Many Advantages don't help the character statistically. They're more of a
roleplaying tool. (In future you'll be able to ask another player to
prove that they possess a particular flaw or merit to you, using +prove.)
The point "costs" help give a meter as to how awesome you can be, a balance
between "boring nobody" and "outrageous unbelievable twink," when you've
never seen this fantastic universe before. Some Advantages are expensive to
help keep them uncommon. Some things called Disadvantages are really things
that we want to encourage people to roleplay, and so we give players points
for agreeing to play them.
A Furre may have up to 5 points of Disads and up to 5 points of Ads. The
total may not be a negative number. For every point of Ad, there must be
at least one point of Disad. The Ads and Disads are collectively referred to
as Traits.
Now, don't let this stuff daunt you. It's meant to be handled with coded
commands, and it really is very, very easy.
UNRESTRICTED Advantages
and Disadvantages
DISADVANTAGES ("disads")
* Addiction_Alcoholic (2 Points)
This is a serious disadvantage. IF you enter a place where alcoholic
beverages are served, you WILL try to get one, a potent one. If someone
tries to stop you, you'll get irritated, then angry with them. If you
have your drink, you feel better but all your physical abilities are at
half-power for half an hour thereafter. If you don't get your drink, you
will have the urge to go somewhere where you -can- have a drink.
While `under the influence', you will NOT `hold your liquor well'; your
speech will be slurred; your balance off; your reaction time poor.
Your response to stress and emotional difficulty will not be to seek out
loved ones, it will be to have another drink.
About Addictions: This is something that isn't secret; those who know you
well enough to call you by name also probably know your addiction. When
you aren't around the object of your addiction, you become irrationally
unhappy. Your life is strongly influenced by either your pursuit of the
object of your Addiction, and you're drawn to others with the same
preoccupation.
* Addiction_Clothes (1 Point)
Your identity is linked to the things you wear. Buying new garments,
perhaps having them custom-designed and tailor-made, gives you a thrill
others just can't understand... Wearing old things is depressing.
About Addictions: This is something that isn't secret; those who know you
well enough to call you by name also probably know your addiction. When
you aren't around the object of your addiction, you become irrationally
unhappy. Your life is strongly influenced by either your pursuit of the
object of your Addiction, and you're drawn to others with the same
preoccupation.
* Addiction_Collectibles (1 Point)
About Addictions: This is something that isn't secret; those who know you
well enough to call you by name also probably know your addiction. When
you aren't around the object of your addiction, you become irrationally
unhappy. Your life is strongly influenced by either your pursuit of the
object of your Addiction, and you're drawn to others with the same
preoccupation.
* Addiction_Euphorics (2 Points)
At least three times a week, you indulge in some inhibition-shattering,
pleasure-granting substance. The method of ingestion varies; Felines
use a form of catnip called 'gareem' that can be sniffed, eaten, baked
into cakes, refined into an essential oil that is absorbed by the skin,
or injected into the blood. Only Equines are susceptible to an herb called
'chahtoo', which is smoked. 'Black meat', a centipede derivative, is
hallucinogenic for all Furres. You may be addicted to one or many
different substances. This disad assumes that it is physical addiction,
with a heavy dose of psychological addiction layered on top of it.
About Addictions: This is something that isn't secret; those who know you
well enough to call you by name also probably know your addiction. When
you aren't around the object of your addiction, you become irrationally
unhappy. Your life is strongly influenced by either your pursuit of the
object of your Addiction, and you're drawn to others with the same
preoccupation.
* Addiction_Smoking (1 Point)
Furres have such sensitive senses that they generally don't like smoke.
It's a habit associated with the rough side of town, where the seedier
bars hold a blue haze that can make your eyes red and watery if you're
not used to it. In time it kills the senses of smell and taste, and
longtime smokers on the docks may have poor personal habits resulting
from the damage to their senses.
Smoking isn't permitted in many public and private establishments.
About Addictions: This is something that isn't secret; those who know you
well enough to call you by name also probably know your addiction. When
you aren't around the object of your addiction, you become irrationally
unhappy. Your life is strongly influenced by either your pursuit of the
object of your Addiction, and you're drawn to others with the same
preoccupation.
* Addiction_Ostrixes (1 Point)
This obsession centers on Ostrix racing and gambling. Maybe it was their
speed and grace and pleasant dispositions that endeared them to you at
first. But now it's the cash that's riding on their little plumed heads.
You've sunk money into bets, and when you're holding a ticket, when the
race is on, you're steeped in the fantasy of `the big score', of your
Ostrix coming through. You go to the tracks at least once a week.
About Addictions: This is something that isn't secret; those who know you
well enough to call you by name also probably know your addiction. When
you aren't around the object of your addiction, you become irrationally
unhappy. Your life is strongly influenced by either your pursuit of the
object of your Addiction, and you're drawn to others with the same
preoccupation.
* Addiction_Raptors (1 Point)
The care and training of the Raptor is much more intense than an Ostrix's,
and for every Raptor there are at least fifteen Furres devoted to its
upkeep. The city guard's Air Cavalry elite ride Raptors; they say that
you don't own a Raptor, it owns you- and it doesn't care. So why do you
break your back shovelling foul manure out of Raptor aeries, or spend
hours going through all the feathers, splicing in new ones if any are
broken, and picking out mites? Because, when you're soaring over the
city, and you know how rare and magical this really is, you know you're
up above it all...
About Addictions: This is something that isn't secret; those who know you
well enough to call you by name also probably know your addiction. When
you aren't around the object of your addiction, you become irrationally
unhappy. Your life is strongly influenced by either your pursuit of the
object of your Addiction, and you're drawn to others with the same
preoccupation.
* Age_Kid* (2 Points)
You're age 5-12. You don't have the legal rights of a grown-up,
and you're expected to have a legal guardian. If you haven't got one, then
you can be made a warden of the state by officers of the Garrison. Kids
who are out past sundown are usually rounded up and locked up for the night
in the Orphanage! You can't legally own property, and you certainly
haven't got any real employees unless they're other Kids.
Your size is automatically Small*. Kids may not choose to be Tough*,
Very_Tough*, Strong*, Very_Strong*, or Scholar*. Kids begin the game
knowing -1 Hobby, -1 Apprentice Skill, and -1 JourneyFurre Skill less.
* Age_Senior* (TRAIT GRANTED BY AGE SELECTION, should give 2 Points)
To qualify as a Senior you have to be age 60 or over.
In Furcadian culture, age is venerated, and the elderly are cherished
and respected, thus this isn't really a "disadvantage". However, your
relatives might dote on you in a condescending fashion, and, well,
maybe your joints do get achey when the weather is damp and cold. And
perhaps you're at that point where younger Furres are eyeing the
inheritance or vying to take over your position.
Seniors may not choose to be Very_Strong*, or Uneducated*. Seniors begin
the game knowing +2 Hobbies, and +1 Veteran Skill more.
* Deaf (2 Points)
You can't hear words (but you might be able to hear faint sounds or feel
bass vibrations). You probably can read lips, if someone is facing you.
In Furcadian cultures, where music is held in such high esteem, your
disability is met with pity that might result in low self-esteem.
* In_Debt (1 Point)
Your story begins with you already in need of money. How did this come
to be? Perhaps you have a child, or an ailing relative. Perhaps you are
a student, and your money goes to tuition. Or perhaps there's a more
sinister reason you just never seem to have any cash on hand...
* Hard_of_Hearing (1 Point)
It's difficult to make out words, and if someone is behind you, it's even
harder. An ear-trumpet is helpful; at least everybody around you knows
they should speak up.
* Illiterate (1 Point)
The average Theriopolitan is illiterate, however, all player characters
are assumed to be literate. You cannot be a Scholar* and have this
Disadvantage.
* Oathbound/Code (1 Point)
You've sworn that there are Things You Must Do and Things You Will Not Do.
Those who try to talk you out of these dictates lose your respect. Your
own self-respect is tied up in your adherence to your Code, and if you
break it, it takes you weeks to regain your self-respect. Members of the
Garrison usually have this disadvantage, codifying their devotion to
the wellbeing of Theriopolis. Mercenary companies, shipping company crews,
and pirate crews all have codes. So do many Houses, and Guilds.
* Poor_Vision (1 Point)
This disad means you are either nearsighted, farsighted, or have poor
depth perception because you only have one eye. You might wear glasses,
or an eye patch, or you might squint.
* One_handed (1 Point)
You can't use 2-handed weapons. You should have some story behind
how you lost your hand (or perhaps you were born this way). In Barabic
cities, the penalty for theft is cutting off a hand, so Equines tend to
view a one-handed person with a bit of suspicion.
* Tailless (1 Point)
A Furre without a tail usually wears a prosthetic made from from natural
hair. The notorious pirate Dog Stumpfang was caught by Lord Sabarron, a
black panther who ordered Stumpfang's tail to be cut off. The dread
Captain Stumpfang escaped imprisonment and returned with a mercenary army.
Stumpfang captured Sabarron, and cut off his tail, then wore it hanging
from the back of his belt as a gruesome trophy. He then went on to
collect the tails of a half a dozen lords and rival pirate captains,
wearing them all on his own backside. You cannot purchase the Advantage
of Very_Graceful* if you have this Disadvantage.
* One-legged/Lame (1 Point)
You can't run or jump or climb as most folks can. You should have some
story behind how you got this way (or maybe you were born this way).
* Wanted (1 Point)
You are wanted by the authorities. You may not appear in a public place
(i.e., one listed as a Hangout) without a different disguise each time.
* Mute (1 Point)
This disadvantage is more serious than most 1-Pointers but it is not
especially encouraged, as it makes roleplaying with others much more
difficult.
* Foreign (2 Points)
You don't speak Therian. You can buy it as a normal skill but that
doesn't change the fact that there are features about you that mark
you as a non-native. You may not be born a member of a House although
of course you could get adopted later in play.
* Uneducated* (1 Point)
Instead of beginning with average Education, you only know 3 Hobbies
and 1 Apprentice Skill.
* Unfortunate (1 Point)
You're consistently, predictably unlucky. Furres say that you were "born
under the eyes of a Dark Prime." It is said that good deeds can shake
this influence. (You make all luck-related rolls at a -4 penalty.)
* Homely (1 Point)
Physically, you are unattractive. You may have repulsive physical
limitations which are further Disadvantages.
* Dense (2 Points)
Your base INTL is decreased by 1 point.
Your ability to reason is slower than the average Furre's, although
your actual conclusions might be just as accurate or not. You are what
polite Furres call "simple". It's easy for you to lose things; you
don't usually notice small changes around you. You might have suffered
brain damage during a breach birth, leaving you with slurred speech (and,
very likely, you're left-handed).
* Fragile (1 Points)
Your Hit Points are decreased by 2 points.
Physically, your bones are slender, and your overall constitution poor.
You're prone to ailments (perhaps you also have Age_Senior*). Or maybe
you're malnourished (and you're Poor* or In_Debt* or even both).
* Weak (2 Point)
Your base PHYS is decreased by 1 point.
Perhaps you had a sheltered upbringing in which physical activity was
discouraged, or maybe you suffered through a childhood illness.
You might be older (Age_Senior*). You can't lift your own
body weight off the ground.
* Slow Reflexes (1 Point)
-1 to your Initiative result. Your reaction time is poor.
In a fight, you'll tend to act last.
* All_Thumbs (1 Point)
Fine manipulations are difficult for you. Scissors, musical instruments,
sewing needles, quill pens, and the like just don't seem to do for you
what they do in most other paws. Your handwriting is homely at best, and
possibly illegible by anyone besides you.
* Clumsy (1 Point)
Your base DEFT is decreased by 1 point.
This is overall body awkwardness. You're prone to accidents of running
into people and things. Your clumsiness might be a byproduct of
Poor_Vision*.
* Poor (1 Point)
If you're careful, you'll have enough money to rent a place to sleep and
to feed yourself, but homelessness and starvation are always just around
the corner! To stay clean, you might have to bathe in the canals. You
own the clothes on your back, plus one spare change of clothes. You
might have the tools, workspace, and supplies you need for your trade,
but you can't craft anything of exceptional materials without an advance
from the patron. (You begin with only 100 coins, instead of 500.)
* Unknown (1 Point)
Unknown Pedigree, that is. The identity of one or both of your parents
is unknown. You could be someone's illegitimate heir, or an orphan,
abandoned for some mysterious reason. If you're Foreign_Nobility, but
you're not aware of it, you should purchase that Advantage during
character generation, as you cannot buy it later.
(You may not roleplay the discovery of a commoner parent
until you have bought off this Disadvantage. You may not roleplay the
discovery of a noble parent unless you have bought the same Advantage
as the parent possesses.)
* Mindmute (1)
You can be *sent* Mindspeech but you can't speak back, nor can you
project feelings or imagery deliberately in any way. You can be a
Telepath and possess this Disad.
* Mindwhipped (2 Point)
Drinking a Potion of Binding left you with a permanent strange
condition in which *any* Telepath may now use the Kajutar Mindscourge
ability upon you.
(your resistance is still based on your Spark+5)
* Mindslave (3 Points)
You are the property of a Kajutar Mindscourge. You've been under their
influence so long that you are fanatically loyal to them. You have
no such feelings for any other Wyrmme, however.
* Drone (2 Points, Bugge Only!)
You are a male Bugge, genetically adapted for carrying things about.
Your Build begins at 9 (Small; can be bought up to 10 for 1 Adv. Pt.)
instead of 10. Your Education begins at 9 (Uneducated; this cannot
be bought lower or raised with Adv/Disad Pts.) You may not have the
Advantage "Followers". You have small vestigial wings. You can mate
exactly once, but this would be fatal for you. Even with the
mightiest of magics, there is absolutely no way around this
tragic fact of Bugge existence.
ADVANTAGES
* Boss (-2 Points) You are the head of 3 to 20 NPCs. This is purely a
roleplayed thing; you don't need the Advantage for an existing organization
made up of player characters. This could be your pirate crew, the workers
in your tapestry workshop, the children in your gang of thieves, and so
forth. NPCs may be invented for RP purposes, but these "fictitious" people
may not possess any Advantages of any sort, as this is what makes Player
Characters special.
* Skyship (-1 Point) You own a flying ship. If you also purchased the
"Boss" advantage, then it can be a large galleon but otherwise, you own
a craft that you can fly by yourself. Skyships tend to be sailcraft but
in Drakoria there are remnants of Furre tribes who live in Skyships
pulled by Raptors. The entire tribe may live on a fleet, tethering
numerous craft together for the night into a floating village.
* Night-vision (-1 Point) Feline Furres still need to
purchase this Advantage, or else they are limited to ordinary vision.
* Eagle_vision (-2 Points) You were born with the amazing ability to see
tiny objects at extreme distances. You can focus on something up to fifty
meters away, seeing it as clearly as if it were right next to you. You
receive +1 accuracy on ranged attacks of a character not within 3 meters
of you.
* Super-keen_Smell (-3 Points) Most Furres have sharp smell but this
Advantage is necessary to be able to track someone by scent.
* Foreign_Nobility (-1 Points) *** Adjust Social *** At least one of your
parents is a Highborn, but not in Theriopolis. They are either from the
city of Kohazzah (Equine Barabs) or the city of Spallia (Equines, Canines,
other races).
* Beautiful Singing Voice (-1 Point) Perhaps you are a baritone with the
Theriopolitan Opera. Or perhaps you just sing as you sell flowers in the
market. Furres love to sing, and to hear others singing. Rodents sing the
deeds of the Primes and heroes in Therian but there are a few cycles still
sung in Valgorian. Mustelines favor the folk songs and romantic ballads
from the fallen Kingdom of Tellish. Felines still know the battle-hymns and
courtly song-poetry from the old Taigorian Empire. Canines of the
monasteries preserve manuscripts of chants to the glory of the Dragon and
the Primes. And in the taverns near the docks, sometimes catchy tunes can
be heard, their bawdy lyrics in Croadan.
* Respected (-1 Point) *** Adjust Social *** You have a good reputation
about town. At your favorite tavern, the tapster is happy to extend you
credit, and when you walk down the street, mothers point you out to their
children as a role model. Note that if you are villainous, this respect
will only be held by other villains, but if you are upstanding, both
villains and good citizens alike respect you.
EXAMPLE:* Kasurian Hero ...In the battles between Drakoria and
Kasurian, you've distinguished yourself. You have a modest amount
of fame, a modest pension from the government, and
the right to prefix your name with "Kil" (example: Kil'Tana)
You're addressed as a Knight, as Sir if you are male, and with
Ladysir if you are female.
* Celebrity (-2 Points) *** Adjust Social *** You are a writer, an artist,
a sculptor, a gladiator, a performer, an actor, a doctor, a scholar, or
-something- that has brought you renown in Theriopolis. Those who meet you
are likely to already know your name.
* Natural-born Mimic (-1 Point) Sound effects, the voices of political
figures, bird calls, all these come easily to you. You can feign the
intonations of the other races, and when you speak a foreign language, it
tends to be with very good accent. Street puppeteers of Kasuria are
famous for this.
* Ventriloquist (-1 Points) You can throw your voice, and speak without
moving your lips. Some street puppeteers of Theriopolis perform
ventriloquism with a live parrot.
* Matchmaker (-2 Points) The Matchmaker is important in Dragonlands
society. They may arrange marriages. More often, though, they arrange dates
between prospective partners. The Matchmaker is trusted with secrets a teen
wouldn't tell their own parents, or secrets that could cost a prestigious
CouncilFurre their position. Matchmakers don't carry books, therefore; they
keep all their information in their heads. They wear special hats, shaped
like fezzes and colored blue, with a yellow tassle. On the seedy side of
town, a Matchmaker might be a broker for more... unusual... services. All
Matchmakers belong to a single Guild, and, with a patron's permission, can
share information with other Matchmakers. (** it is intended that
Matchmakers will have access to a common database, and a private
database.**)
* Contortionist (-1 Point) Limber of joint, you can dislocate your arm or
curl up into twisty postures that would cause an ordinary Furre great
agony. This is not a power that lets you slip your bonds if you are bound,
rather, it's an odd talent displayed by marketplace performers. It can give
you a little edge if you are wrestling or fighting using Tonboka or Kiraal
styles.
* Garrison (1 Point) You are a member of the Garrison; you should carry a
ceremonial baton, and wear a crescent-shaped throat ornament (gorget).
* Lucky* (1 Point) Maybe you don't win every raffle, but you tend to get
what you need fairly easily. You've got a number of tales of how things
just happened to go your way, and if it's convenient that some common item
might be in your pocket, chances are, it *is*. (Make Luck-related rolls
at a +1.)
* Attractive (1 Point) Your physical features are memorable and very
attractive by typical Furre standards. (You receive a +1 in any roll
where handsomeness/beauty would be a factor.)
* Gorgeous* (3 Points) Artists will want you to pose for them; poets will
write odes to your visage; strangers will introduce themselves. You might
be different from the classical Furre concept of pulchritude, but you're so
handsome, it's possible that you will be setting the new standard. (You
receive a +3 in rolls where handsomeness/beauty would be a factor.)
* Sharp (2 Points) Mathematical games come easily to you; you have a rather
good memory. Possibly you're quite alert and it's difficult to surprise
you. (Add 1 to base INTL.)
* Hardy (1 Point) You don't catch colds; you recover from injuries up to
twenty percent more quickly than average. Your resistance to pain is higher
than usual, too. (+2 Hit Points.)
* Toughness (3 Points) Your resistance to pain is at a heroic level. Your body
is extremely durable; you could fall from two stories up and walk away
unhurt. You can take quite a few wounds and still not pass out from blood
loss. (You receive 1 point of natural "armor" versus both physical and
energy damage.) Wyrmmes may not buy this as they get it for free already.
* Strong (2 Points) You might be muscular or your musculature might appear
unremarkable, but you're stronger than most folks. You can walk easily
carrying a typical Furre; you can lift your own bodyweight overhead easily;
you can pull yourself up by your fingertips; you can kick down doors.
(Add 1 to base PHYS.)
* Small Stature (1 Point) You're somewhere around half typical Furre height.
This could be because you are a child, or you might be a dwarf or midget.
(This is an Advantage because there is a -2 penalty to hitting you with
a missile weapon.)
* Large (1 Point) You're taller and heavier than the average Furre of your
species. Maybe it runs in the family; maybe you're two heads taller than
your dear mother. Your leg-length gives you a bit of extra running speed,
and your height helps add to your presence. Your size gives you a little
bit of extra physical durability.(Add 1 to Hit Points.)
* Quick Reflexes (1 Point) You run faster than most Furres, and your
movements are precise, speedy. You might have won many footraces when
you attended the academy. (+1 to Initiative)
* Clever fingers (1 Points) This means your hand-eye coordination is well
above average. You take to handicrafts with ease; manipulating tools is
your forte. (+1 to rolls such as carving, painting, etc. NEVER applies
in combat.)
* Ambidextrous (2 Points) You're equally skilled with either paw. You
do not receive a penalty for using your off-hand.
* Graceful (2 Points) Your posture is beautiful; you move smoothly,
quietly, when you want to. Balancing tends to be easy for you; you can
stand on one foot for a long time, and you can walk on balance beams no
wider than your hand without a bobble. You have a little advantage over
others in wrestling, and hand-to-hand fighting. (Receive +1 anywhere
balance is a factor, including Dodge but not any other Combat-related
scores/rolls)
* Wealthy (1 Point) Were you born with a silver spoon in your mouth (did
you purchase the Pedigree Trait of LesserHouse* or GreatHouse*)? Or are you
perhaps a self-made Furre (plan to buy Skills)? Or is this a result of
sheer chance ? If you are Wealthy, you don't need to work anymore, and
you can afford to support two other individuals of your choice as well,
at a Wealthy level of comfort. These can be employees or they can be
dependents. Being an employee or dependent of somebody who is Wealthy
does not affect their Social_Status; an employee or dependent must pay
for the Wealthy Trait on their own. (Begin with 1000 instead of 500 Coins.)
* Lesser House (1 Point, Furres Only)
Your Pedigree is 11. Likely possibilities:
House Kithain (Raideth) Felines; descended from sea raiders.
House Kelmothand (Malcom) Semi-aquatic Mustelines; dates back to
the Kingdom of Tellish.
House Kosani (Lithe) Rodents, mostly Mice; famous as a banking family.
House Broderick (Aldric) Canines.
House Keung (Kosh) Tigers; trace their lineage to exiled Taigorian
warlord Jiyarr Keung.
* Furre Greater House (3 Points, not available to Bugges)
This Advantage doesn't mean as much in Drakoria as in Kasuria.
Your Pedigree is 12. Likely possibilities:
House Yasmeen (Raideth) Equines; famed for their opulent quarters.
House Kavillaur (Malcom) Heavyset Mustelines; dates back to the
Kingdom of Tellish.
House Sabine (Lithe) Feline; stereotypically swashbucklers,
and connoisseurs.
House Carthamine (Aldric) Lupine/Vulpine (Wolves and Foxes)
Rivals to Giovarri; Lord Dragar ti'Carthamine rules
Aldric.
House Giovarri (Kosh) Dominated by Wolves. The most prestigious
Canine clan.
* Wyrmme Greater House (3 Points, Wyrmmes Only)
Your Pedigree is 12.
There is only one Wyrmme Great House: Imperial House Kaut
* Highborn (2 Points, Wyrmmes only)
Your Pedigree is 11. Wyrmmes do not have Lesser Houses. They must
come from the following famous heroic Bloodlines:
Tragauth, Margaith, Hellikaun, Yarsha (It's possible that a
Furre might have a Highborn Wyrmme ancestor but a Furre
child amongst Wyrmmes would be such a disgrace that they could
never use it for status in Drakorian society.)
* Educated* (-1 Point) For one reason or another, you have had the leisure
time to learn and study numerous subjects. You might be
well-travelled, or perhaps you are a bookish recluse. (+1 level on
the Skills charts)
* Scholar* (-3 Points) Scholars are those who either attended classes at
the Academy, were fortunate to have access to a House's library and hired
tutors, or attended similar schooling in Kohallah or Spallia. This
Advantage very specifically means that you have had an extensive formal
education, and you are not self-taught. You may desire to purchase Skills
to the level of being able to +Teach. You cannot be Illiterate* or Dense*
and purchase this Advantage. (+2 levels on the Skills charts)
* Pet_Kiwi (-1 Point)
The word "kiwi" refers to numerous kinds of flightless birds with
pointy conical beaks. There are egg-layer kiwis; roasting kiwis;
dog-sized house-kiwis; curly feathered "woolbird" kiwis that get shorn
for fluff that feels like a cross between marabou down and angora hair,
paddling pond kiwis, hopping grass-seed-eating kiwis. Folklore has
it that the presence of a golden kiwi on one's shoulder brings romance
to the lonely, and the "heart" kiwi, which is red and about
the size of an apple, is a traditional gift for a lover. Kiwis are
traditionally associated with Matchmakers, and mages find they make
excellent familiars.
* Pet_Ostrix (-2 Points)
This creature is not known for its smarts. Ostrixes are relatively
common, and can be purchased at fairs or town markets. They can
only carry one passenger, but if hooked to a small cart it can pull
two persons. If hooked to a cart buoyed up by Liftwood, the
Ostrix can pull three passengers. Ostrix teams move very prettily,
because they have an instinct to synchronize their gaits. Ostrixes
are extremely reluctant to fight but they will defend their owner if
their owner has this Advantage. Ostrix racing is popular in the
largest Kasurian cities. Every Great House has a stable, and the
jockeys are traditionally chosen from amongst members of their
associated Lesser Houses.
* Pet_Minidragon (-2 Points)
Sharing a connection similar to a Dragonrider's, you are telepathic
with your little friend, so long as you remain in line-of-sight of
one another. Minidragons are not in telepathic contact with others.
They are about as intelligent as a clever dog. In Drakoria and
Harshlaw, a Minidragon not touching its owner may be shot as a
common pest.
* Pet_Watchwyrm (-2 Points, Furres only.)
Cousins to the true dragons, these quadrupeds have small wings but
cannot fly. On the ground they would be the match of a true dragon in
a fight if it were not for one serious quirk: all Watchwyrms have
such sensitive eyes that they are blind by day or on a night when
the two moons both shine full. In the dark, when both Raptors and
true dragons are rendered blind, however, the Watchwyrm goes about
in perfect comfort and awareness of its surroundings.
They are physically graceful, with more amiable facial features than
true dragons. Their eyes are either milky white or pitch black.
They are hatched from eggs, and, when they bond with
a Furre they may become diurnal-- using their Furre friend's vision
and hearing to navigate! Conversely, the Furre may use the
Watchwyrm's keen nightvision in the dark. Villages may not have
any Raptor Knights or Dragonriders but they will usually have at
least one Watchfurre who keeps the peace and rides a happy-go-lucky
Watchwyrm to which he or she is bonded. A WatchWyrm can carry 2-3
passengers for quite a way. To keep up their sturdy bodies' high
metabollisms, they will happily eat anything that doesn't protest.
* Wyrmme Heritage (-1 Point)
You are a Furre, but one of your parents was/is a Wyrmme. Wyrmmes of
Drakoria will see you as an abomination; typical Furres of Kasuria
might be somewhat suspicious of you if they knew your background. You
will feel most comfortable in warm places, as you will have reptilian
tendencies to your metabolism. Your senses of hearing, smell and taste
will be slightly less keen than a fullblooded Furre's. You might look
like any other Furre, or you might be scaly all over.
* Telepath (-2 Points; free for Wyrmmes)
You could be a Wyrmme, a Furre or even a Bugge. You have the ability to
mindspeak to someone you know personally, at a range of line-of-sight.
If you are blindfolded or blinded, you may only make contact at a range
of touch. You can carry on a conversation with a non-telepath but
this requires all your concentration. You can do this without
effort with another Telepath, as long as you can both see each
other. Telepathy can't be used to force information
out of anybody or inflict pain; this is the exclusive art of the Kajutar
Mindscourge. Telepathy doesn't give off any "waves", so there is
no clue to any observers that this is taking place. However, a
Telepath always knows if someone else is trying to contact them.
Telepathy, or "Mindspeaking", should not be confused with the power
of Empathy. Telepathy doesn't transmit emotions.
* Antipath (-2 Points)
The Antipath (TM) is cut off from all Telepathy. They cannot be made
into a mindslave by a Kajutar Mindscourge, but they also can never be a
Dragonrider or speak with mindspeech. For all purposes of telepathy,
the Antipath is a null zone.
* Empathy (-2 Points, Not Available to Wyrmmes)
At a range of line-of-sight, you can gather a general picture of
someone else's mood. With a close friend, you can actually feel
their emotions. The Telepathy power does *NOT* let you do this.
* Sidekick (-1 Point)
You have a friend and subordinate. They might be a younger sibling,
or they might be a paid servant, or they might be a slave. Note that
this Advantage specifically refers to a Sidekick who is a Wyrmme,
Furre, or Bugge. Sidekicks may *not* possess any Restricted Advantages.
* Recall Heal From Death (Phoenixes ONLY)
If you are killed, you are sent back to a secret and sheltered
place, your Bier. It will be some time before you are seen again
(60 REAL LIFE days), but you return rejuvenated and mostly unharmed,
except for the loss of one point of PHYSique (and corresponding
lowering of Hit Points), to a minimum of 6.
"NEUTRALS"
These are things that neither cost nor give you Points.
* Age_Teen
Teens are age 13 to 17. Rodents tend to view teens as a subset of adults,
and parents anxious for grandchildren may begin consulting a Matchmaker if
their teenager isn't dating or eyeing a prospective mate.
* Age_Adult*
You're age 18 to 30. This is the default age category for a Furre. Many
Great and Lesser Houses have rules which say that a Furre cannot inherit
their parents' fortunes unless they have married, or even married and
produced an heir. Sometimes these rules insist that the bride or groom
must also be of noble blood. (See News Marriage)
* Age_Established*
You're 31 to 40 years of age. At 31, you acquire a higher status in
Theriopolitan society. By law, only an Established can sit on the Council.
The vast majority of the city's Established are married. An Established
person can support one extra Dependent, and usually has at least one full-
time servant (who may be a Player Character or a Non-played Character).
There are numerous clubs throughout the city whose membership is open only
to those age Established and up.
The Established begin the game knowing +1 Hobby more than someone who is
Age_Adult.
* Age_Mature*
You're 41 to 59 years of age. You can support one extra Dependent, and
usually have two or three servants (who may be Player Characters or
Non-played Characters). Council members usually retire when they become
Mature. Matures begin the game knowing +1 Hobby, and +1 JourneyFurre
Skill more than someone who is Age_Adult.
* Average_Luck*
You've had your ups and downs but nothing especially seems to stand out.
Or perhaps you have had amazing streaks of both, but in the end, they
balanced out.
* Average_Looks*
Without spending points to buy an Advantage, you may describe or depict
your character as pretty, handsome, cute, lovely, etc. To be physically
striking, however, you must purchase the Advantage of Beautiful* or
Gorgeous*.
* Average_Wits*
Not clever; not dull-witted. You have typical intelligence, reasoning,
and perception.
* Average_Build*
You weigh somewhere in the neighborhood of a hundred kilograms. You might
be up to ten centimeters shorter or taller than average.
* Average_Toughness*
Your body is in reasonably good shape.
* Average_Strength*
With effort you could lift your own weight. You could walk slowly with
such a burden, but you couldn't run.
RESTRICTED ADVANTAGES
The following abilities are not available on their own; they are either
part of an existing Advantage, or described here for the benefit of
GMs who are running a tabletop pencil-and-dice game..
* Ageless (-2 Points)
This Advantage is reserved for certain characters in the Dragonlands
Continuity. All Phoenixes, Primes and Dark Primes have this Advantage.
You never grow older. You can still die perhaps, but it won't be of
old age.
* Winged Flight (-2 Points)
In their Luminous and August forms, Primes nearly always have wings.
Nearly all Primes and Dark Primes have this Advantage. Only Quarter
Primes, those descended from Light or Dark Primes, can grow Wings.
* Carry_Cargo (-1 Point)
The ability of a creature to pull a cart or carry a passenger. (A strange
creature like an earthly Centaur might have this ability, but it does not
exist in the Dragonlands.)
* Shift_Planes (-3 Points)
Primes can go from the Mortal Plane to the Dreaming or to their own
personal realm just by willing themselves to that location. This magic
is the province of Wevvin and Sek, laid down at the dawn of time.
Dark Primes can go from the Mortal Plane to their own personal realm with
a minute of concentration.
*Teleport (-3 Points)
Phoenixes have a power of "recall" teleportation, which lets them return
to a place where they have performed a little fire ceremony. Mages do
not have this power in the Dragonlands (although the most powerful
of them are capable of making fixed gates).
* Natural_Armor (-1 Points)
This Advantage should be taken only if the character concept demands it.
For instance, the Dark Prime Drossifer's August Form has chitinous
exoskeleton. Wyrmmes had this Advantage, as does the Dragon's Avatar.
However, it really does mean *armor*, not merely tough skin, and it is
never "invisible", is always noticeable.
* Artifact (-3 Points)
Only Primes may have these; Dark Primes may not. This is a thing imbued
with the Prime's own pure life force. It grants up to 2 Points of pre-set
Advantages upon the bearer. A Prime can always recall this item to their
person. (These Advantages may even be Restricted Advantages.)
* Resistant to Magic (-2 Points)
This means that potions do not work on you. All Half-Primes automatically
get this Advantage.
* All_Languages (-2 Points)
You automatically understand everything that you hear. This is a magical
ability.
* Shapeshifter (-2 Points)
All Primes have five forms: Luminous, August, Bestial, Avatar, and Object.
A Half-Prime with this power has an August, Bestial and Object form. The
normal Furre shape is their Avatar form, to which they revert if they are
knocked unconscious or slain. All other creatures with this power have
one single alternate form (shapeshifting is rare in Furcadia, and we don't
have an anything-goes power).
* Prime_Hearing (-3)
When your name is spoken by someone who reveres and loves you, there's a
chance that it draws your attention. Every Prime or Dark Prime with this
power defines the conditions necessary before this power works, for
instance, a Dark Prime might require the sacrifice of a living Furre, while
a Prime's follower might need to be standing in a public shrine to that
Prime.
* Deathless (-2 Points)
There is only one way to destroy you (or, in the case of a Prime or Dark
Prime, banish you from the mortal plane). It must be one of the following:
a silver weapon; a wooden weapon; a stone weapon; fire; beheading;
drowning; sunlight; or the scream of a dying bird. Creatures with this
power are always hideous to look upon.
* Wingless_Flight (*)
This Advantage is very unusual. It's listed here because it's a feature
that can be given an object or NPC/creature. Because it gives a rather
un-genre "super-heroish" feel, we won't have characters with it.
* Invisibility (*)
This power is too fraught with potential for annoyance and/or abuse. We
won't use it in the roleplaying games, but it does exist in the Furcadia
milieu. (So, authors writing about Furcadia can use it as a plot device!)
* Bodiless (*)
This power, like Invisibility, is fraught with potential for annoyance and/
or abuse. We won't use it in the roleplaying games, but it does exist in
the Furcadia milieu. (authors writing about Furcadia can use it as a plot device!)
3.21 Dragonriders (3 Points)
True dragons are not as swift and agile in the air as Raptors, but
unlike Raptors, they are also dangerous beasts on the ground, as they
fight with their teeth, claws, horns, leathery tails. In combat on
the ground they tuck their delicate wings very tightly to their
bodies. Sometimes they will grapple another dragon in the air,
removing both aggressor's ability to fly for the terrifying
duration! If the fight is not resolved soon, both crash to the ground,
and one or both might not survive the impact.
NOTE: Neither true dragons nor Wyrmmes can breathe fire. A true
dragon can carry two passengers on the ground but will quickly tire
if it must fly with them.
The nature of the bond between Rider and Dragon in Kasuria is very
different from that applied in Drakoria.
3.211 Kasurian Dragonrider
You'll never forget the moment: there you were, with others, as the eggs
were hatching. Then, in an instant- your mind and your dragonfriend's were
connected by a bond that only death can sever. Your dragon is not telepathic
with other dragons. The moment of this bonding is called "impression".
Older dragons are about as intelligent as dolphins or chimpanzees but young
ones are much like toddlers. You remain telepathic with your Dragon at any
distance. Your dragon is your best friend in the universe, bar none.
3.212 Drakorian Dragonrider
As a reward for your outstanding service to the Empire, you were
awarded the right to Bind a dragon. The ceremony was private, with
a Kajutar Mindscourge feeding both you and the hatchling a Potion of
Binding. You experienced an incredible pleasurable rush of power as
you realized the dragon was forever in your possession. You are
telepathic with your dragon. Your dragon is not telepathic with
other dragons. Your dragon's personality grows more and more
like yours as time goes on, until, in time, it is merely an extension
of you. You remain telepathic with your Dragon at any distance.
Your dragon is the emblem of your worthiness to rule others.
Back to index. 3.2 Raptor Knights (2 Points; Furres Only)
These great birds of prey (also called Scarhawks) are skittish around
Wyrmmes and Bugges, and can only be ridden by Furres. They are faster
and more maneuverable than true dragons, in the air. However, they
are not as formiddable in close battle, as they lack the leathery hide
and raw power of the true dragon. Raptors can be communicated-with
telepathically, but they are immune to all forms of mind-control.
Proud Raptor Knights are sometimes contemptuous of the dragon/rider
connection, saying that "A Raptor is never `impressed' with a rider."
Indeed, where a true dragon is loyal, subservient, and friendly, a
Raptor can be cold, impatient, selfish, cranky, and ridiculously
possessive of its rider. Their saving graces are that they eat less
meat, take up less space, and fly much faster than a true dragon.
A squadron of mounted archers will easily wipe out an equal number
of Dragonriders, all other things being equal. In Drakoria they
are somewhat less popular because they do not adapt well to living
underground or in caverns, which is what Wyrmmes generally prefer.
NOTE: A Raptor can only carry two passengers if at least one is
Size: Small, such as a child or a midget.
Back to index.
3.3 Pedigrees
In the world of Furcadia, you receive a certain amount of social status from the stations of your parent(s). This reflected in your Pedigree score, which defaults to 9. Furrelings (children) receive the average of their parents' Pedigree, rounded up. A Furre disowned by their parent(s) loses 4 points of Pedigree.
You may, at your own option, choose to be descended from one of the list
of "Open" lineages. This must be decided when you're starting up this
character. Click here for the list.
Back to index.
3.4 Roleplaying Areas
In order to give new players a chance to meet other roleplayers in a rather
serendipitous manner, we have several permanent Roleplaying areas. You can
RP in the Dragonlands, or in the Dreams of RP-oriented Chartered Guilds:
Chartered Guilds List Amongst those who have agreed to Roleplay rather than Persona Play,
there are still alot of different play styles, too. You might wish
to give your character a "Cool" rating (add it to your description).
See here for the Rule of Cool.