A new borough formed in 1878 by the Metropolitan Board of Works, Wandsworth used to be
considered part of Surrey. The borough now borders the London Borough of Lambeth to the east,
and to the north (across the River Thames) Boroughs of Hammersmith and Fulham, Kensington
and Chelsea, and the City of Westminster.
The talk of the area still mostly concerns the murder (or suicide, no one knows which) of
a Mr. Charles Bravo, a barrister, in 1877. Charles Bravo consumed antimony and died slowly,
over three days, at his landmark house The Priory. Leading doctors attended him during this time,
including the Royal Physician Sir William Gull, and agreed that it was antimony poisoning, but
were unable to save him. During the three days, Mr. Bravo refused to say anything about where
the antimony had come from or how he had ended up consuming it. Two inquests have been held,
going into such scandalous and dire details that women and children were requested to leave for

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the duration. The first inquest returned an open verdict; the second, a verdict of willful murder by
person or persons unknown. No one has been arrested or tried over the death - yet - but rumor
and theories abound.
Lambeth
• Brixton, Clapham, Clapham Park, Crystal Palace, Gipsy Hill, Herne Hill (also partly
in Southwark), Kennington, Lambeth, Loughborough Junction, Oval and The Oval,
Stockwell, Streatham, Streatham Hill, Tulse Hill, Vauxhall, Waterloo, West Dulwich,
West Norwood

Lambeth is a long, thin borough (approximately 3 miles (4.8 km) wide and 7 miles (11 km)
long). In the northern end of the borough are the central London districts of the South Bank and
Lambeth which have a developing tourist economy while at the very south of the borough are the
leafy suburbs of Gipsy Hill, Tulse Hill, West Dulwich and West Norwood. In between the two are
built-up and inner-city districts of Brixton, Brixton Hill, Streatham Hill, Clapham, Clapham Park,
Herne Hill, Stockwell and Kennington which are all at different stages of gentrification.
In the earlier part of the century, Lambeth borough was home to the famous (or infamous,
depending on which side of the debate you stood) Clapham Sect, the philanthropic heart of the
campaign to abolish slavery, most prominent of whom were William Wilberforce and Henry
Thornton. The Clapham sect are credited with playing a significant part in the development of
Victorian morality through their writings, their societies, their influence in Parliament, and their
example in philanthropy and moral campaigns. Similar wealthy men still dwell here, although none
stands as tall as the departed Sect.
Lambeth is also the home of British cricket, hosted at The Oval, and the original home of
the Crystal Palace. Recent rumors, however, speak less of the next game’s chances and more of
Herne the Hunter come back to walk Herne Hill with his Wild Hunt. A ghostly hansom cab roams
the borough, looking like any other cab, but making no sound as it travels, and not responding to
attempts to hail it. The ghost of Samuel Pepys has been glimpsed in and around the house where
he spent the last years of his life.
Southwark
• Bankside, Bermondsey, Southwark, Camberwell, Crystal Palace (also partly in Lewisham),
Dulwich, Dulwich Village, East Dulwich, Elephant and Castle, Herne Hill (also partly in
Lambeth), Honor Oak (also partly in the Lewisham), Newington, Nunhead, Peckham,
Peckham Rye, Rotherhithe, Surrey Quays, Walworth, West Dulwich (also partly in
Lambeth)

The Borough of Southwark, pronounced Suh-thuhk, borders the City of London and the
London Borough of Tower Hamlets to the north (the River Thames forming the boundary), the
London Borough of Lambeth to the west and the London Borough of Lewisham to the east. Tower
Bridge, Blackfriars Bridge, Queen Street Bridge and London Bridge all connect the City of London
to the borough.
Southwark has many literary associations. Charles Dickens set several of his novels in
the old borough where he lived as a young man. The sites of the Tabard Inn (featured in
Chaucer’s Canterbury Tales), the White Hart Inn and the George Inn survive, and the borough still
remembers Shakespeare’s presence in its theaters. The River Neckinger flows beneath Southwark to
St. Saviour’s dock, where it divides Shad Thames from Jacob’s Island. Shad Thames is packed with
warehouses and granaries full of tea, coffee, spices, and similar valuables of sustenance. In contrast,
Jacob’s Island is a rookery of the poorest, filthiest sort, nicknamed the ‘Capital of Cholera’ and

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the ‘Venice of Drains’ and immortalized by Charles Dickens in Oliver Twist as the site of Bill
Sikes’ death. The island is unlikely to ever improve as the police and the politicians refuse to even
acknowledge that it exists, let alone provide any charitable help for the inhabitants.

On entering the precincts of [Jacob’s Island] the air had literally the smell of a
graveyard, and a feeling of nausea and heaviness came over any one unaccustomed to imbibe
the moist atmosphere. Not only the nose, but the stomach told how heavily the air was loaded
with sulphuretted hydrogen; and as soon as you crossed one of the crazy and rotten bridges
over the reeking ditch, you knew, as surely as if you had chemically tested it, by the black
colour of what was once white lead paint upon the door posts and window sills, that the air
was thickly charged with this deadly gas. The heavy bubbles which now and then rose up in
the water showed you whence at least a portion of the mephitic compound issued, while the
open doorless privies that hung over the water-side, and the dark streaks of filth down the
walls, where the drains from each house discharged themselves in to the ditch were proofs
indisputable as to how the pollution of the ditch occurred.
The water was covered with scum almost like a cobweb, and prismatic with grease.
In it floated large masses of rotting weed, and against the posts of the bridges were swollen
carcases of dead animals, ready to burst with the gases of putrefaction. Along its shores were
heaps of indescribable filth, the phosphoretted smell from which told you of the rotting fish
there, while the oyster-shells were like pieces of slate from their coating of filth and mud. In
some parts the fluid was as red as blood from the colouring matter that poured into it from
the reeking leather dressers’ close by.
– Henry Mayhew, London Labour and the London Poor

Six months to the day after the Rabbit Hole opened, a house in the Bermondly district
was bombarded with stones from nowhere for eight hours, smashing every window, injuring people
nearby, and destroying some of the furniture inside. So far, the bombardment has not repeated,
but the cobbles in the street often shift and rattle as if something heavy had run over them. More
amusingly, politicians venturing across the bridges to campaign at election time have been met with
a bodiless heckler paraphrasing Romeo and Juliet with ‘A plague on both your parties!’
Lewisham
• Bell Green, Bellingham, Blackheath (also partly in Greenwich), Brockley, Catford,
Chinbrook, Crofton Park, Crystal Palace (also partly in Southwark), Deptford (also
partly in Greenwich), Downham, Downham Estate, Evelyn, Forest Hill, Grove Park,
Hatcham, Hither Green, Honor Oak (also partly in Southwark), Honor Oak Park,
Ladywell, Lee, Lee Green. Lewisham, Lower Sydenham, New Cross, New Cross Gate,
Perry Vale, Rushey Green, St John’s, Southend, Sydenham, Sydenham Hill, Telegraph
Hill, Upper Sydenham, Whitefoot

The Borough of Lewisham shares a border with Greenwich to the east, Southwark to the west.
The River Thames forms a short section of northern boundary with the Isle of Dogs in the London
Borough of Tower Hamlets. Deptford Creek, Pool River, River Quaggy and River Ravensbourne
pass through the borough.
The Crystal Palace now sits on Penge Common, on the southern tip of the Lewisham-
Greenwich border. Its architect John Jones, also known as the Welsh bard Talhaiarn, often remarked
that the glass sang while he worked on it, and in the last few years, the glass walls begin to resonate

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whenever solitary footsteps move within or near it, producing a painfully high note that only grows
louder the longer the footsteps continue. The watchmen as a result travel in pairs. Occasionally a
regular visitor to the dinosaur display in the lagoon comments that the dinosaurs have moved since
the last visit, but most of the complaints about that display only note how dull the dinosaurs look
compared to the reports from the Gruv.
The food and drink-sellers among the costermongers here do a roaring trade with the visitors,
including bread in multiple forms from the large quartern loaf though cottage loaves and cottage
bricks to french rolls, savory pies (eel pie, ham pie, mince pie, beef-steak pie, kidney pie), sweet
pies (cranberry tart, apple pie), Bath buns, macaroons, Victoria biscuits, Banbury cakes, pound cake,
sausage rolls, soda water, lemonade, ginger beer, pear syrup, tea, coffee, and chocolate.
Greenwich
• Abbey Wood, Blackheath (also partly in Lewisham), Charlton, Deptford (also partly in
Lewisham), Eltham, Horn Park, Greenwich, Kidbrooke, Lee (also partly in Lewisham),
New Eltham, Plumstead, Shooters Hill, Thamesmead, Woolwich

The borough (pronounced Grehnn-idge) lies along the south bank of the River Thames
between Deptford and Thamesmead. Because of the bends of the river, its waterfront measures
roughly eight and a half miles. Traveling south away from the waterfront, the ground rises. Shooters
Hill in the east and the high ground of Blackheath in the west bookend the borough, Eltham to
the south of these hills falls away slightly. Greenwich shares a boundary with Lewisham to the west
and across the River Thames to the north lies Tower Hamlets.
Greenwich hosts the Royal Greenwich Observatory and, since 1851, the site of the Prime
Meridian, the point from which the world’s longitude is measured. A long brass strip embedded
in the courtyard marks the precise placement of the meridian line, despite the toothmarks that
sometimes appear in it overnight. In order to enable sailors to synchronize clocks and watches
precisely with Greenwich Mean Time and thus better calculate their longitude, Mr John Pond,
Astronomer Royal, installed a time ball on top of the observatory in 1833. The ball drops each day
at precisely 13.00 local time, that is, at 1pm Greenwich Mean Time in the winter and 1pm British
Summer Time in the summer.
The Rabbit Hole stands midway between the Observatory and Greenwich Palace. A fortified
wall surrounds the area, with an office built into it to receive telegrams and mail, and a gate
manned and guarded by soldiers. Half the soldiers face out towards London, in case the protests
over the area leveled to provide land for the Alice and Gruv line, tracks, and depot, the barracks
and warehouses, and the general base for the Rabbit Hole, turns into something worse. The other
half of the soldiers face inwards, watching the Hole in case something nasty emerges. A constant,
barely audible murmur of sound fills the air beneath the everyday bustle, as if thousands of ghosts
clamored silently, all hoping to gain access to London and join the strange happenings radiating
from the Rabbit Hole through London and beyond.
The most notable ghosts in the area include that of 17 year old Jane Marie Clouson, a murder
victim of 1871. Her spirit stalks the site of her death in Kidbrooke Lane, Eltham, with her face
running with blood and her death cries echoing faintly alongside her last words (she cries, ‘Oh,
let me die.’). She is most often seen by policemen, and local legend has it that she will never rest
until her murderer is punished. The man thought to have killed her, Edmund Pook, was tried and
acquitted by a jury that claimed that there remained ‘reasonable doubt’, but many people actually
believe he got off because of his high social status. Another ghost, of a portly man in good clothing,
rises in front of a public house on Deptford high street, calls for a mug of his favorite beer, and
invites any observers to join him. No one has thus far identified him.

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1879 Players Guide

The Gruv
There are no foreign lands. It is the traveler only who is foreign.
– Robert Louis Stevenson

T his chapter provides an overview of the Grosvenor Land, with brief


descriptions of the Terrestrial, Samsut, and Saurid presences. Full descriptions are
found in the 1879 Gamemaster’s Guide.

A Tour of the Gruv


The Rabbit Hole emerges not quite in the center of the Grosvenor peninsula, in the central
plains between the Gladstone Mountains to the north and the Darlington Mountains to the south.
Fort Alice surrounds the Rabbit Hole; a vast, sprawling metropolis that outgrew its original fortified
walls in the first six months. The central portion of Fort Alice consists of the Rabbit Hole itself,
the railyard that supports transit through the portal, housing for military and civilian transients, the
headquarters of the British military in the Gruv, and the barracks of Fort Alice’s defensive forces.
Out past the old palisade wall (and old is a very relative term here, where a year ago is nearly
ancient history for the people of Earth but a hundred years is the blink of an eye to the Samsut
and the Saurids) lies the city that has grown up around the fort. Here, manufacturing facilities have
sprung up, along with tradesmens’ shops to sell the finished goods, pubs where the factory workers
can hoist a pint at the end of the day, breweries to supply the pubs, and all the rest of a frontier
settlement in its unfinished newness. Most of the buildings are wooden, a few being replaced with
stone, and the smell of green timber conflicts with the odours of horse-leavings and a population
that lacks sufficient bathing and sewage-disposal facilities.
Out on the plains beyond Fort Alice lie three entire Zulu villages, cattle and vegetable fields
and all. British cattle-farmers can be seen here regularly, buying stock for their farms and learning

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about the specifics of tending African cattle, which do much better in the Gruv than British
bloodlines. Zulu forces may be seen drilling, both impi troops and Imperial Regulars, marching
off to the Fort for deployment, or slogging back from a round of service for a much needed rest
among their own people.
A few hours away, two workhouse settlements have been established: New Islington to the
southwest and Saints of Westminster to the north. These provide labor to the colonization effort,
and create a human presence by the simple expedient of clearing out the workhouses and orphanages
of London and shipping their inhabitants to the Gruv. Both have had their problems, but that’s to
be expected, given their origins.

The Railway
The Royal Alice and Grosvenor Railroad, more familiarly known as the Alice and Gruv, has
taken its charter from the Crown to connect the settlements of the Gruv very seriously indeed. Rails
extend from Fort Alice south to All Saints and Torgau Freistadt, west to New Wigan and Pinking
Swinburne, and east to Fultingham. North of Fort Alice, the Bolthole Tunnel project works at
drilling through two and a half miles of rock to connect Fort Alice with Shillington, Gorran Wood,
and King Edward, in an effort worthy of Brunel and directed by his niece, Dr. Bronwen Brunel
Pelloutier. Plans have been drawn up to go through the southern ridge and connect with the south
coast. No further eastward expansion will be done until the Samsut are pushed back from the land
bridges, with the exception of two supply lines being laid out to Fort Wellington.

To The East
East of Fort Alice by a hundred miles and south a bit rises Mount Somerville, the highest
mountain thus far surveyed in the Gruv. Ancient ruins cover its western slope from near the base
almost to the peak, a city of the mysterious Anunnaki, the forerunner race that the Samsut credit
with their more advanced technology. Very little is known about the Anunnaki, other than that
they built monumental cities, constructed strange devices, and then left the Gruv a very long time
ago. The Samsut never met them, as far as anyone from Earth has been able to determine. Camp
Burlington, at the base of Mount Somerville, supports expeditions into the abandoned city in
the effort to learn more about these mysterious, long-vanished people. Thus far, only a seemingly
endless progression of vast, empty rooms has been found, and one artifact, but the less said about
the Hat, the better.
Further to the east and south, but still on the rail line, Fultingham stands as the furthest
purely civilian outpost founded by the British Crown. The settlement has had some difficulties,
most notably trying to assimilate the population of Peltingsford after the latter colony’s crops failed,
but seems to be managing well enough. Out further, past Mount Somerville and well up into the
boreal forest of the Darlingtons, a Scottish private effort has established New Strathspey, gathering
in all the Scots they can find from the nations of Earth to recreate some idea of their ancient
homeland, perhaps a bit more established in myth than in fact. Past them, Dhankar holds the claim
of most eastward human habitation, representing one of the largest movements from India to the
Gruv thus far seen. Over four thousand people, men, woman, and children, from the Spiti district
of Himachal Pradesh sold everything they would not carry with them, including their land and the
homes and workshops upon it, packed themselves into train cars, and travelled first to London and
then through the Rabbit Hole. The migration included an entire Buddhist monastery, or at least the
monks and students and everything portable they did not give to other religious orders or sell to
fund the trip. Once in the Gruv, they hiked off into the mountains as far as they could go before
their travel rations ran out, and built a village. At last report, it’s still out there, so far away from

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the Saurids and the Samsut that they’re not likely to be bothered by anything other than the local
flora and fauna.

To The West
Going west from Fort Alice, the first large settlement one encounters is New Wigan, about
which enough has been said already. Yes, the original population were eaten by giant bugs. Yes, the
military patrol that went to investigate met a similar bad end. No, the bugs aren’t still there. Yes, the
settlement has been repopulated, and has much better defenses nowadays. Let’s move on, shall we?
Next along going due west is Pinking Swinburne, a company town established by a timber
concern. While anyone with an axe can bring down a tree and rough-hew it, the demands for proper
board footage for construction require someone with the skill and knowledge to operate a drying
kiln, and the time and wherewithal to do so. By being the first industrial timber operation in the
Gruv, Pinking Swinburne has found the next best thing to coining money. The flow of luxury goods
back to the settlement, or at least to its management, rivals that of Fort Alice, which has an upper
class population fifteen times the size.
Further west lies the American religious settlement of Zion. The Fellowship of Friends in
Christ gave up on the Union, and moved, lock, stock, and barrel, to the Gruv for a fresh start and
possibly to influence the new world into a culture more in line with their ideas of Christianity. While
Protestant, they do tend to take some things rather to extremes, and don’t seem to be having much
luck spreading their views. On the other hand, they seem to be doing pretty well for themselves, if
nothing else having a thriving business in ready-made furniture, in great demand especially in the
workhouse settlements.

To The South
Almost due south of Fort Alice, the near side of the Darlington Mountains gives a home to
the only Prussian settlement thus far, Torgau Freistadt. If one wanted an example of how Prussians
run on beer and clocks, one need only pay a visit here. The Prussian government established its
first settlement in the Gruv to have their own source of ironwork, locomotives, dressed stone, and
so forth. With over three thousand people in its initial population, the settlement rapidly developed
mining and heavy industry efforts, in less than a year going from orderly rows of identical tents to
orderly rows of identical houses, with a coal and iron mine at one end and a foundry at the other.
Neatly terraced fields surround the town on both the up and down slope of the ridge, with crops and
goats flourishing. Steam whistles sound throughout the day, announcing the opening and closing of
the town gates at sunrise and sunset, the beginning and ending of work shifts at the mine and the
foundry, the opening and closing of the stubes, and the hourly whistle from the steam clock next
to the town hall site, which eventually will be in the hall’s tower. There remains a vast amount of
work to be done – the town hall is little more than an overgrown gazebo at present, the barns are
slapdash affairs, and the streets are mostly unpaved, but the brewery makes enough beer to keep
both the stubes supplied.
Perhaps a bit too close to Fort Alice lies All Saints labor settlement, a third habitation
established by the expedient of clearing the workhouses. In this case, whether the inmates brought
something with them, or found something on the site, disease has ravaged the settlement like
clockwork, sickening two dozen people every month, and carrying off two or three. Neither cause
nor cure have yet been found. The military has quarantined the settlement, allowing supplies in but
neither goods nor people to leave. The Westminster Labor Board has offered a reward of several
hundred pounds to anyone who can explain and cure the ailment.

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Out past the Prussians one finds another Indian colonization effort, part of what the Raj is
calling the Mahana Pravasa, the Great Migration. Ganjshakar was funded by Sufis, Mohammedan
mystics who took their entire order and anyone who wanted to go with them off into the wilds of
the Gruv. Their village looks very much like one in the mountains of Uttar Pradesh to British eyes,
although still very raw and new, and half under construction, as everything is throughout the Gruv.
Instead of spending Friday night, their Sabbath, in prayer, as most Mohammedans do, these people
hold concerts of religious music.
The far side of the Darlingtons has been colonized only by the most determined, as the
railway does not yet extend that far, and may not for many years, and the crossing must be made on
foot with whatever beasts of burden can be acquired. Here, at the far west, one finds Kaushaldesa,
a third Mahana Pravasa settlement, this one deriving mostly from the Punjab. The Raj has offered
rewards to anyone in the strife-torn north of India who is willing to relocate to the Gruv, resulting
in a steady trickle of immigrants. Many of them end up here, where they can find others from their
homeland.
Up the coast to the east stands Beercrombie, an attempt to build a British fishing village in
the New World. There’s an ocean, the reasoning goes, and it’s got fish in it, and people have to
eat, so somebody ought to be putting out to sea with nets. Beercrombie, however, has reached too
far too quickly, outpacing the railway and having no way to send their catch back to civilization,
such as it is, except as dried or salted and in small enough barrels to be carried by a garnickey.
At the far eastern end of the southern coast, hard by the land bridge to the Samsut homeland,
Hornblower’s Hill stands, the Gruv’s sole penal colony. Here, the distance from the railhead serves
as security. Inmates attempting to escape find themselves in a worse situation than those in the
Australian outback. Not only do they not know what they can safely eat, they don’t know what
might try to eat them.

To The North
The Gladstone Mountains have proven rich in mineral wealth, resulting in two mining
settlements out past the end of the rails. The Alice and Gruv, as noted earlier, is spending
considerable effort to reach these, but for the immediate future, the settlements must bring their
products down by tramway to a trailhead, where baskets of coal, bags of sulfur, bundles of pig iron,
brass tanks of acids, and bars of copper and silver can be loaded onto garnickeys and wagons for
the rest of the journey to the railhead.
The King Edward Mining Consortium, owners and operators of the settlement that bears the
firm’s name, made its operating capital in the tin mines of Camborne in central Cornwall. Since
coming to the Gruv, the firm has expanded its operations considerably. Seven mines comprise the
fields of King Edward, two producing tin, two iron, one copper, one antimony and bismuth, and
one coal. Much of the coal produced goes straight into the beam engines that keep the mines
clear of water, and the lift engines that send miners down and bring ore up. Some goes to feed the
furnaces at the smelting facilities, where processed ore is reduced to metal ingots. King Edward does
not employ Boojums, reducing its pool of available labor. Company regulation forbids Boojums
from residing in the town, or taking rooms as transients. The company has issued a policy stating
that, since the cause of Looking Glass Fever is unknown at this time, it must be treated as a
contagious illness, and therefore no person exhibiting symptoms may remain within the firm’s lands.
Any resident contracting Looking Glass Fever is sent off to Fort Alice for treatment at their own
expense, which is then charged against their earnings and holdings, or that of relatives if necessary.
If the victim recovers unchanged, they are allowed to return.
Gorran Wood exemplifies the saying that if you look down a hole anywhere in the world, a
Cornishman at the bottom will look back up at you. Founded by Cornish miners who’d paid off

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their indenture early with frugal living, outsiders may find it a bit of a rough place. The miners
keep their own order, and have no police force. An elected village council makes decisions regarding
issues that affect the village as a whole, based approximately on English common law as practised
in Cornwall, and otherwise leaves matters to the populace.
Other than the mining efforts, Shillington Labor Settlement provides the only human
habitation in the region. A poorly thought-out and hastily launched effort, Shillington has proven
the worst of the workhouse relocations, and may come under review if the authority of the Labour
Board is ever extended from Britain into the Grosvenor Land.

The Land Bridges and the War Against the Samsut


Three land bridges connect the Grosvenor peninsula with the main continent, location of the
Edeesmatu, the Samsut homeland. These land bridges serve currently as the primary battlefields in
the war between the Samsut and the Earth forces. This section describes and illustrates the situation
there.

Entrenchment
As soon as Colonel James Collett disembarked from the airship and took his first step
towards the trenches, he recoiled.
“By God, that’s foul.” His eyes watered in protest, but he continued forward. They had
landed a short way from where the British forces in the area were stationed. His heavy boots made
unpleasant squelching noises in the dense mud. The trenches were deep, wide gullies that had been
carefully measured and dug by massive, steam powered plows. Collett had been out on this front
on their initial construction to supervise.
He’d come back to inspect the current state of the trenches between Fort Wellington and
Bourne’s Hill, and see whether an expansion was possible. The Imperial forces were still clashing
and skirmishing in a few patches of open land in the area against the Samsut, but the war had largely
ground to a halt. While this suited Collett better than retreating, the British army had to admit
that they were outclassed. The Samsut’s technology ensured their trenches were nigh impenetrable.
While this lack of force was unimpressive on the surface, it was proving to be a major problem for
expanding into the Gruv.
His escorts hurried after him. One of them, a magician named Wellsby, thrust a heavy black
gas mask at him. Collett shrugged the miasma mask off. The troops ought to be able to see his
face. They likely lived amidst this stench every day. He didn’t want to make a poor impression by
suggesting he couldn’t do the same.
“Your loss.” Wellsby slipped the mask on over her dark hair.
His other companion, his right hand, Edwin Ford, was weighed down with supplies: Gyrojet
rounds, mainly, but also some candies and treats for the troops. The airship held a few more boxes
of rounds as a token of goodwill from Fort Alice.
A head popped out from above the trench line; a Maori woman with striking features and a
shaved head. She gave a broad smile at the sight of the Colonel and his men, and climbed up to
the surface with ease. The Major’s red coat was more of a deep brown from the hard packed mud
of the trenches, and her face looked a little hollow, but she seemed to be in good spirits.
“Ah, you’re finally here. Haere mai, sir.” She gave an easy salute.
“Took us a while.” Ford explained. “Getting an airship chartered and prepared is always a
bit involved.”

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“Glad to see you’re doing well, Major Naumai.” Collett had met Arataki Naumai a few
times, and while he found her manner to be a tad lax, she was an expert on trench warfare. More
importantly, her troops loved her. Any attempt to call her up for poor etiquette would incur a good
deal of anger. The biggest part of any war was picking your battles, and Collett had no interest in
waging that one.
“I always am. Come on down.” The trenches were covered in canvas sheets to keep the rain
out but allow air in, with only a few entry points. Wellsby and Ford climbed down the ladder first,
then Naumai, and finally Collett.
It was surprisingly livable. The trench was wide enough and the troops were sparse enough
that things were tight, but not uncomfortably crowded. Makeshift bunks were hung up, where the
troops could sleep in stacks of three. Holes were dug into the ground every few feet and lined
with stones, where the ashes of previous cook fires sat. The troops, scattered about, entertained
themselves with dice or cards. When Collett dropped down, the din ceased and the troops snapped
to attention with a sharp salute.
“At ease, men.” Naumai gestured, and the soldiers returned to their business. “We’ve been
piping the waste and most of our garbage outside of the trenches. We have men on hand pumps
taking care of most of it, and the mages conjured spirits to patrol and take care of the rest. We
don’t want the artillery rusting up, and it’s misery to live in a trench if you let the rain in. We
have three lines running parallel, and only so many magicians and pumps down here, but it’s going
well so far.”
“And the enemy?” Collett prompted.
Naumai’s full lips thinned out into a grim line.
“They have a series of five trenches, with artillery way in the back. They use their zombies to
push forward, then sit behind and fire on us. The worst part is that the zombies are rank. You need
to wear a mask around them, or get violently sick, or pass out. They don’t need to eat, they don’t
need to sleep, they don’t even need air. We’re holding out, but I don’t know how sustainable that is.”
As they spoke, Naumai led them through narrow passageways, towards the front lines. The
walls narrowed, the light dimmed, and Collett found himself feeling his way forward with his hands.
The exact measurements that had been planned out were lost, and the machine measured evenness
was gone. At one point, Ford yelped, and then quickly apologized.
“Watch out for those rats,” Naumai told him. “The closer you get to No Man’s Land, the
bigger they get. Some of them are the size of a tomcat.”
“How do you have such a good idea of their set up? Aerial reconnaissance?” Collett asked,
trying not to dwell on the thought of enormous rats scampering around him.
The Maori woman shook her head. “Something better. Here.” She pointed at something
on the wall. Wellsby’s hand ignited in a soft, blue light, and they were all able to see what Major
Naumai was pointing at: a rounded brass disc, concave in the centre. “We have those up and down
the trenches.”
Every few feet one could see one of the discs. They were hung on the wall with a short, loose
rod balancing between the bowl’s centre and the wall.
“What are they?” Ford squinted at the plate.
“We use them to test for resonance, like a bat’s signals. They work best for rooting out
sappers. The Samsut like to send rats of their own scurrying through tunnels, but these discs here
vibrate when they’re digging and tell us where they are below us. But in the long term, it’s less useful
than you think.” Naumai frowned. “We can’t make any progress forward. When a sapper does get
through, it sets us back by weeks.”
“So no chances of expansion.” Collett sighed. His superiors at Fort Alice would not be glad
to hear this news.

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“Expansion? Hah! We’re getting shelled and sniped out of here, man by man. We’ll be lucky
if we survive past a few years, unless we get a fresh wave of reinforcements. Our artillery isn’t even
doing the job; they’ve packed themselves into the ground. Some days the only thing you can get a
glimpse of is their rail turrets.”
“That sounds perfect.” Collett said, and everyone else around him turned to stare. “Major
Naumai, round up every mage you have in the trenches. If they work together with Wellsby, I think
we can find a use for all of that rainwater you’ve been redirecting. Ford, come with me back to the
airship. I have a plan.”

***

The officers reconvened at the aircraft landing spot an hour later. Ford was unloading box
after box of Gyrojet ammunition and candied treats out of the airship. They’d need all the room
they could spare for this to work. Naumai approached, accompanied by six magicians. They stopped
and saluted.
“What’s the plan, sir?” Naumai’s more casual demeanour had vanished in the face of action.
Collett pressed his boot into the soft ground and then freed it from the mud with an audible
pop. “You see that? You know what it means?”
Naumai nodded. “Like I said earlier, sir, we’ve been manipulating all of the water outside of
the trenches when possible, through hand pumps or magic.”
“So these are your best, all experienced in the task?”
“Aye, sir.” Naumai stood a little straighter. “They’ve all performed their jobs admirably.”
“Good.” Collett looked at the magicians. “I want you to take all of that wetness you’ve been
redirecting and bring it out of the ground. We’re going to turn all of it back around on the enemy.”
“Yes sir!” The six mages set to work immediately. They each knelt in the mud, studiously
sketching out arcane symbols. Wellsby joined them, making sure that everything was done exactly
right. There was no room for error with a magical ritual, especially not one of this size. They
eventually rose and formed a circle, each murmuring part of an incantation under their breath.
The mud began to stiffen and crack as the mages worked. Before long, there was a massive
amount of water floating mid-air, like an aquarium that London’s elite might own, except without
the glass walls.
“Give it to Wellsby.” Collett ordered.
Wellsby took control of the mass of water, and Naumai and the other mages backed away.
Ford had fired up the airship, and it was beginning to lift off the ground. Wellsby and Collett
boarded, with Wellsby staying close to the front cargo door. As the airship raised higher and higher,
Collett wrapped his arms around Wellsby’s waist so she wouldn’t fall. She kept the sheet of water,
a floating lake, suspended beneath the airship as they moved.
They climbed higher. Naumai and her six magicians turned into ants, then disappeared
entirely. Wellsby’s arms were shaking from the effort, and Collett could hear short grunts of effort
escape from beneath her clenched teeth.
“Almost there, soldier,” Collett barked. “Don’t let me down now.”
The Samsut artillery became larger and clearer, and Collett could spot the half-buried trenches
that contained wave after wave of their repulsive undead minions.
“I’ll need time to turn around and get out of their range.” Ford shouted in warning from the
cockpit. The airship moved forward a little more, a little closer. Wellsby’s knees were now shaking,
and rivulets of sweat ran down her back.
“Now!” shouted Collett.
Wellsby released the immense volume of water, which dropped like a rock. The months of
collected rainwater, humidity, and seepage slammed down on the Samsut trench lines. Their hard

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packed dirt walls dissolved into liquid mud, sloshing every which way. Their artillery barrels slid off
true, knocked aside by the water, and Collett reckoned that they would require quite a few repairs.
The entire Samsut trench front seemed to be melting in on itself, like a half baked cake collapsing
out of the oven.
Ford banked the ship hard; Collett held on to Wellsby tight and pulled her away from the
closing hatch. The mage was nearly depleted, gasping for air behind her mask.
“At ease, soldier.” Collett pulled her mask off so she could breathe a little easier. She slumped
against him, nearly unconscious, and he eased her down onto the metal deck of the ship. One or
two shots of railgun fire rocketed past the ship, but the Samsut were largely caught unawares.
Ford grinned. “I don’t think they expected that.”
“They can have all the technology they like.” Collett said. “British ingenuity can overcome it
all.” He pulled Wellsby to her feet, slinging one of her arms over his shoulder, and brought her to
the cockpit. “Take us back to Major Naumai.”
The airship landed smoothly back at the feet of Naumai and her six mages. The Maori Major
was staring with wide eyes.
“Did you just...?”
“We did.” Collett affirmed. “The entire Samsut front is currently taking a nice, long bath.”
Naumai gave an unrestrained peal of gleeful laughter, and her mages laughed along with her.
“Well, we’ll take as much ground as we can. You can go back to Fort Alice and report that we’ve
taken a few more inches.”

Trench Warfare
Fort Wellington holds the front line of British authority in the Gruv. Most of its resources
reinforce the front lines facing towards Maksuddum-matam, or as the British still call it, Bourne’s
Hill. The plains between these two strategic points were healthy and lush before the Samsut and the
Empire clashed. Now, the scars of a long, slow war mark them. The two fortifications have deep
trenches creating a no-man’s-land between them, and the territorial war in the one place where the
enemy each knows the other’s location has settled in for the long haul. Skirmishes and field battles
have largely taken a backseat to shelling, sniping, and waiting.
Elsewhere, the land war still rages on, units trying to find the enemy, making lightning raids
whenever they’re located, and fighting battles of quick maneuver. The Samsut supply lines are
stretched long and thin, and the British supply lines go through a bottleneck at the Rabbit Hole.
Both sides are in unfamiliar territory, fighting a border war when the borders haven’t even been
properly defined and neither side has enough forces to cover the lines. At the north end, though, the
tactics the British learned the hard way from the Maori Wars have been put to use.
The British have dug out three winding trenches using steam-powered plows. Each trench
connects to its two fellows by narrow passageways. The soldiers live in the trench closest to the
safety of Fort Wellington. At seven feet deep and six wide, it can comfortably accommodate the
British forces. Mortars perch above the trench, where the soldiers can fire them without exposing
more than an arm to drop in the charge.
Soldiers sleep in bunks, stacked in threes, secured to the wall. Each soldier is rotated through
duties: cleaning, cooking, sapper detection, and so on. Troops with specific skills, such as mages or
artillerymen, work outside of the rotation. These soldiers need to focus entirely on their speciality
with no distraction.
Deep pits every thirty feet, lined with stones and filled with coals, blaze night and day. Two
cooks plan and prepare the meals, and supervise the soldiers assigned to cooking detail. Anaru, the
day shift cook, is famous for his Maori fare and good sense of humour. The night shift cook, Anne,

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keeps to herself. However, thinner soldiers often notice they’ve been served more than regulation
dictates.
Moisture is the most pressing issue in the trenches. The British hang canvas sheets over the
trenches to try to block as much rain as possible. The troops use hand pumps and rudimentary
piping to redirect rainwater and seepage into the land between the last trench and Fort Wellington,
creating a marshy field. The mages conjure elemental spirits when they can to assist in this task.
The soldiers have long since gotten over the surprise of seeing elementals patrolling up and down
the trenches.
The second trench holds short range artillery. These weapons are the main line of defense
against the undead forces of the Samsut. The guns are useless for long range engagement, having
been designed to destroy close range attackers. The second trench takes damage from Samsut
shelling on an irregular basis, not all of which has been repaired at any given time, making
maneuvering through it difficult while under attack.
The last trench borders on No Man’s Land, and has suffered the most. Samsut artillery and
sappers have caused major damage, to the point where sections of the trench have collapsed. The
British have hung brass discs against the walls, which amplify vibrations coming from underground,
detecting sappers before they can reach the walls. Duty in this trench is deeply unpleasant. The
trench is humid and dark. Rats the size of tomcats scurry underfoot. Zombie remains create
opportunities for disease to breed. Staying in this trench for very long without a mask practically
guarantees some sort of illness.
Despite these dangers, the Imperial troops remain optimistic. Every soldier shares a deep
respect for their commander, Major Arataki Naumai, a Maori officer whose people developed
extensive experience in trench warfare in the Land Wars. She allows a lax atmosphere compared to
other officers, and has defended her troops from danger time and time again. In turn, they reward
her with unswerving loyalty. Anyone in the trenches who speaks against Major Naumai will quickly
find themselves assigned to scrubbing out latrines.
Trench warfare is a slow battle of attrition. The Samsut’s seemingly endless force of
technologically augmented undead take the brunt of attacks. The undead do not require food, water,
or even air. Therefore, the enemy trenches are far less vulnerable. The Samsut forces stay as far away
as possible. With their undead acting as a vanguard, they are free to snipe with high powered rifles
and shell with railguns. Combined with the occasional successful sapper, they are slowly thinning
out the British. If some new revelation in mobility does not occur, and soon, the British will be
pushed back. Already, plans have been made to redirect the drainage water, drain the marsh, and
start digging a fourth trench.

The Samsut Lands


From A Preliminary Report on the Lands of the Samsut, by Brig. Melchior Fewster:
Pursuant to the orders of the Crown and the Prime Minister, I have been compiling the
limited data we have on the region of Grosvenor Land under the control of the native inhabitants
calling themselves the “Samsut”. As per the directives of my superior officers, I have been aided by
one Theophilus G. Pinches, on permanent loan from the British Museum until our affairs with the
Samsut reach a conclusion.

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When first given the orders, I was taken aback, not having realized when I signed
up for the diplomatic mission that the Crown would then claim your humble narrator on
permanent loan from the Museum. I asked one of the enlisted men what these dismaying
injunctions could possibly mean. He gave me a right bollocking. “What are ye, soft in the
head? They blame you an’ Brigadier Fewster for the New Capetown mess. You and him are
embarrassments to the bigwigs back in London. So you’re being sent off to some dark corner
where the commanders can pretend you and the Fewster never existed. Have you sort through
a bunch of papers and see if’n you can learn their secret recipes or where they hid the cutlery.
You boys aren’t going back to London unless you die for Queen and country and march back
as rotters in the Sandmen army.” For some unfathomable reason, these blandishments did
little to raise my spirits at the prospects of our assignment.
-from the diary of Theophilus G Pinches

We have been compiling this information from the field reports of army commanders and
soldiers stationed throughout the Grosvenor Land, particularly in the east, near the land bridges to
the continent proper. We have also used alternative intelligence methods where feasible, including
publicly available documents, coded messages recovered from a Russian spy trying to smuggle
information back to the Tsar, the speculations of a handful of Oswalds, folk tales from the Saurids,
interrogation of the scant few Samsut we have taken alive, and in one case a series of carved bas-
reliefs found washed up on the seashore in the wreckage of a crude raft.

By “public documents”, Fewster means the London tabloids and a penny dreadful he
confiscated from an enlisted soldier.
--Theophilus

Unfortunately, the Crown’s intelligence gathering capabilities have been compromised due to
the hostility of the Samsut as a nation, largely due to the fiasco of the first diplomatic meeting at
New Capetown. Personally, I blame the poor quality of the communication for the incident, rather
than the noble courage of the commanding officer in the face of such ungodly abominations.

I’m not the one that opened fire when the Samsut revealed the hideous thing under the
hood.
-- Theophilus

The British Museum sent us some callow youth named Theophilus Pinches, barely out of
his short pants, rather than the sober and skilled translator we requested. But any who wish to
know more regarding that situation should consult the official inquiry records on file with the Army
records office. Regardless of which careless translator caused the incident, the enmity of the Samsut
makes a survey of the region quite problematic. We have not been able to send scout forces into
the Edeesmatu proper, as it lays well behind enemy lines. This report therefore must be treated as
an extraordinarily preliminary report on the Samsut lands themselves. We haven’t even laid eyes on
these cities yet, much less gotten a good idea what they hold inside.

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We’re not even entirely sure how many city-states make up the Samsut culture. Pinches says
he’s done a thorough examination of the available documents and insignia of captured soldiers and
determined there are thirteen primary cities, with a variety of subordinate villages paying fealty.
My professional opinion is that we can’t be sure there aren’t more cities unaccounted for until
the entire inland sea is made part of the Empire. We’re always capturing skellies from some town
of which we’ve never heard before. One of the documents that Pinches translated is a diplomatic
letter cavilling that one of the city states with the ridiculous sobriquet of “Lagash” had violated the
Balance, which limits cities to half a million citizens and five thousand elite soldiers. This bit of
grousing gives the best available estimate as to the size of the cities in Samsut territory.

The document in question was a diplomatic memo from Eridu to Shuruppak, accusing
Lagash of violating the limit on number of soldiers in the honor guard. My understanding is
that Shuruppak was allied to both while Eridu and Lagash hate each other.
-- Theophilus

Like with city-states back on Earth, there are a variety of smaller villages that belong to
each of the various city-states, mainly for protection from the other city-states I presume. Each is
independent and separate, only owing allegiance to the king or queen of that particular city-state.
There’s no centralized government, though they do share a set of quasi-mystical laws they call “The
Balance”. We haven’t found a neat listing of the rules of the Balance, but the Samsut certainly seem
to love it. They invoke the Balance for every decision they make, from what I can gather.
The city states are surrounded by a great circular mountain range the natives call the
Kippliwiytshadu. Pinches says that translates as the “Ringwall Mountains” or some such. Deuced
hard to spell, if you ask me, which is likely why the soldiers have taken to calling them the Kipple
Mountains. That name will have to do until the Queen decides to name them after some foolish
hero who dies in pursuit of our noble cause.
As the land slopes down from the mountains, it becomes hot, dry desert that the Samsut
call the Em-kisubbis. If we are to trust the Samsut’s descriptions, then this desert is a desolate
wasteland. A religious text of some sort calls it “a haunt of jackals, a dwelling place only for
dragons, an object of scorn and fear”. A set of ritual instructions says “the river (Marginalia: This
may be better translate as ‘riverbed’? -Theophilus) of the Em-kisubbis carries no water, cannot be
used for irrigation, no water is drunk from it... The fields of the Em-kisubbis yield no grain, no
flour can be ground from them, no flour is eaten from them... The sheep of the Em-kisubbis are
not clad in wool, no cloth is woven from them.”
The Samsuts themselves have some improbable legend about how the Em-Kisubbis came to
be because of their undead-creating apparatus getting out of hand. Prior to relocating into the Gruv,
I would have dismissed the story as meaningless scribblings. Having seen the walking dead firsthand,
I wonder exactly what tasks the Samsut’s strange machines are capable of performing.
Nearer to the inland sea, you have some salt flats and salt marshes, but it is unclear to us how
extensive these territories are. It all sounds like quite hostile territory. One can’t help but wonder
why the Samsut don’t simply move to some other part of the Gruv.

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Samsut City States


What follows below are the rough notes that we have covering each identified primary city-
state. These are quite brief for reasons that should be obvious to the reader. Nonetheless, this
humble author sincerely hopes that these notes will provide a picture of what is known - and also
what is not known - about the Samsut’s regions and what may be found there.
Babylon
The boy from the museum is always muttering under his breath about Babylon still existing.
The continued existence of the city of Babylon is, on the face of it, a clear impossibility. Or so he
insists to any that will listen for more than a blinking of an eye.
There is an American congressman (which I understand is rather like a member of Parliament
but for Americans) named Ignatius Donnelly who believes that the Samsut are the descendants of
the lost city of Atlantis. Somehow, he claims, the Atlanteans opened their own Rabbit Hole into
the Gruv rather than see their city sink beneath the sea.

This theory relies on some tremendously shaky foundations, notably a profound


misunderstanding of near eastern geography and history and a thoroughgoing misreading of
Plato.
--Theophilus

Some others have communicated even more outlandish theories to the Foreign Secretary’s
office, so many and so outlandish that it was hard to tell the Oswalds from the nutters. One
Irish fellow said that the Babylonians from our Earth had originated here in the Gruv and come
through the other way. A lady wrote into The Times claiming that the Gruv was in fact Irkalla, the
Babylonian afterlife, and that Grosvenor’s experiment had somehow punched a hole through to some
sort of ancient Mesopotamian heaven. A fanatical student of Darwinism has been publishing screeds
claiming that the Babylonians and the Samsut are examples of something he calls “evolutionary
doppelganger-ism” or “morphological convergence”, where each developed into surprisingly similar
fashions due to roughly similar environments. If you ask me, this is all a rather pointless diversion
from the Empire’s military goals. What does it matter how one’s enemies got there in the first
place? The real meat of the matter is how we will achieve victory over the selfsame enemies. Alas,
these speculative exercises serve our noble goal quite poorly.
Borsippa
We have a rumor that Borsippa has recently built their own Life-Giver, making them a fully
independent city state. Unfortunately the hearsay doesn’t tell us what ‘recently’ means in this case.
Is it last month? Is it two years ago? For all we know they may have built the Life-giver a century
ago or more.
Cuthah
Cuthah is devoted to the goddess of the dead. Some religious texts indicate that this is where
their immortal leaders go when they die. Not that I believe that their kings really are immortal.
That sort of palaver sounds a bit too much like the silly semi-divine traits many primitive nations
ascribe to their grand panjandrums so as to maintain political power. (Not at all like our noble
Royal Family, God save the Queen.)

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I once tried to point out this clear logical contradiction to some captured Samsut. How could
one send dead Amelites to Cuthah if the whole point of being an Amelite was that Amelites didn’t
die? I’m not sure the soldiers understood my question. Once again, I blame the poor quality of
translation for this lack of communication. Surely, if they had followed my reasoning, they would
have seen the falsity of their entire political structure come tumbling down like Humpty Dumpty
from his wall.
Erech
(maybe transliterated as Warak or Uruk?)
We’ve heard reports of a city-state called Erech, but we don’t know much about it. Pinches
says the place is probably pretty important, based on his reading of ancient myths and legends.
Erech was the home of a mythical fellow named Izdubar but Pinches insists it should be read as
“Gilgamesh”. All these Samsut names sound like twaddle to me.
Eridu
Some captured documents seem to indicate a vast forest here, from which the Samsuts get
all their wood. However, the forest is reportedly haunted by spirits of the dead. Normally, I’d say
that was native superstition and not something that the military high command should worry about.
However, having the existence of skeleton and walking corpse infantry in the Samsut army brings
the possibility of hauntings after death to a bit more probability now than a scant few years ago.
If the forests are indeed haunted, the army should be prepared for that when assaulting the city of
Eridu. One potential tactical use would be to turn the restless dead phantasms against the Samsut
in some manner, affording us an advantage over the opposing forces.

Properly, “Samsut” is both singular and plural, but apparently grammar isn’t one of the
subjects taught at Sandehurst.
– Theophilus

Eshnunna
One Samsut soldier we interrogated was from a city called Eshnunna. He said that it was
primarily a city of merchants. The king was relatively weak, he said, compared to the moneychangers
and peddlers and caravansaries, who had more silver than he could imagine. I asked through an
interpreter why some glorified trading post was sending an army of shambling corpses to kill our
settlers. But our boy wasn’t one for the niceties of international diplomacy, so he couldn’t tell us
anything.
Isin
According to the documents we’ve recovered, Isin is supposed to be a city of healers. Sounds
all well and good, but that hasn’t stopped Isin’s troops from killing British soldiers time and again.
Isin has a history of ambushing our men. Any time a British unit is close to a shallow pond or
still lake, there is a goodly chance that Isin’s skeletons will come marching up out from beneath
the waves and commence the slaughter.
Lagash and Sippar
We have a diplomatic message, already described earlier in this missive, which notes that
Lagash and Sippar are on poor diplomatic terms. On several separate occasions, British troops have

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noticed a kerfuffle in the distance and sallied forth to investigate. In three of these occasions, when
they pulled close enough to observe through a spyglass, the scouting party discovered two Samsut
forces fighting one another. Twice, the conflict was between Sippar and Lagash.
Quite cunningly, our British soldiers planned to allow the Samsut to fight between themselves
and then attack the victorious side. The combat, however, was evidently some variety of ritual or
game, not a genuine battle at all. Despite the wishes of our eavesdropping British scouts, no Samsut
died on the fields of these battles. After a time, the Samsut seemed to decide that the ceremony
or competition was complete and the activity ended quite abruptly with one side or the other an
apparent victor.
The soldiers who saw the matter certainly believed that the two armies hated each other. Based
on the reports, it isn’t clear if this is a genuine enmity between the city-states or if this antagonism
is more akin to a sporting rivalry between the cities. If the hostility goes beyond merely poor
sportsmanship, then perhaps the Crown can exploit that acrimony in some fashion. On the other
hand, considering the vituperative anger generated by our own association football games, perhaps
a sporting rivalry is sufficient to turn two Samsut city-states against one another in a non-ritualized
combat.
Larsa
Unfortunately, we have little more than a name and a vague mention of salt mines to cover
this city. Other than the stolen chess set, that is.
Sergeant-major Davinia Sprackling filed an odd bit of reporting on Larsa. Apparently, a
forward scouting group managed to capture two Larsa infantry (a man and a woman). The Samsut
soldiers were evidently assigned as lookouts, but when Sprackling’s soldiers found them they were
arguing quite loudly over some sort of table game. This game is described in the report as being
akin to backgammon or the ‘pachisi’ they play in India. Sprackling and her soldiers were able to
sneak up on these distracted Samsut simply enough and took them as prisoners of war. However,
she was on the front lines and lacked a scholar from the British Museum to translate from the
Samsut tongue into the Queen’s English (not that it would have done her much good, given how
Pinches caused the New Capetown Incident to go all tits up). They therefore were incapable of
interrogating the Samsut until they returned to the nearest fortification, a day and a half’s march
back.
While making camp for the night, Sergeant Major Sprackling sat down to play a game of
chess with a corporal to relax, and the two Samsut prisoners became particularly keen on the game.
They couldn’t understand the rules of chess but they seemed very curious and the man tried to show
Sprackling their game as well. In the night, a horde of skeletons attacked the camp and freed the
two captives. The oddest part of this exchange is that Sprackling swears that she saw the man risk
his life after being freed by the skeletons to run back into her tent and steal the chess set, despite
the bullets and railgun charges and such flying all about him. Are all soldiers of the Samsut so
obsessed with such diversions? Just the ones from Larsa? Just that particular warrior?
Nippur
Based on our limited reports, it appears that Nippur is the city-state that polices the Balance.
The priests of Enlil go to and fro across the Edeesmatu, ensuring that the sundry city-states are
following their byzantine rules and primitive taboos. Thus, the priests of Nippur are welcome in
every city-state. Perhaps an enterprising commander could send some spies into Samsut territory by
disguising them as priests of Enlil. Thereby, the Crown might gain some meaningful intelligence
rather than the dregs that we have at this time.

548
Chapter 21

Shuruppak
I have read through more than one report from the field of a battle against troops identified
as those of Shuruppak. It seems to me that these reports are much more likely to describe the
bizarre technologies that the Samsut bring to the field. The commanders are almost always in flying
chariots, their troops made of unusually large numbers of zombies, their infantry always supported
by railgun snipers. It may be that Shuruppak has a greater ability with their bizarre science, or
that they have some leniency on whatever archaic rules the Samsut follow regarding the use of the
walking dead on the field of battle. Mayhaps Shuruppak is located closer to the front than the
others, and so is more devoted to the defense of their homeland; consequently it might field a more
advanced and dangerous army.

Or it may be that Shuruppak uses no more of these capabilities than the other city-
states, and the Brigadier is looking through field reports selectively to pull only those reports
that match his predetermined conviction.
--Theophilus

Ur
The city-state of Ur is a particular thorn in the side of the British army. Combat against the
typical Samsut is already sufficiently dire that we would not wish for a more difficult enemy. The
warriors of Ur, however, are universally armed and trained in a superior fashion than the regular
soldiers of Samsut cities. The warriors of Ur have been found fighting in among the soldiers of
many other city-states. Either Ur is closely allied to most or all of the other city-states, or perhaps
the soldiers of Ur are loaned temporarily to the other city-states under some arrangement. Is it
a financial transaction, where the soldiers of Ur are mere mercenaries? Alternately, it may be a
religious tradition or some sort of training regimen.

Beyond the Grosvenor Land


Notes on the Saurid Continent
by Sergeant Marjorie Jones, War Correspondent

Found with the remains of a woman approximately 30 years of age, identified as Sergeant
Marjorie Jones, last seen at Fort Alice. Sergeant Jones was discovered three miles outside of
Fort Alice, with all of her belongings gone except for these notes, hidden in the lining of her
coat. The notes have been reviewed by military and civilian officials, but little of them has been
able to be confirmed. It is unclear as to why Jones was investigating the Saurid continent, as
she was assigned to report on the Samsut assaults.
My most recent investigation into the Saurid continent has proven dubiously fruitful. I have
spent the last three weeks speaking to residents of the Gruv. These notes are the result of those
interviews.
I spoke to a worker at All Saints Labour Settlement, Benjamin Warren. He claims there is a
“huge” settlement of Saurids on the nearest shore. The Saurids there supposedly behave like pirates,
with small swift boats that they sail inside the bays and into the seas, capturing larger boats with
ease. What larger ships these might be is beyond me, but Mr. Warren insisted. This conflicts with

549
THE GRUV

the fact that there is no port – not even a dock! – on the Straits of Darwin. I think Mr. Warren
may have had too long of a day.
Ellinor Wilkins wrinkled her nose at me when I asked about the continent, and I must admit
I found her responses a little startling. She stated clearly that she didn’t care if the Saurids in the
mountains there were more advanced in technology than the Samsut, there was no way she could
believe they would know what to do with it. She referred to the Saurids as “them lizards,” who were
“backwards.” This is the first instance of this kind of attitude towards the Saurids I’ve witnessed,
and it’s a little surprising considering how accommodating our allies have been.
Private Cullins at New Wigan said that he overheard his superiors talking about the Saurids.
The officers claimed that there was a third continent, beyond the Saurid lands, but that the Saurids
never venture there. The reasoning? Carnivorous saurians! Large dangerous saurians? A whole
continent to explore? What luck! That there could be a whole continent featuring these creatures –
I’d love to go on that expedition.
That expedition would be delayed even more than one to the Saurid continent. As of now it
would be difficult to reach, and we have no idea the temperament or political environment of these
Saurids across the seas. What if we were to reach those lands and discover they were hostile, and
had to turn tail and run?
Most interestingly, there are some tales about the southwestern area of the continent. There
is, by Private Cullins’s information, an ancient gateway much like our portal into the Gruv.
Unfortunately, I suspect this is simple speculation. Like this story, the others he told could not be
confirmed, but he swore that the rumors were true.
I was able to get my hands on some notes from the officers who have been looking into the
continent. Most of the documents are private and I am not able to disclose them, but I did see
some information about the northern regions of the continent. The regions are supposedly a frozen
wasteland. In light of the Nares Expedition and the Union’s attempt to reach the Earthly North
Pole, this information might be of particular use. Note: play this up in the story. Undiscovered
country is always a good pull.
Interviewees claim that the middle band of the continent is a jungle filled with strange
creatures. I do not know if the creatures could get any stranger than I’ve already seen in the Gruv!
The ideas of these creatures include large, pelican-like birds that smell like rotting corpses (note:
leave this out), lizard-skinned birds, and moving, carnivorous plants. Moving plants somehow sounds
like the most outrageous of the three – plants are meant to stay stationary, if I must even say as
much. That’s not even taking into account the idea of them eating meat. What would that even
mean? Do they chase bunnies? I don’t even want to think on it. I will note that the location of the
jungle conflicts with information I’ve been given by the soldiers. I believe that the jungle is located
in the southernmost region. Will confirm.
It was certainly unusual talking to the Saurids, by way of a Catholic priest, Monsignor
Sherrard. He was kind enough to translate some of the Saurid speech for me when needed. The
Saurids were not very giving in their interviews. When I asked about the climate, there was much
handwaving and M. Sherrard explained that the climate most likely varied, but that the Saurids were
not interested in disclosing many details.
The Saurids did speak of the northern region, which gains my interest by the moment.
Supposedly there is a rich but putrid liquid which spews from the ground. Could this be oil? Or
is it some sort of magical compound, the result of the magic of the Gruv? The Saurids seemed
to be bothered by it. They said that when the liquid spilled forth, the earth was sick. They also
indicated that there were large, hairy mammals that live in that region. Some of the Saurids gave
detail of twelve-foot-tall bears with back ridges. The animals seem very dangerous and the Saurids
say the land is unexplored, which sounds like a challenge to me. I wonder if I could weather the
cold enough to explore the northern regions.

550
Chapter 21

I spoke to some of the mountain Saurids (note: confirm tribe before publication) regarding
the mountainous regions that are supposed to be in the lowlands of the continent. They laughed in
response, clarifying that the mountains are in the highlands. I must correct my records to reflect this.
With the assistance of a translator, I listened as they discussed what sounded like a monastery in the
mountains, where the monks permanently subsist on the water from the mountain springs and the
sprigs of conifers. There was not much more detail to be had, as the Saurids became disinterested
in sharing beyond that point.
I believe I’ve garnered some valuable information. This information from the Saurids is new
and challenges some of the information I’ve been given by the military – it only remains to see
who is telling the truth. I intend to speak to Colonel McConnell to see if I can sign on for future
investigations.

551
Appendices
Character Generation Process
• Choose a Profession
Record the Profession, Profession Skill, Professional Rank
• Choose a Race
Record Racial abilities, Movement Rate, Karma Modifier, Karma Die
• Generate Attributes
Use the Base Value for the Race and spend Attribute build points OR
Roll 4d6 and apply racial modifiers
Roll over any unused Attribute build points into Maximum Karma
Record Attribute values and Step Numbers
• Determine Characteristics
• Assign Skill Ranks
Choose Core and Optional Skills according to Profession
Give a free Rank each to the Profession Skill, Speak Languages, and Read/Write
Languages
Distribute 10 Ranks across the Profession, Core, and Optional Skills
Pick two Knowledge Skills and give them one free Rank each
Pick General and additional Knowledge Skills for the character’s Free Skills, and
distribute 5 Ranks across them
• Assign Social Level
Record cost of living maintenance expense
• Assign or buy Equipment
Determine Starting Funds and Income
Apply any modifiers to Physical and Mystic Armor
Choose starting Spells, if any
• Choose Name, Gender (and Gender Presentation, if it differs), and Personality
Write a brief History of the character

552
Slang
Portal/Gruv Specific
Slang and jargon related to the Grosvenor Portal and the Grosvenor Land.

Slang term Meaning


Bunny Feeder A lower class term for a Rabbit Victualler, usually delivered snidely. Definitely
offensive to someone from the upper crust.
Gruvwallah An important (or self-important) person in the Gruv, or Gruv expert
(possibly self appointed) on Earth.
Miasma Usually refers to a Miasma mask, a full face mask resembling a gas mask
designed to protect the wearer from unsafe vapors, like the smell of undead
troops.
Rabbit Hole The Portal.
Rabbit Victualler An upper class term for a person or company that provides supplies to
expeditions on the far side, via the Rabbit Hole. Considered a bit arch, and
somewhat offensive.
Scoff the cake To take one’s first trip through the portal, an allusion to the Eat Me cake
from Alice’s Adventures in Wonderland.
Stinkers Samsut zombie troops.
The Hat A metal object found in the ruins near Fort Alice, it resembles a child’s top
with a handle affixed to the top, and is about twice the size of a cricket ball.
All attempts to take The Hat back to England through the Portal have met
with disaster.

Military
Slang and jargon in common use in the British military.

Slang term Meaning


Bandook A rifle. A term popularized by troops that served in India.
Bill Racist and derogatory name for a Saurid, derived from the character of Bill
the Lizard from Lewis Carroll’s Wonderland story. Calling a Saurid Bill is
basically saying that they all look alike.
Chagal A leather water bottle or flask, from the Hindustani.
Crack On Get to it, get it done, move with alacrity, from the Navy slang for putting up
more sail in a hurry.
Dekko A quick look or a reconnoiter, from the Hindustani dekho, to look.
Compare to the civilian “butcher’s”.
Gruvshag A foul-up that could only have happened in the Grosvenor Land, usually in
the form of “a complete Gruvshag”.
Himmer Derived from Arabic ibn himar, meaning ‘son of a donkey’. Used in a
derogatory or joking manner, depending on circumstance.

553
Slang term Meaning
Martini Short for the Martini-Henry rifle, the current service rifle of the British
Army.
Randy Kibotchee Corruption of Hindi term, meaning “whore’s son”. Used in a derogatory
manner.
Scuppered Killed, naval term.
Son of a gun Man of questionable parentage, likely fathered by a sailor. When ships were
in port, the gun decks were used for recreation, hence a male child born was
a son of a gun.
Spikers Prussian troops, based on their spiked helmets, the Pickelhauben.
VC A Victoria Cross, the highest medal awarded to members of the military.

General
Slang in common use. Note that rhyming slang is a particularly Cockney affectation, and
not used by the upper classes.

Slang term Meaning


Apple Fritter Mug of bitter (common type of beer).
Arch Overly severe. “I found his behavior a bit arch.”
Astounding! Awesome.
Baker! A cry directed toward a man, especially a soldier or military officer,
paying unwanted attention to a woman. Raising the cry of “Baker” rouses
the public against the offender. After Colonel Valentine Baker, found
guilty of indecent assault after molesting a young woman on a train.
Barkers or Irons Guns.
Barnaby Rudge Judge, one who sits at court; Cockney rhyming slang, used by lower
classes only.
Barrister A lawyer who appears in court to argue cases.
Bespoke Custom made to the buyer’s specifications, often used in reference to
clothing, shoes, or other personal items.
Biscuits Cookies.
Black Coat Trade Clarkship and similar office jobs, what in the modern era is called white
collar work. The name comes from the obligatory black dress coat worn
by all office workers, male or female.
Blighter Unlucky fellow, poor bastard, etc.
Blooming, Bloody or Victorian profanity not used in polite company, similar to dropping the
Blasted F-bomb.
Bobby or Peeler Policeman. Both terms derive from the name of Robert Peel, who
organized the modern Metropolitan Police Force.
Boffin (somewhat Genius, usually a scientific type, that tends to speak in near
mockingly, Clever- incomprehensible jargon.
boots)
Bounder, Cad, Rogue Thoroughly wicked and rotten person.

554
Slang term Meaning
Bucket and pail Jail.
Butcher’s A quick look, a peek, in the form “to have a butcher’s” or “to take a
butcher’s”. Compare to the military “dekko”.
By Gad, By Jove, By Various phrases used to avoid blasphemy.
Jupiter, Great Scott
Byron An engine programmer who commonly engages in criminal activity.
Victorian equivalent of a Black Hat.
Chap General informal term for males, equals and acquaintances.
Chuffed Happy, pleased.
Codswallop Nonsense, bogus, fallacious information.
Cuppa Cup of tea, informal.
Cuts and scratches Matches.
Dastardly or Fiendish Bad, sneaky, criminal.
Dozy Tired, sleepy.
Fad A hobby or pet project.
Faddish Relating to some leisure, hobby activity that doesn’t accomplish anything
productive.
Fanny Female sexual organs, vulgar low class term.
Fellow Formal term for males, slightly patronizing.
Fiddly Requiring considerable dexterity to operate.
Flat Apartment or one room place.
Fortnight Two weeks, from a contraction of “fourteen nights”.
Garden gate Magistrate; Cockney rhyming slang, used by lower classes only.
Give a sound thrashing Beat up someone.
Gordon Bennett! Generic exclamation of disgust, annoyance, outrage, disbelief, or
irritation, from James Gordon-Bennett, author of the most expensive faux
pas in British history.
Grafter Normally a hard worker. In verb form, grafting, to put strenuous effort
into work. Criminal elements use the word to indicate someone who is
also a criminal.
Grasshoppers Police officers.
Grue To feel a shuddering aversion for or to, like the feeling one gets when
confronted with an overabundance of food that is far too rich and
remembers how ill one was the last time the dish was tasted. Used as a
verb. “I still grue at the mention of candied violets.”
Harvey Nichols Pickles; Cockney rhyming slang, used by lower classes only.
Hokey-pokey Ice cream in waxed paper; Cockney rhyming slang, used by lower classes
only.
Holiday Vacation.
I say! Equivalent of “Hey there!” or “Hey you!”. Generic objection to goings-
on.
Knickers Undergarments. Bit of a naughty term.
Lady General term for a woman or girl.

555
Slang term Meaning
London Particular Thick London pea soup fog.
Loved Sent to a Grosvenor penal colony, from Alice and Gruvved.
Lovelace A respectable analytical engine programmer; White Hat.
Mutton shunters Police officers.
Nebuchadnezzar Male sexual organs, vulgar low class term.
Not at liberty Can’t.
On the fly Quickly.
Oswald Weird Science inventor. Less commonly, any scientist involved in work
far beyond the speaker’s understanding. Upper class parlance.
Outrage, outrageous Standard comment to express displeasure, used very frequently.
Ozzie Weird Science inventor. Lower class parlance.
Penn’orth A penny’s worth, as a measure. A good value for the money is a good
penn’orth. A bit lower class.
Pop Pawn, to place in a pawn shop temporarily. Only the lower classes use
pawn shops.
Rum do A strange occurrence.
Shan’t Can’t. “I shan’t do that” - I am unwilling or unable to do so.
Shouldn’t Wouldn’t. “Would you? I shouldn’t.”
Slain Killed.
Solicitor A lawyer who deals with legal paperwork, but doesn’t appear in court.
Spin a yarn Telling a story while engaging in menial labor, naval in origin.
Toff Somewhat derogatory term for an aristocrat.
Trousers Pants.
Vapors Foul odors, often from death and decay, believed to cause disease and
other health problems.
Waistcoat Vest.
Wallah 1) Someone who is in charge of a thing or has mastered it, possibly at
the expense of any other skills, often as a suffix. E.g., a Gruvwallah is
someone who knows the Grosvenor Land intimately, but may not be
useful for other purposes, including tying their own shoes. 2) Someone
who pretentiously claims mastery of a thing. “Oh, Jones thinks he’s a
right wallah, and will let you know all about it if you even mention the
subject around him.” 3) A derogatory term for a native official in India,
used by British officials who can’t be arsed to refer to the person by
their proper name or title.
Weasel and stoat Coat, usually an outer garment and not a waistcoat; Cockney rhyming
slang, used by lower classes only.
What’s all this then? Typical opening phrase of a British bobby, basically saying “What’s
going on here?”
Whistle and flute Suit, fancy clothes; Cockney rhyming slang, used by lower classes only.

556
Criminal / Dodger

Slang term Meaning


Area Diving A method of theft that necessitates sneaking down area steps, and
stealing from the lower rooms of houses.
Barkers (Barking Irons) Guns. Pistols, esp. Revolvers.
Bearer up Person that robs men who have been decoyed by a woman accomplice.
Betty A type of lockpick
Bit Faker A coiner. A counterfeiter of coins.
Blag To steal or snatch, usually a theft, often by smash-and-grab.
Bludger A violent criminal; one who is apt to use a bludgeon.
Bonnet A covert assistant to a Sharp
Brassman An engineer, a steam man or clockwork woman, who has turned their
talents toward illicit ends. Sometimes a supplier of devices to the
underworld, other times the engineer called in to handle a particularly
complicated bit of machinery during a run. A brassman of exceeding
skill is called a Guppy, after Sarah Guppy, but the title must be
earned.
Broadsman A card Sharper.
Bug hunting Robbing, or cheating drunks. Esp. at night.
Buttoner A sharper’s assistant who entices dupes.
Buzzing Stealing, esp. Picking Pockets.
Byron a Black Hat, an Engine programmer adept at getting into other
people’s card stacks.
Caper A criminal act, dodge or device.
Coiner A coin counterfeiter.
Cokum (n & adj) Opportunity, advantage, shrewd, cunning.
Cracksman A Burgler, a safecracker. One who cracks of breaks locks. A whole
genre of thief.
Crooked cross, to play To betray, swindle or cheat.
the
Crow A lookout. A doctor.
Demander One who gains monies through menace.
Dipper Pickpocket.
Dragsman A thief who steals from carriages.
Duffer A seller of supposedly stolen goods. Also a Cheating Vendor or
hawker.
Family, the The criminal Underworld, also Family People.
Fine wirer A highly skilled pickpocket.
Flash (v & adj) Show, Showy (as in “Show-off,” or “Flashy”); smart; something
special.
Flimp A snatch pickpocket. Snatch stealing in a crowd.
Guppy A Brassman of particular skill, after Sarah Guppy, known in the
underworld as one of the first Brassmen, although not as such in polite
society.
Irons Guns esp. pistols or revolvers.

557
Slang term Meaning
Jack Detective
Jemmy (1) Smart. (2) of Superior class. (3) an housebreaker’s tool.
Jump A ground floor window, or a burglary committed through such a
window.
Knap To steal, take or receive .
Lovelace A White Hat, an Engine boffin with a straight-up job.
Lurk (1) A place of resorting to or concealment in. (2) A scheme or method
Mobsman A swindler or pickpocket, usually well-dressed. Originally one of the
“Swell Mob”.
Mug-hunter A street robber or footpad. Hence the modern “Mugger”.
Nobbler (1) One who inflicts grievous bodily harm. (2) A sharper’s confederate.
Nose Informer or Spy.
Punishers Superior nobblers. Men employed to give severe beatings.
Ream Superior, real, genuine, good.
Ream Flash Pull A significant heist.
Ream Swag Highly valuable stolen articles.
Rothschild, to come to To brag and pretend to be rich.
the
Rothschild In reference to a person, a Fiddler with a smooth and practiced act who
can, albeit temporarily, pass him or herself off as one of the filthy rich.
Screwing A sub-genre of Cracking; burglary by means of skeleton keys, waxing
keys, or picking locks.
Screwsman A burglar versed in screwing.
Sharp A (card) swindler.
Shofulman A coiner or passer of bad money.
Slum (1) False, sham, a faked document, etc. (2) To cheat. (3) To pass bad
money.
Smasher Someone who passes bad money.
Snide Counterfeit; counterfeit coins or jewels.
Snide pinching Passing bad money.
Soft Paper money (i.e., “to do some soft” means to pass bad paper money.)
Square rigged Soberly and respectfully dressed.
Swell An elegantly, or stylishly dressed gentleman.
Tea Leaf Thief.
Toff An elegantly, or stylishly dressed gentleman.
Toffer A superior whore.
Toffken A house containing well-to-do occupants.
Toolers Pickpockets.
Tooling Skilled Pickpocket.
Twirls Keys, esp skeleton keys.
Work Capitol Commit a crime punishable by death.

558
Chimney Sweep Cant
Slang used by chimney sweeps and their masters.

Slang term Meaning


Cadie Cap.
Cant Piece (of food).
Cas Cheese.
Chif Knife.
Cosh Stick.
Crib A barn or hovel to sleep in.
Deacon Scraper.
Deiking Looking.
Dolly Servant.
Drag Cart.
Feiker Chimney-sweep.
Gigar Door.
Glim Fire.
Jug A shilling.
Ken House.
Kewtar A sovereign.
Lag Water.
Mang Beg.
Meg A halfpenny.
Mug Face.
Nix Nothing.
Ogles Eyes.
Panam And Fe Bread and meat.
Panam And Spreadham Bread and butter.
Parney Rain.
Pike The Lew To burk the top, or leave the top part of the chimney full of soot.
Prod Horse.
Puv Field.
Queer Soot.
Rum Mort Mistress of the house.
Si A sixpence.
Skuffer Police.
Snoatcher Bone.
Splorger Owner (of house or goods).
Spuds Potatoes.
Stamps Shoes.
Switch Brush.
Thrum Threepence.
Tuggery Clothing.
Tuggy Sooty cloth.
Win A penny.
Win Buster Penny roll.

559
Skills Summary Table
The following table summarizes the Skills available in 1879.

Skill Name Action Action Strain Karma Attribute Step Default Tier
Acrobatic Defense Simple Smp 1 No DEX Rank + DEX No Novice
Acting Sustained Sus 0 No CHA Rank + CHA No Novice
Air Speaking (Magic) Simple Smp 1 No PER Rank + PER No Novice
Alchemy (Magic) Sustained Sus 0 No PER Rank + PER No Novice
Animal Bond Standard Std 0 No CHA Rank + CHA Yes Novice
Animal Handling Standard Std 0 No WIL Rank + WIL Yes Novice
Animal Possession Standard Std 2 No WIL Rank + WIL No Novice
(Magic)
Animal Talk (Magic) Standard Std 0 Yes PER Rank + PER No Novice
Animal Training Sustained Sus 0 No CHA Rank + CHA Yes Novice
Anticipate Blow Simple Smp 1 No PER Rank + PER No Novice
Arcane Mutterings Standard Std 0 Yes CHA Rank + CHA No Novice
Artisan Sustained Sus 0 No CHA Rank + CHA No Novice
Artist Sustained Sus 0 No CHA Rank + CHA No Novice
Astral Sight (Magic) Simple Smp 1 No PER Rank + PER No Novice
Athletics Simple Smp 0 No DEX Rank+DEX Yes Novice
Avoid Blow Free Free 1 No DEX Rank + DEX Yes Novice
Awareness Simple Smp 0 No PER Rank+PER Yes Novice
Battle Shout Simple Smp 1 No CHA Rank + CHA Yes Novice
Bribery Standard Std 0 No CHA Rank + CHA Yes Novice
Charge Free Free 0 No STR Rank + STR No Novice
Civil Engineering Sustained Sus 0 No PER Rank+Per No Novice
Claw Shape (Magic) Simple Smp 0 Yes STR Rank + STR No Novice
Climbing Standard Std 0 No DEX Rank + DEX Yes Novice
Clockwork Standard Std 0 No PER Rank + PER No Novice
Conversation Sustained Sus 0 No CHA Rank+CHA Yes Novice
Craft Armor Sustained Sus 0 No PER Rank + PER No Novice
Craft Device (Magic) Sustained Sus 0 No PER Rank + PER No Novice
Craft Firearm Sustained Sus 0 No PER Rank + PER No Novice
Craft Weapon Sustained Sus 0 No PER Rank + PER No Novice
Craftsman Sustained Sus 0 No DEX Rank + DEX No Novice
Creature Analysis Simple Smp 1 No PER Rank + PER No Novice
Crew Airship Sustained Sus 0 No DEX Rank + DEX No Novice
Crew Ship (Sail / Sustained Sus 0 No DEX Rank + DEX No Novice
Steam)
Crew Vehicle Sustained Sus 0 No DEX Rank + DEX No Novice
Cryptography Standard Std 0 No PER Rank + PER No Novice
Danger Sense Free Free 1 No DEX Rank+Dex No Novice
Detect Trap Standard Std 1 No PER Rank + PER No Novice
Disarm Trap Standard Std 1 No DEX Rank + DEX No Novice
Disguise Sustained Sus 0 No PER Rank + PER No Novice
Dispel Magic (Magic)Standard Std 1 No WIL Rank + WIL No Novice
Distract Standard Std 0 No CHA Rank + CHA Yes Novice

560
Skill Name Action Action Strain Karma Attribute Step Default Tier

Eagle Eye Simple Smp 1 No PER Rank + PER No Novice


Eidetic Memory Standard Std 0 Yes WIL Rank + WIL No Novice

Empathic Command Free Free 0 No WIL Rank + WIL No Novice


(Magic)
Empathic Sense Standard Std 1 No CHA Rank + CHA Yes Novice
(see text)
Engine Programming Sustained Sus 0 No PER Rank + PER No Novice
Entertainer Sustained Sus 0 No CHA Rank + CHA No Novice
Equestrian Standard Std 0 No DEX Rank + DEX Yes Novice
or
Rank+CHA
or Rank+PER
Etiquette Sustained Sus 0 No CHA Rank+CHA No Novice
Evaluate Standard Std 0 No PER Rank + PER No Novice
Evidence Analysis Sustained Sus 1 No PER Rank + PER Yes Novice
Field Engineering Sustained Sus 0 No PER Rank + PER No Novice
Firearms Standard Std 0 No DEX Rank + DEX Yes Novice
First Impression Standard Std 0 No CHA Rank + CHA Yes Novice
Fishing Sustained Sus 0 No PER Rank + PER No Novice
Flirting Sustained Sus 0 No CHA Rank + CHA Yes Novice
Forgery Sustained Sus 0 No DEX Rank + DEX No Novice
Frighten Standard Std 0 Yes WIL Rank + WIL No Novice
Gambling Sustained Sus 0 No PER Rank + PER Yes Novice
Gunnery Standard Std 0 No PER Rank + PER No Novice
Haggle Sustained Sus 0 No CHA Rank + CHA Yes Novice
Heartening Laugh Simple Smp 1 Yes CHA Rank + CHA No Novice
Hunting Sustained Sus 0 No DEX Rank + DEX No Novice
Impressive Display Simple Smp 1 No CHA Rank + CHA No Novice
Knowledge Standard Std 0 No PER Rank + PER No Novice
Lasting Impression Standard Std 0 Yes CHA Rank + CHA No Novice
Lip Reading Standard Std 1 Yes CHA Rank + CHA No Novice
Lock Picking Standard Std 0 No DEX Rank + DEX No Novice
Magic Theory Standard Std 0 No PER Rank+PER No Novice
Maneuver Simple Smp 1 No DEX Rank + DEX No Novice
Mapmaking Sustained Sus 0 No PER Rank + PER No Novice
Mechanic Standard Std 0 No PER Rank + PER No Novice
Melee Weapons Standard Std 0 No DEX Rank + DEX Yes Novice
Mimic Voice Simple Smp 0 No CHA Rank + CHA No Novice
Missile Weapons Standard Std 0 No DEX Rank + DEX Yes Novice
Navigation Sustained Sus 0 No PER Rank + PER No Novice
Physician Sustained Sus 0 No PER Rank + PER No Novice
Picking Pockets Standard Std 0 No DEX Rank + DEX No Novice
Pilot Airship Sustained Sus 0 No PER Rank + PER No Novice
Pilot Ship (Sail/ Sustained Sus 0 No PER Rank + PER No Novice
Steam)
Pilot Vehicle Sustained Sus 0 No PER Rank + PER No Novice

561
Skill Name Action Action Strain Karma Attribute Step Default Tier
Poison Resistance Free Free 0 Yes TOU Rank+TOU No Novice
Read and Write Sustained Sus 0 No PER Rank + PER No Novice
Language

Read and Write Standard Std 0 No PER Rank + PER No Novice


Magic
Read Ocean Sustained Sus 0 No PER Rank + PER No Novice
Read River Sustained Sus 0 No PER Rank + PER No Novice
Read Sky Sustained Sus 0 No PER Rank + PER No Novice
Research Sustained Sus 0 No PER Rank+PER Yes Novice
Riposte Free Free 2 No DEX Rank + DEX No Novice
Seduction Sustained Sus 0 No CHA Rank + CHA Yes Novice
Shake It Off Standard Std 0 No TOU Rank + TOU No Novice
Shield Charge Simple Smp 1 No STR Rank + STR Yes Novice
Slough Blame Standard Std 1 Yes CHA Rank + CHA No Novice
Speak Language Standard Std 1 No PER Rank + PER No Novice
Spellcasting (Magic) Standard Std 0 No PER Rank + PER No Novice
Spirit Hold (Magic) Standard Std 1 No WIL Rank + WIL No Novice
Spirit Talk (Magic) Standard Std 1 Yes PER Rank + PER No Novice
Sprint Simple Smp 1 No Rank Rank No Novice
Stealthy Stride Simple Smp 0 No DEX Rank + DEX Yes Novice
Streetwise Sustained Sus 0 No CHA Rank + CHA No Novice
Suppress Curse Standard Std 1 No WIL Rank + WIL No Novice
(Magic)
Sure Mount Free Free 0 No STR Rank + STR No Novice
Surprise Strike Free Free 1 No STR Rank + STR No Novice
Swift Kick Simple Smp 1 No DEX Rank + DEX No Novice
Swimming Standard Std 0 No STR Rank + STR Yes (see Novice
text)
Tactics Standard Std 0 No PER Rank + PER No Novice
Taunt Simple Smp 1 No CHA Rank + CHA No Novice
Throwing Weapons Standard Std 0 No DEX Rank + DEX Yes Novice
Tiger Spring Free Free 1 No Rank Rank No Novice
Tracking Standard Std 1 No PER Rank + PER No Novice
Trick Riding Simple Smp 1 No DEX Rank + DEX No Novice
True Shot Standard Std 0 Yes DEX Rank + DEX No Novice
Unarmed Combat Standard Std 0 No DEX Rank + DEX Yes Novice
Wilderness Survival Sustained Sus 0 No PER Rank+PER No Novice
Winning Smile Standard Std 0 No CHA Rank + CHA Yes Novice
Wood Skin (Magic) Standard Std 0 Yes TOU Rank + TOU No Novice
Wound Balance Free Free 0 No STR Rank + STR No Novice
Battle Bellow Simple Smp 1 No CHA Rank + CHA No Journeyman
Call Animal Standard Std 1 No WIL Rank + WIL No Journeyman
Companion (Magic)
Cobra Strike Free Free 1 No DEX Rank + DEX No Journeyman
Conceal Object Standard Std 1 No DEX Rank + DEX Yes Journeyman
Crushing Blow Free Free 1 Yes STR Rank + STR No Journeyman
Diplomacy Sustained Sus 0 No CHA Rank+CHA Yes Journeyman

562
Skill Name Action Action Strain Karma Attribute Step Default Tier
Disarm Standard Std 1 No DEX Rank + DEX No Journeyman
Double Charge Simple Smp 1 Yes DEX Rank + DEX No Journeyman
Down Strike Free Free 1 No STR Rank + STR No Journeyman

Engaging Banter Standard Std 1 No CHA Rank + CHA Yes Journeyman


Exploding Free Free 1 Yes WIL Rank + WIL No Journeyman
Ammunition

Fast Hand Standard Std 0 Yes DEX Rank + DEX Yes Journeyman
Forge Armor Sustained Sus 2 No PER Rank + PER No Journeyman
Forge Device Sustained Sus 2 No PER Rank + PER No Journeyman
Forge Firearm Sustained Sus 2 No PER Rank + PER No Journeyman
Forge Weapon Sustained Sus 1 No PER Rank + PER No Journeyman
Frenzy Standard Std 1 Yes DEX Rank + DEX No Journeyman
Graceful Exit Standard Std 0 No CHA Rank + CHA No Journeyman
Heal Animal Standard Std 0 No TOU Rank + TOU No Journeyman
Companion (Magic)
Hypnotize Standard Std 1 No CHA Rank + CHA No Journeyman
Inspire Others Standard Std 0 Yes CHA Rank + CHA No Journeyman
Leadership Sustained Sus 0 Yes CHA Rank + CHA No Journeyman
Life Check Free Free 0 No TOU Rank + TOU No Journeyman
Lifesight (Magic) Simple Smp 1 No PER Rank + PER No Journeyman
Lion Heart Free Free 0 No WIL Rank + WIL No Journeyman
Long Shot Simple Smp 1 No Rank Rank No Journeyman
Momentum Attack Simple Smp 1 No DEX Rank + DEX No Journeyman
Mount Attack Simple Smp 1 No Rank Rank No Journeyman
Orbiting Spy (Magic)Standard Std 0 Yes PER Rank + PER No Journeyman
Resist Magic Free Free 1 No WIL Rank + WIL No Journeyman
Resist Taunt Free Free 1 No WIL Rank + WIL Yes Journeyman
Safe Path (Magic) Standard Std 0 Yes PER Rank + PER No Journeyman
Second Attack Simple Smp 1 Yes DEX Rank + DEX No Journeyman
Second Shot Simple Smp 1 Yes DEX Rank + DEX No Journeyman
Second Weapon Simple Smp 1 No DEX Rank + DEX No Journeyman
Spirit Dodge (Magic) Standard Std 1 No PER Rank + PER No Journeyman
(see text)
Spot Armor Flaw Simple Smp 0 Yes PER Rank + PER No Journeyman
Steely Stare Standard Std 1 No CHA Rank + CHA No Journeyman
Stout Constitution Free Free 0 No TOU Rank + TOU No Journeyman
Summon (Magic) Standard Std 0 Yes PER Rank + PER No Journeyman
Swing Attack Standard Std 1 No DEX Rank + DEX No Journeyman
Thought Link Standard Std 1 No PER Rank + PER No Journeyman
True Sight (Magic) Free Free 0 No Rank Rank No Journeyman
Wheeling Attack Standard Std 1 Yes DEX Rank + DEX No Journeyman
Wheeling Defense Simple Smp 1 No Rank Rank No Journeyman
Willforce Free Free 1 No WIL Rank + WIL No Journeyman

563
Index
A Anticipate Blow 181
Antivenin Specificity Table 296
About Spirits 404 Appendices 552
A Brief History 19 Arcane Mutterings 181
Accommodation Table (Nightly) 320 Aristocrat 88
Accommodation Table (Weekly) 321 Aristocrats / Royalty (SL5) 159
Acrobatic Defense 178 Armor Descriptions 293
Acting 178 Armor Ratings 69
Action 176 Armor Table 295
Action Cap 233 Artisan 182
Adjustable Inertia Axe 317 Artisan Skills 171
Adjust Damage for Armor 237 Artist 182
Advanced Storage 434 Assign Free Ranks 72
Advancing Tiers 268 Assign Skill Ranks 72
Adventuring Equipment Table 302 Astral and Physical Forms 337
Adventuring Gear 299 Astral Backlash Table 408
Adventuring Groups 271 Astral Condition TN Adjustment
Aerial Combat 255 Table 364
Aetheric Containment 372 Astralgraph 479
Aetheric Resistance in Holtz Units 470 Astral Imprints 337
A Few Hypotheses as to How Astral Regions 339
Magic Works 334 Astral Sense Spell 343
Aggressive Attack 242 Astral Sensing 341
A Guide to Her Majesty’s Astral Sensing Methods 343
Government 519 Astral Sensing Table 341
Airship Pilot 84 Astral Sight 372
Air Speaking (Magic) 178 Astral Sight (Magic) 183
Alchemy (Magic) 178 Astral Sight Skill 343
Alloy Gas Detector Ratings and Astral Theory 335
Prices 310 Athletics 183
Ammunition Descriptions 287 A Tour of the Big Smoke 520
Anglican Church Enemies/Allies 465 A Tour of the Gruv 535
Anglican Church Goals and Attached Weapons 279
Methods 460 Attacking To Knockdown 242
Anglican Church Magical Research 461 Attacking To Stun 242
Anglican Church Membership 464 Attribute Increase Table 262
Anglican Church Missionary Work 461 Attribute Modifier Cost Table 66
Anglican Church Organization 463 Availability 275
Anglican Church Origins 459 Avoid Blow 183
Anglican Church Resources 463 Awareness 183
Anglican Church Spell List 466
Animal Bond 179 B
Animal-Drawn Vehicles Table 319
Animal Handling 179 Babbage and the Engine 448
Animal Possession (Magic) 180 Babylon 546
Animals 322 Badges 310
Animal Talk (Magic) 180 Banishing 408
Animal Training 180 Base Strain by Spell Tier 365

564
Battle Bellow 184 Characters 24
Battle Shout 184 Charge 185
Begin a New Round 231 Charging Attacks 254
Bestow Astral Sight 372 Chatelaine Item Table 303
Beyond the Grosvenor Land 549 Chatelaines 303
Big Game Hunter 91 Chatelaines by Character
Bind 373 Profession 305
Bio-Repulsor 508 Check for Unconsciousness or
Bless 373 Death 238
Blindsided 246 Check For Wounds 237
Blood Magic 349 Chimney Sweep Cant 559
Blood Oaths 351 Choose a Profession 62
Blood Peace 351 City of London 527
Blood Promise 352 City of Westminster 526
Blood Sworn 354 Civil Engineering 185
Blood Sworn (Magic) 355 Clairvoyance 374
Blood Wounds 349 Class Descriptions 158
Boat Cost Table 319 Claw Shape (Magic) 186
Boats 319 Cleanse 374
Bolt 373 Climbing 186
Bonuses and Penalties 30 Climbing Claws 309
Boojums 54 Clockwork 186
Boroughs North of the Thames 525 Clockwork Runners 309
Boroughs South of the Thames 530 Close Combat 249
Borsippa 546 Clothing 306
Brassman 94 Clothing and Mundane Necessities 306
Bribery 184 Clothing Table 306
British Fire 488 Cobra Strike 186
British ModifIed Gregorian Combat Options 240
Calendar (1879) 33 Combat Options Table 241
Building a Character 62 Combat Summary 229
Burn Area 373 Combining Magical Ingredients 418
Byron 97 Common Blood Magic 350
Common Items Table 308
C Conceal Object 187
Concentration 361
Calendars and Time Differential 32 Conditions of London 521
Call Animal Companion (Magic) 184 Conflagration 5
Called Shot 242 Contest of Wills 407
Camden 527 Control Animal 374
Cannon Table 292 Control Element 375
Capacity 285 Control Element Target Numbers 375
Capacity/Volume Conversion Table 34 Control Person 375
Capturing Cards 441 Conversation 187
Care and Feeding 322 Cost 276
Carrying Capacity 71 Cover 246
Carts, Wagons, and Sleds 319 Cowboy 100
Casing 435 Craft Armor 187
Casting Difficulty 369 Craft Device (Magic) 188
Casting Named Spells 419 Craft Firearm 189
Casting Time 370 Craftsman 189
Character Generation Process 552 Craft Weapon 190
Character History 77 Creating or Obtaining the
Characteristics Table 68, 69 Materials 413
Character Professions 83 Creating Permanent Spell Patterns 419

565
Creature Analysis 190 Distract 194
Credits 2 Doctor 103
Crew Airship 191 Dodger 106
Crew Ship (Sail/Steam) 191 Dodgers 447
Crew Vehicle 192 Domestic Servant Pay Rate Table 329
Criminal / Dodger Slang 557 Domestic Services 326
Crushing Blow 192 Double Charge 194
Cryptography 192 Down Strike 194
Current Adventure Points 260 Durability 70, 266
Cut 375 Duration 370
Cuthah 546 Dwarf 55

D E
Damage 285 Eagle Eye 194
Danger Sense 193 Earning Adventure Points 259
Dangers of Summoning 408 Education 50
Darkness 246, 376 Effect 370
Data Reel 445 Effects of Astral Corruption on
Death 238 Astral Sensing 341
Declare Intentions 230 Effect Tests 31
Dedications 2 Eidetic Memory 195
Default Skill Use 170 Element Gathering Difficulty Table 424
Defense Ratings 69 Element Weaving Difficulty Table 418
Defensive Stance 243 Elf 55
Degrees of Offense 164 Empathic Command (Magic) 195
Delayed Actions 235 Empathic Sense 195
Deny Defense Rating 376 Enchanting 411
Deny Karma 376 Enchanting Modifiers 415
Deny Movement 376 Enchanting Techniques 417
Deny Skill 377 Enchanting Test Target Number
Description 371 Adjustment Table 417
Design of the Analytical Engine 431 Enchantment Types 416
Destabilize Ship/Vehicle 377 Encumbrance 277
Detect 377 Engaging Banter 195
Detect Trap 193 Engine Combat 257
Determine Characteristics 67 Engine Programming 196
Determine Initiative 230 Engines, Lovelaces & Byrons 427
Determine Social Level 73 Entangling Weapons 250, 252
Determine Success 236 Entertainer 196
Determining Scatter 252 Entrenchment 539
Determining the Enchanting Cost 412 Entropy 378
Dexterity Minimum 279 Equestrian 196
Dialects 214 Equipment Descriptions 299
Diplomacy 193 Equip Your Character 74
Disarm 193 Erech 547
Disarm Trap 193 Eridu 547
Disguise 193 Eshnunna 547
Dispel Difficulty Table 367 Etiquette 197
Dispelling Magic 367 Evaluate 197
Dispelling Skills 171 Everyday Items 308
Dispel Magic (Magic) 194 Evidence Analysis 197
Disperse Element 378 Example Knowledge Skills 204
Disperse Element Target Numbers 378 Example Spell List: The OBV
Distance Conversion Table 34 (Novice Tier) 360

566
Expansion into the Gruv 46 Gaining Skill Slots 265
Exploding Ammunition (Magic) 198 Galvanic Order Enemies and Allies 472
Exploration and War 21 Galvanic Order Goals and Methods 469
Explorer 109 Galvanic Order Membership 471
Explosion 378 Galvanic Order Organization 471
External Politics 520 Galvanic Order Origins 468
Extract Element 378 Galvanic Order Regalia 471
Extract Element Target Numbers 379 Galvanic Order Resources 471
Extra Successes 31 Galvanic Order Spell List 472
Galvanic Order Terminology 470
F Gambling 201
Game Terms 23, 176
Faiths 345 Gas Detectors 310
Fast Hand 198 Gather Element 379
Fiddler 112 Gather Element Target Numbers 380
Fiddles and Dodges 452 Gathering Tests 424
Field Engineering 198 Gathering True Elements 423
Financial Firm/Secure Government Geas 380
Engine 437 Gender Issues 50
Finding Food 226 General Skills 172
Finding Shelter 226 General Slang 554
Finding Water 226 Generate Attributes 66
Firearm Descriptions 286 Gestures 371
Firearms 199, 285 Getting And Staying Mounted 253
Firearms Accessories 289 Getting Started 62
Firearms Table 288 Glamour Bomb 488
Firearm Types 285 Glow Water 489
Firing Into A Melee 251 Goggles 312
First Impression 199 Goggles and Add-Ons Table 312
Fishing 199 Going Inside a Shield 243
Fix 379 Graceful Exit 202
Flame Cleaver 317 Grant Skill 380
Flirting 199 Grappling 250
Fly 379 Greenwich 533
Flying Movement 255 Grimoire Casting 365
Focus TN Adjustment Table 364 Grimoires 358
Forge Armor 199 Group Renown 271
Forge Device 200 Gunnery 202
Forge Firearm 200 Gyroscopic Aiming Assist 318
Forgery 201
Forge Weapon 200 H
Free Actions 233
Free Skill Rank Cost Table 265 Hackney 528
Freeze Area 379 Haggle 202
Frenzy 201 Hammersmith and Fulham 525
Frighten 201 Handling Mounted Combat 257
From “Down The Rabbit Hole: A Harried 247
History of the Grosvenor Portal, Heal 381
with Notes as to its Effects on Heal Animal Companion (Magic) 202
the Empire, and Discussion Healing Aid Table 298
of the New World Beyond” 8 Healing and Enhancement 295
Healing Item Descriptions 296
G Healing Mounts 323
Healing Wounds 240
Gain and Loss of Social Level 161 Health Ratings 70

567
Heartening Laugh 202 Improving Attribute Values 261
Heavy Gun Ammunition 291 Improving Free Skill Ranks 264
Heavy Guns and Military Improving Profession, Core, and
Weaponry 290 Optional Skills 262
Heavy Gun Types 290 Improvised Melee Weapons 250
Heavy Weapon Attributes 291 Infamous Reputation 271
Helmets 293 Infamy 165
Heron Association Device List 479 Initiative 70
Heron Association Enemies / Allies 478 Initiative Penalties 292
Heron Association Front Inside Cover 1
Organizations 474 Inspire Others 204
Heron Association Goals and Internal Politics and Government 519
Methods 474 Intrusion, Detection, and Engine
Heron Association Initiation and Combat 438
Advancement 477 Investigator 115
Heron Association Membership 477 Invisibility 384
Heron Association Organization 475 Invisible Hand 385
Heron Association Origins 473 Isin 547
Heron Association Rank 477 Islington 528
Heron Association Recognition 476
Heron Association Regalia 476 J
Heron Association Resources 476
Heron Association Secrecy 478 Journalist 118
Heron Association Structure 475
Herons 346 K
Hidden and Surface Traits 77
Hide Object 381 Karma 31, 70, 177
How Social Level Works 160 Kensington and Chelsea 525
How to Use This Book 22 Kistalmi 58
Hulks 59 Knockdown 256
Humans 53 Knocked Down 248
Hunting 203 Knowledge 204
Hunting Table 203 Knowledge Obscurity 174
Hydraulic Tap 443 Knowledge Obscurity Table 175
Hydroponic Terrarium (Bacon Jar) 314 Knowledge Relation 174
Hypnotize 203 Knowledge Skill Limits 175
Knowledge Skills 172
I Knowledge Test Table 174
Known As Variants, Style, and
Ignite 381 Modifications 359
Illusion (Mental) 381
Illusion (Physical) 382 L
Imbuing the Item with Magical
Power 413 Lagash and Sippar 547
Impaired Movement 248 Lambeth 531
Important Attributes 82 Language Skills 175
Impressive Display 204 Language Table 214, 219
Improve Attitude 382 Larsa 548
Improve Attribute 383 Lasting Impression 207
Improve Damage 383 Leadership 207
Improve Defense Rating 383 Learning & Improving Skills 169
Improve Karma 383 Learning New Spells 267
Improve Movement 383 Learning Spells 361
Improve Sense 384 Lesser Items 416
Improve Skill 384 Levitate 385

568
Lewisham 532 Missile Weapon Descriptions 282
Life After The Anomaly 44 Missile Weapons 210, 282
Life Back Home 49 Missile Weapons Table 283
Life Check 208 Mister Fagin 453
Life on the Warring Frontier 49 Moderate Firm Engine 437
Lifesight (Magic) 208 Momentum Attack 210
Light 385 Money and the Marketplace 273
Light Area 386 Mount Attack 211
Lion Heart 208 Mount Attacks 255
Lip Reading 208 Mount Descriptions 323
Liquid Detector 311 Mounted Aerial Combat 256
Liquid Gas Detector Ratings and Mounted Combat 253
Prices 312 Mounted Combat Sequence 254
Living Armor 292, 417 Mounted Knockdown Tests 253
Lock 386 Mounted Movement 254
Lock Picking 208 Mounted Weapon Use 255
Lodges 344 Mounts and Draft Animals 322
London & Points Further 517 Mounts Table 325
London’s Postal Districts and Mount Training 253
Boroughs 524 Move Element 386
London’s Transport 522 Move Element Target Numbers 386
Long Falls 256 Movement 232
Long Shot 209 Movement Rate 71
Lower Class / Criminal (SL1) 158 Mumpers Enemies / Allies 483
Mumpers Goals and Methods 481
M Mumpers Membership 483
Mumpers Organization 482
Mage 121 Mumpers Origins 481
Magic Theory 209, 333 Mumpers Resources 483
Make a Damage Test 236 Mumpers Slang and Jargon 482
Make A Knockdown Test 237 Mumpers Spell List 483
Make An Attack Test 235
Make Summoning Test 405 N
Make Your Character a Person 75
Making an Impression 171 Name and Gender 75
Making Knowledge Tests 173 Named Spell AP Cost Table 420
Making the Enchanting Test 414 Named Spells as Magic Items 420
Mana Theory 335 Named Spirits 407
Maneuver 209 Names 58
Mapmaking 209 Navigation 211
Massachusetts Institute of Navigation Table 211
Technology 474 Negotiate with the Spirit 405
Maximum Number Of Attackers 250 Newtonians 347
Meals and Accommodations 320 Newtonians Enemies/Allies 487
Mechanic 210 Newtonians Goals and Methods 485
Medium 124 Newtonians Membership 487
Melee Weapon Descriptions 279 Newtonians Organization 486
Melee Weapons 210, 279 Newtonians Origins 484
Melee Weapons Table 281 Newtonians Resources 486
Middle Class / Bourgeoisie (SL3) 159 Nightingale Sister Ranks 493
Military Officer 127 Nightingale Sisters 489
Military Slang 553 Nightingale Sisters Enemies and
Mill 436 Allies 495
Mimic Voice 210 Nightingale Sisters Goals and
Missile Ammunition 283 Methods 492

569
Nightingale Sisters Membership 494 Personality 76
Nightingale Sisters Organization: 492 Physician 212
Nightingale Sisters Origins 490 Physician Table 212
Nightingale Sisters Resources 494 Picking Pockets 212
Nightingale Sisters Spell List 496 Pilot Airship 212
Nightingale Sister Titles 494 Pilot Ship (Sail/Steam) 213
Nippur 548 Pilot Vehicle 213
Notes 83 Pioneer 130
Null Zones 340 Plains 58
Number of Servants by Plant Growth 387
Household Income 329 Player Versus Character
Experience 260
O Play the Game! 79
Pneumatic Sword 318
Octobreather 509 Pocket Calculator 315
Of Being Proper 518 Point Purchase Method 66
On Engines and Language 430 Poison Resistance 213
Optional Rules 23 Portable Mule 479
Orbiting Spy (Magic) 211 Portal/Gruv Specific Slang 553
Order of Britannia Victorious Possess Animal 387
Enemies / Allies 502 Possess Person 388
Order of Britannia Victorious Potion List 488
Front Organizations 499 Powering Blood Charms and
Order of Britannia Victorious Living Armor 351
Goals and Methods 499 Powering Skills and Spells 350
Order of Britannia Victorious Practical Knowledge 173
Initiation and Advancement 502 Prerequisites 371
Order of Britannia Victorious Priest 133
Membership 502 Profession 25
Order of Britannia Victorious Professional Services 326
Organization 500 Professional Services Table 326
Order of Britannia Victorious Profession/Core/Optional Skill
Origins 497 Rank Cost Table 264
Order of Britannia Victorious Profession Skill 83
Rank 502 Profession Skill Slot Gain Table 266
Order of Britannia Victorious Programming and Hacking 437
Recognition 501 Prometheans 347
Order of Britannia Victorious Prometheans Enemies/Allies 508
Regalia 501 Prometheans Example Creations 508
Order of Britannia Victorious Prometheans Goals and Methods 506
Resources 501 Prometheans Membership 508
Order of Britannia Victorious Prometheans Organization 506
Spell List 502 Prometheans Origins 504
Order of Britannia Victorious Prometheans Resources 507
Structure 500 Properties of True Elements 423
Orders 344 Provender Table 320
Pull 388
P Purchasing True Elements 425
Push 389
Parachute 314
Pass Through Barrier 386 R
Pass Through Shadows 387
Patterns in Astral Space 342 Rabbit Runs 454
Peripherals 436 Race and Other Physical
Permanent SL Loss Table 165 Characteristics 161

570
Race Base Attributes 65 Ringer Gas Detector Ratings and
Races and Cost 276 Prices 311
Races and Weight 277 Riposte 216
Racial Restrictions 82 Riposting Longer Weapons 216
Range 248, 370 Ritual Blood Magic 351
Ranged Combat 251 Ritual Casting 366
Rate of Fire 285 Roll Attributes 67
Rates and Fares 330 Rothschild London Bank 499
Rates and Fares Table 331 Rounds 33
Raw Casting 363 Running and Splitting Movement 254
Raw Magic Warping Table 365
Read and Write Language 213 S
Read Memories 389
Read Object 389 Safe Path (Magic) 216
Read Ocean 214 Sailor 136
Read Person 390 Samsut 54
Read River 214 Samsut Calendar 33
Read Sky 214 Samsut City States 546
Read Thoughts 390 Sanctify 394
Record Racial Abilities 71 Sanctify Target Number Increase
Record Values and Step Numbers 67 Table 394
Recovering From Damage 238 Sarah Guppy and the Brassmen 451
Recovering from Injury 238 Saurids 57
Recovering From Poison Or Saurid Shamans 346, 510
Disease 240 Saurid Shamans Enemies / Allies 513
Reduce Attitude 390 Saurid Shamans Goals and
Reduce Attribute 391 Methods 510
Reduce Damage 391 Saurid Shamans Membership 513
Reduce Defense Rating 391 Saurid Shamans Organization 511
Reduce Karma 391 Saurid Shamans Origins 510
Reduce Movement 391 Saurid Shamans Resources 512
Reduce Sense 392 Saurid Shamans Spell List 515
Reduce Skill 392 Scandal 164
Regaining Consciousness 239 Schools 346
Remote Communications 433 Scientist 139
Remote Operation 392 Seal 394
Renown 269, 270 Second Attack 217
Renown Table 270 Second Shot 217
Repairing Damaged Armor 293 Second Weapon 217
Repairing Damaged Weapons 278 Secret Societies 457
Repeated Summonings 406 Seduction 217
Replicate Food 392 Seeker Rifle 480
Replicate Item 393 See the Future 394
Reputation 271 See the Past 395
Research 215 Send Message 395
Research Table 215 Servant Definitions 327
Reserved Actions 234 Services 326
Resist Magic 215 Set Ward 395
Resist Taunt 215 Shake It Off 218
Resist Temperature 393 Shattering A Shield 244
Resolve Actions 231 Shield 396
Resolving Actions 234 Shield Charge 218
Resolving Attacks 235 Shield Descriptions 294
Reveal Object 393 Shields 293
Ringer Badge 311 Shield Table 295

571
Shifts in Condition 339 Spirit Talk (Magic) 220
Ship Accommodation Classes 331 Splitting Movement 244
Ship and Vehicle Combat 257 Spot Armor Flaw 220
Shockwave 396 Sprint 220
Shuruppak 549 Stabilize Ship/Vehicle 398
Sick Stick 510 Standard Actions 232
Simple Actions 233 Standard Door Security Terminal 437
Situation Modifiers 245 Starting Equipment 83
Situation Modifiers Table 245 Starting Funds and Income By
Size 276 Social Level 75
Skill Descriptions 178 Starting Funds, Income 83
Skill Duration 171 Starting Spells 73
Skill Range 171 Stealthy Stride 220
Skills and Abilities 83 Steely Stare 221
Skills Selection 63 Steno Spirit 398
Skills Summary Table 560 Step/Action Dice Table 29
Skill Tests 170 Step Number 176
SL Adjustment Table 163 Steps and Dice 28
Slang 553 Store 436
Sleep 397 Stout Constitution 221
SL Loss Due to Scandal 164 Strain 177, 371
Slough Blame 218 Streetwise 221
Slow Ship/Vehicle 397 Strength Minimum 278, 285
Small Firm Engine 436 Structure and Performance of the
Snark 56 Engine 435
Social Level DefInition Table 160 Structure of a Profession 82
Society & Social Level 229 Stun 399
Soldier 146 Sturdiness 275
Southwark 531 Success Bonus 285
Spallanzani Device 315 Successes 371
Speak Language 218 Suggested Social Level 83
Specific Food and Beverage Items Suggested Training Fee for
Table 320 Tier Advancement 269
Speeding Up Initiative 231 Summoning 403, 405
Speed Ship/Vehicle 397 Summon (Magic) 221
Spellcasting 357 Summon Spirit 399
Spellcasting Basics 357 Suppress Curse (Magic) 221
Spellcasting (Magic) 219 Sure Mount 222
Spellcasting Methods 363 Surprised 249
Spell Combat 252 Surprise Strike 222
Spell Learning Cost Table 268 Survival Table 226
Spell Learning Difficulty 361 Sustained Actions 232
Spell Loss Table 358 Swift Kick 222
Spells 369 Swimming 222
Spells Listings 372 Swing Attack 222
Spell Statistics 369 Switch Objects 399
Spending Adventure Points 261 Swooping Attacks 256
Spider Automaton 316
Spirit Binding 421 T
Spirit Dodge (Magic) 219
Spirit Hold 398 Table of Contents 3
Spirit Hold (Magic) 220 Tack and Harness 322
Spirits and Elementals 347 Tactics 223
Spirit Service 406 Tail Attack 244
Spirit Talk 398 Tail Parry 245

572
Take The Initiative 231 The Store 432
Tallying Adventure Points 260 The Waterways 523
Targeting 362 The Willforce Skill 358
Taunt 223 Thought Link 399
Technological Advances 20 Thought Link (Magic) 223
Temperature 34 Throwing Objects 252
Temporary SL Loss Due to Scandal 165 Throwing Weapon Descriptions 284
Terrestrial Gruv Calendar 32 Throwing Weapons 224, 284
Terrestrials 54 Throwing Weapons Table 284
Test Results 30 Tier 177, 369
Tests 29 Tier Advancement Requirements 268
The Anglican Church 345, 458 Tier Advancement Requirements
The Astral Landscape 336 Table 268
The Burden of the Crown 166 Tier Advancement Skill Slot Gain 269
The Character Sheet 28 Tiger Spring 224
The Children of Progress 507 Time 32
The Difference Engine and the Tools and Devices 309
Analytical Engine 429 Total Adventure Points 260
The Divergence 40 To The East 536
The Enchanting Process 412 To The North 538
The Enlightened 507 To The South 537
The Galvanic Order 344, 467 To The West 537
The Grosvenor Experiment 43 Tower Hamlets 529
The Gruv 535 Tracking 224
The Heron Association 473 Train Accommodation Classes 331
The Land Bridges and the War Training Requirements 268
Against the Samsut 539 Transform Object 400
The Mill and Reader 431 Transform Other 400
The Mumpers 345, 481 Transform Self 400
The Nature of Astral Space 336 Translate Language 401
The Newtonians 484 Traveling Circuses 475
The Nightingale Sisters 345 Trench Warfare 542
The OBV 344 Tribal Warrior 149
The Order of Britannia Victorious 497 Trick Riding 224
The Price of Fame 166, 271 Troll 56
The Printer 432 True Element Kernel Costs Table 425
The Prometheans 503 True Elements 422
The Railway 536 True Shot 225
The Railways 522 True Sight (Magic) 225
The Redcoats 506 True to Form 338
The Return of Magic 19 Types Of Combat 249
The Reward (and Price) of Typical Analytical Engines 436
Roleplaying 77 Typical Artisan Skills 182
The Roads 523
The Royal Small Arms Factory U
(Enfield) 500
The Rule of One 31 Unconsciousness 238
The Rule of Three 30 Units of Measurement 32
The Samsut 47 Unlock 401
The Samsut Lands 543 Unopposed, Opposed, and Effect 30
The Saurids 47 Unseal 401
The Sibley College of Mechanical Unused Attribute Points 66
Engineering and Mechanic Upper / Merchant Class (SL4) 159
Arts, Cornell University 474 Ur 549
The Spellcasting Skill 357 Using Artisan Skills 171

573
Using Astral Sensing 341
Using Knowledge Skills 172
Using Skills 170

V
Vehicles (Non Powered) 319

W
Wandsworth 530
Ward Duration Table 396
Ward Spellcasting Target
Number by Type Table 395
Water Condition Table 222
Weapon Range 251
Weaponry 278
Weapons 317
Weapon Size Restriction Table 277
Weapon Statistics 278
Weaving True Elements 418
Weight 277
Weight/Mass Conversion Table 34
Weights and Measures 34
Weird Scientist 152
What Are Secret Societies, and
Why Aren’t They All Secret? 457
What is a Roleplaying Game? 21
What Spellcasting Looks Like 362
Wheeling Attack 225
Wheeling Defense 226
Where Is This All Going? 51
Wilderness Survival 226
Willforce 227
Winning Smile 227
Wire Tap 442
Wood Skin (Magic) 227
Working Class / Commoner (SL2) 158
Wound Balance 227
Wound Penalties 239
Wounds 239

574

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