(c) Dragon's Eye Productions and (c) UNIgames Last updated: October 5, 2001 by Talzhemir. This document contains copyrighted material from the Pocket Universe (TM) game system. All rights reserved. You may link to it, you may paraphrase it, but you may not copy portions or the whole document onto your own web page, You may print this out for personal use. If you would like a copy of the completed Pocket Universe for $5 (postage paid), go here: POCKET UNIVERSE
 

Furre! The Official Furcadia Roleplaying Game

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"Roleplaying is much more than just being in-character. It's also about respecting the shared reality (the "Continuity"). The goal is not to "win", the goal is to participate in an ongoing story that's meaningful and makes sense to all the players, and playing by a set of rules makes this easier." --Talzhemir
Emerald Flame teaches Sparring Class in Sanctuary. Can you name these Furres?
(* Click here for multiplayer online game design notes)

Index


1. HOW TO ROLEPLAY ONLINE


1.0 The Premise...

FURCADIA is the world where the Beasts have learned to walk upon two legs and speak. These mammal people refer to themselves as Furres. Four-legged versions of the Furres died out long, long ago but their memory survives on in folklore and myth. Reptiles and birds occupy the positions that mammals occupy in the real world. So Furres ride upon giant falcons, called Scarhawks, and big flightless birds called Ostrixes. (In this world, Humans never existed, not even as a legend or rumor.)

The game Furre! is set in the nation of Kasuria, in medieval times. Some geography of the world of Furcadia (the planet Urrth) looks quite a bit like the real world, but the names are a little different. The Olde World is the un-magical part of the world. For those running a tabletop campaign, a magic-less campaign could be run here.

So, let's begin! It is time for you to make this world your own...

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1.1 What's a Role-Playing Game?

There's a lot of ways that Furre! can be played. One of them is to sit down with half a dozen pals, pencils, paper and dice. Thus, these are called "sit-down", "dice" or "tabletop" RPGs.

In a role-playing game, players take on the roles of player-characters ( PCs ). There's no one goal, but characters can improve their bodies or minds, improve or acquire skills, through game mechanics. Over time and play, Characters tend to get important jobs, gain status, and make friends and enemies in the continuity (game world). In a tabletop version of the game, the adventures that characters go through can be set up by a non-character-playing judge or Gamemaster (abbreviated GM), who also awards experience points.

In the tabletop version, GMs play the roles of all the characters and creatures which the PCs may happen across in their travels (these are non-player characters or NPCs ). Also, the GM is the impartial ultimate judge in rules disputes and so forth. It's the GM's job to keep the story running smoothly, the rules working fairly, and the players entertained.

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1.2 Computer Online (Internet) Roleplaying

With a computer, both with-graphics and all-text gaming are possible. Internet chat programs such as IRC and ICQ can be used, as well as "server" programs called "muds". A MUX is the kind of mud most commonly used for roleplaying games, and there are many highly organized persistent (that is, 24-hour-a-day) roleplaying games.

In a persistent online environment, there's usually no GM, and players have to come to their own decisions through mutual agreement. In the Furcadia! online game, players are encouraged to form playgroups called "Guilds". A special set of rules is provided here to make non-GM'd play possible.

In online play, it's generally acceptable to invent Non-played characters (NPC's) to fit your character's background as long as they are completely ordinary Furres. For example, you can't invent an NPC Mage to heal you of wounds you received. Doing so is unfair to player characters of that kind of character.

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1.21 FURCADIA!
FURCADIA! is a multiplayer online game with 3D rendered animated graphics, magnificent music, whimsical games, a friendly atmosphere, and, of course, this setting for roleplay and adventure. Furcadia resources can be found on the World Wide Web at Talzhemir's Treasure Trove: http://furcadia.com/pixel

The Furcadia! online game runs on a PC with Windows or Win95 and an Internet connection (SLIP link, etc.). It doesn't have "fast" or "coded" combat, so you can't be "attacked" by other players. It's free, and can be downloaded from:
http://furcadia.com/pixel

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1.22 Online Dice
Furre! only requires 2 10-sided dice for each player. Dice are simulated on Furcadia! using the Roll command. Just type:

roll XdY where X is the number of dice and Y is the number of sides.
roll XdY+Z where Z is added to the total also works.
ROLL XdY will tell you the specific results, which is useful here
because it matters if your roll "doubles" in Furre.

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1.23 IC versus OOC
These abbreviations stand for In Character and Out Of Character. IC refers to the appearance, feelings, possessions, events, and so forth of your character. OOC refers to your real-life self. (*IC and OOC were invented by Talzhemir in 1994 for the LambdaMOO RPG. Prefacing speech with them was first coded for her by Malcolm "Marat" McDowell, and popularized on MUSHes by Brian "Dusk/Monk/Kynwal" Holmes.)

Dividing things into IC and OOC is the heart and soul of roleplaying. Players try to keep up an illusion, a shared "reality" called a "continuity". Each Guild runs its own Continuity, and in one Continuity, all others don't exist. They aren't parallel dimensions, you can't get from one of them to another. It's good etiquette to keep OOC things as hidden as possible while playing. For instance, you should walk out of everyone's "sight" before you log off.

OOC SPEECH
In an all-IC area, it's sometimes necessary to address everyone on the OOC level. One convention is to put your OOC speech in parentheses. Here's an example:

Talzhemir says, "(sorry, phonecall; I have to go!)"
Ghostmane says, "(MollyPig, you still have your eyes closed, don't you?)"

Another convention is to start OOC speech with an asterisk.

Please keep this OOC chatter to a minimum, and please keep it relevant to the RPG and all the players. It's not acceptable to use it for announcing the winner of an ongoing football game, OOCly hugging your pals, etc., etc..

If a /whisper will do, use that instead! In a private scene, you can relax the above somewhat.

ONLINE TIP: Please avoid pronouns because they're potentially confusing and it wastes time to ask someone what they meant by "you" and "it"!

EMITS
In a private scene in your Dream, or when you are running a game online as a GM, you can also do scene-setting poses, things that aren't your own character's doing. This kind of narration is called an "emit" or an "attributed spoof". It's also good to relieve the repetitiveness of every pose beginning with your own name.

emit A cool wind ruffles your hair. Melissa sighs and gives back the flower...
[*] A cool wind ruffles your hair. Melissa sighs and gives back
the flower...

Remember that roleplaying is a bit more than wearing a mask, it's running a subprogram in your mind. The events that happen in the game cause very real emotions, with accompanying physiological hormonal effects. How strong this is, varies greatly, depends on the player, the character, the situation, etc. In general, though, if you experience sadness, joy, excitement with others, you can expect to feel a real kinship with them. Pretend-battles can lead to real friendships.

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1.24 The CONSENT Rule and Persona Play This is the guiding rule for Persona Play. Persona Play is like Roleplaying, but often without rules and a continuity. The Consent Rule is the default for Furcadia's non-RP areas:
THE CONSENT RULE " If anyone says or poses something that implies you are cooperating, or imposes any effect on you, you can act like it didn't even happen."
Under Persona Play and the Consent Rule, you're not obliged to interact with anybody in any particular way, nor are they obliged to interact with you in any particular way. (Realistically, though, alot of players do have expectations, what can be called "community standards".)

In Persona Play, you have alot of control over your character's life. Online, to be polite, you should privately ask ("page", /whisper) for another player's permission to attack their character or to pose anything that requires your OOC or IC cooperation. If you don't, of course, they might just ignore your attempt to interact in an adventurous fashion.

Some players consider it extremely impolite to use the Consent Rule to evade the logical results of your IC actions. That ESPECIALLY means using it to get out of a fight. If your character provokes another verbally and they respond with physical violence, you shouldn't "call Consent" and walk away.

1.241 Rules of Cool, and serious Roleplaying

There are three different recommended play styles, called Cool Levels. Cool 1 gives rise to "happy go lucky" play. Cool 3 gives rise to dark or at least very dramatic storylines. Cool 2 is, naturally, somewhere in the middle. Combat is handled very differently under each of these. Players of each Cool level tend to have very different expectations of Roleplay and because of this, tend to be much more comfortable in a group that has chosen to do just one of the three.

Each Cool level includes:
  • A decision on what, and how much, every participating player can be expected to have read!
  • A decision on what "mature themes" are permitted.
  • A decision on what kind of language (profanity, explicit) is acceptable
  • A decision on what circumstances under which a character is obligated to die.
  • A decision whether or not to permit OOC questions relevant to your own or another question.
  • A decision on how Combat is to be handled.
  • A decision on how Injury is to be handled.
  • A decision on how Captivity is to be handled.

    Cool 1, 2, and 3 describe three harmonious sets of play features. They describe the three main ways people already actually roleplay. Each one is comfortable, intuitive and consistent; it grows out of a single unified basic philosophy and level of strictness, instead of having varying levels of strictness for all the different features.

    There are MANY different "optimums" not covered here. You can devise your own "formula", of course, for your own Guild.

    Here are the guiding philosophies of the three Cool levels:

    Cool 1: "Except for what the game world does not permit, I control my character almost completely." This level of Cool keeps the suspense, violence, and tragedy limited to what you might see in a Saturday morning adventure cartoon.

    Cool 2: "I exist in the Continuity. I have partial control of my character." This is the level of adventure you can expect from a prime-time TV show or a PG movie.

    Cool 3: "I embrace my destiny, and I shall live like a hero in a chaotic world." Under Cool 3, your Furre may be killed without your permission. The action is *still* limited to what is "PG" but the flavor of the game can be much more grim. This is the kind of action you might expect in a horror movie.

    The Rules of Cool are described in detail in the document
    Rule of Cool.

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    1.2412 Being Present

    If you're walking about in an "IC" region, you're present. Consent doesn't allow you to be an OOC observer rather than a participant. Although many roleplayers don't mind OOC observers, we respect the wishes of the majority, who feel that if you aren't contributing to the scene, you should leave.

    Amongst skilled veteran RPers, it's a common unspoken rule etiquette that you should let each person speak once, before speaking again. If you lose interest and stop posing/speaking, the others may very well halt, and you'll have wasted their time.

    A TIP: Pose Quickly, Don't Multiworld. The credibility of your pose is strongly helped by responding with decent speed. It may surprise you that a speedily returned pose or emote conveys more excitement than an adjective describing your character's agitated state. To convey being interested in someone, also, write faster.

    Shorter poses/speeches also communicate excitement. If you have a "slow connection", and your poses are held up by genuine lag, please be sure to tell other players. They'll usually understand. On the other hand, multiworlding is not acceptable an excuse. Please don't lag because you're busy in another scene or playing another game!

    As always, common sense and courtesy are the important things here.
    1.2411 CONTINUITIES

    The Rules of Cool automatically assume that you are playing in a "Continuity", a consistent train of events, where what you Roleplayed yesterday leads to what happens today, and what you Roleplay today, shapes what will happen tomorrow.

    Continuity also includes what things do and don't already exist in the game world. Every Guild can have its own Continuity. For those who play in Goldwyn, our "default" Continuity, the Dragonlands, is in effect, and it's the only valid Continuity for Goldwyn. For example, in the Dragonlands, there are evil monstrous-looking Quarter Dark Primes, but there are no `demons'. "Demons" and anything like "hell" are not "according to canon" part of the official Continuity, and therefore, don't exist there.

    Normally, when you Roleplay (as opposed to Persona Play), you agree not to invent your own character classes, supernatural beings, major personalities, history, and so forth.

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    1.2413 Theft
    THEFT UNDER THE CONSENT RULE

    When someone tells you (in Persona Play and under the Consent Rule) that their character is trying to rob you, no matter how skillful that character is, the decision for your character to lose their possessions is yours. You're not even SLIGHTLY obligated to let their character succeed, and if you do, they should be aware that you did so out of the OOC goodness of your heart.

    Being willing to permit your Furre to be imperfect and not immediately notice pickpocketing and going out of your way to let other players have fun are two of the traits that will build you up in others' eyes.

    Sometimes you even get a chance to be creative and express something about your Furre's personality. Are they carrying a lutepick? a bookmark? souvenir coins from religious pilgrimmages? good luck charms?

    THEFT UNDER THE RULE OF COOL
    In Roleplaying (as opposed to Persona Play, anything that's dramatically important should be done with a die roll. Pickpocketing is one of them, because a failed attempt could have all kinds of IC consequences (like getting arrested and losing a paw if you happen to be in Barabia!)

    To take the "victim's" alertness into account, we need a modifier from their Wits:
  • Dense: +1
  • Average: 0
  • Sharp: -1
  • Brilliant: -3
  • The thief should ROLL 2d10 to get the thief's (Dexterity+PickpocketingBonus) or less. (This number, of Statistic+SkillBonus, is called your Target Number.)

    EXAMPLE: Quick Kick the Horse is trying to sneak Glasgow the Otter's keys away. Glasgow has Average Wits; Quick Kick has Dexterity of 12, and a +2 Pickpocket Skill. Quick Kick ROLLS 2d10 for a 7 and a 4, for a total of 11. The Horse is successful and Glasgow doesn't even realize that his keys are missing. (Glasgow's player shouldn't RP that he ICly notices his keys are gone during the current scene.)

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    1.2414 Territory

    OOC, you have the right, within reason, to say what happens in places that you've created. This is why it's important for Guilds to create neutral territories in which free-form gaming can take place.

    PROPERTY DAMAGE UNDER THE CONSENT RULE

    Suppose your character owns a stable. Another player tells you their character is setting fire to it. While ICly this may make perfect sense, the OOC concern is that you've put work into your building, and you don't want it destroyed.

    Under Persona Play and the Consent Rule, you have the clear right to call Consent and say that their character fails to affect the stable. Then again, you might decide to give up your stable because you feel it makes a better story that way.

    PROPERTY DAMAGE UNDER THE RULE OF COOL

    If you create a personal place, it's really up to the Guild to give it a "seal of approval" before you can declare that it exists in the Guild's continuity. If your furre is a poor traveller with twelve copper pieces to his good name, it might violate Continuity for him to own a palace with a huge marble spa.

    Affecting other furres' property under the Rule of Cool would generally be done with the permission of the Guild. Some Guilds don't want to have to deal with this kind of behind-the-scenes interaction. Some Guilds would make the would-be arsonist make die rolls in their presence to hint whether or not they get caught or if there were witnesses. In general, though, this is the kind of Roleplaying to avoid, because it usually forces alot of different people to put in time and effort.

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    1.2415 Parenthood

    Normally, in-character actions should lead to in-character results. In this specific case, though, we insist that the player's OOC permission must be given before having their IC children.

    This control doesn't extend to descendants of your offspring. The players of your IC children have complete control over whether or not they have their own kids, and these will all be your IC descendants.
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    1.2416 Injury

    INJURY UNDER THE CONSENT RULE

    There are three possible levels of injury: Injured, Heavily Injured, and Near Death. The fourth status you can be, of course, is Uninjured. Times given for healing must be spent out of the public eye. This time must be spent in convalescence, not merely hiding out.

    Uninjured: You could be utterly unscathed or you might have some little bruises and papercuts but otherwise you're fine.

    Injured: Injuries are cuts, heavy bruises, and the like. The Injured furre doesn't need a physicker to heal; as long as they can sleep in peace and not work, they will recover on their own. When Injured, all actions get a penalty of -1 to the Target Number. Three (Real Life) days of rest and recovery will get rid of this penalty. Every result of Injury on the Quickie Table that a furre endures adds a -1 penalty to all rolls, and an additional 3 days required before they can be Uninjured. Example: Derringer is Injured twice. Derringer now has a -2 penalty and must rest 6 RL days before they are Uninjured. After the first 3 days, the first -1 does goes away.

    Heavily Injured: A broken limb, a deep sword slash, concussions, and so forth are Heavy Injuries. Heavy Injuries in normal Furres need medical care before they will heal. That means the presence of somefurry with the Physicker skill for tasks like cleaning, bandaging, stitching, and making sure the patient doesn't get up and run around. The Heavily Injured Furre has a penalty of -3 to all their actions until two full weeks of rest have gone by, at which point they are merely Injured.

    Every result of Heavily Injured that a furre gets adds a new -3 penalty and another two weeks of recovery time needed before they can be at the Injured status. Example: Strychnora is Injured twice and Heavily Injured twice. She is at -6 to all actions, and must be tended by a Physicker for 4 RL weeks. After that, she will be Injured and at -2. If all goes well, she will heal to -1 after 3 days and be all well after another 3.

    NOTE: The Heavily Injured Furre can walk- but if they run, they'll be Near Death when they reach their destination!

    Near Death: This status is the result of very severe injury. Sword stabs that pierce the lungs, head wounds that cause a coma, and loss of a limb are good examples of Near Death injuries. You not only need medical care, it should be ICly in doubt whether or not you'll pull through! You're definitely Unconscious.

    To become conscious again requires the work of somefurry with the Physicker Skill. They may make one roll per Real Life day to help you wake up. Note that this is well beyond first aid. Their target number is their Medical skill+INTL minus the number of points taken. On a Botch the patient takes a new point of Damage (to a minimum of 1 Hit Point).

    After this roll is made, the furre goes to being Heavily Injured.

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    1.2417 Death

    Death in an online game causes so much damage to OOC relationships that we heavily discourage it! In Persona Play under the Consent Rule, and Roleplay at Cool1 or Cool2, your character can only die if you, the player, truly want them to.

    As a rule of thumb, you shouldn't come back from being dead for at least six real-world weeks. Sooner than that, and you haven't added interest to the game, you've just made yourself look silly. This holds true whether it's a magical resurrection, returning as a member of the Undead, or any other explanation why you survived when everybody else clearly saw you die. It isn't against the rules to go back on being dead-- it's just very very cheesy, and tends to be an overdone plot device. Good Roleplayers avoid this like the plague.

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    1.25 The RETCON Rule

    Retcon is short for 'RETroactive CONtinuity.' Sometimes a player makes a mistake, for instance posing that they polish their sword when the sword was dropped elsewhere earlier. The polite thing to do is for the player to make a quick OOC announcement that the previous action didn't occur, and for other players to go on. (Acknowledge the retcon with PRIVATE pages please.)

    You can only Retcon something that just happened. You can only Retcon your OWN actions. The purpose of a Retcon is not to explore a tree of possibilities relying on different decisions or let a player make up for an action that results in something they don't like. The purpose of a Retcon is to repair damaged continuity as quickly and smoothly as possible. Retcons can't be used to "take back" an action with a dice roll involved. Whether you succeed, fail or fumble, that action has already taken place in the game's continuity.

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    1.251 Secrets and Your Description

    In Persona Play, anything that you put in your description, other players have the right to assume that they know it. That means that if someone walks up to you, they may call you by name, even if they have never met you before! If you belong to a group, and you say so in your description, everybody is free to knows it.

    It's okay to say that you're a vampire in your description in Persona Play, even though there is no visible "virtual" clue. You're just "jumpstarting" the action by letting other players know, Out Of Character, what you are like. Just don't be surprised if they suddenly start talking like they know it. In Persona Play, they have the fair option to say that their character knows anything that you wrote in your description.

    In Roleplaying, though, this isn't the case! Your name is normally only known to those to whom you have introduced yourself. If you want to Roleplay, it is better not to write in the names of organizations to which you belong. The RP way to do it is to mention that group's colors, or that you wear a medallion or ring and describe their insignia.

    In a roleplaying description it is acceptable to write out your entire Longname. It's less acceptable to write "Jojoba likes to think about jousting." or "Jojoba is Daniel's father." --How would anybody ICly know? We'll go so far as to assume that if your longname is in your description, you're well-known enough that folks could ask around and get your first and House name, then go to the Pala Mestra (Hall of Living Memory, sort of like a village library) and look up the rest.

    If you are Roleplaying somebody secretive, it makes good sense not to put in your longname. If you are Roleplaying somebody "famous" (has the Reputation Advantage; see Advantages later on), it makes good sense to put in your longname and maybe even habits you have that are common knowledge: "Jojoba can often be found nursing a Dark Beer over at the Glaive."

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    1.26 The TIMESTOP Rule

    The moment a fight breaks out, a Timestop needs to be called. This is to prevent players from calling in their buddies (even if they have in-character means to do so!). Anybody can demand a Timestop. Then, actions are taking place in slow motion. If others happen along, it's automatically assumed that they're too late. Once the fight has ended all participants who wish, may depart unseen, unhindered. The Timestop rule prevents fights from growing so big they take forever.

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    1.27 When Somebody Won't "Play Right"

    Furcadia's Staff won't be the authority figures when you Persona or Roleplay. If your furre walks into a restaurant and uses a flamethrower to set all the tables on fire but nobody reacts to this IC action, we won't do anything. Furcadia doesn't force anybody to Roleplay or Persona Play.

    If you're serious about having things make sense, you need to get with a group of players who have granted somebody the authority to take action guarding their Continuity. In Furcadia, these are our Guilds.

    If you all belong to the same Guild and using a flamethrower in-character is acceptable, then you might lodge a complaint with your fellow players. Even so, Guilds have extremely limited power, and shouldn't generally be counted upon to be rules enforcers.

    On the other hand, if you find that someone is doing things such as routinely acting on information they shouldn't have In Character, or doing things their character wouldn't be able to do, report them to your Guild and don't play with them. A Guild is like a union, preserving the Continuity and keeping up standards of gameplay. Although some folks like to see gory fighting, the flavor of Furcadia is meant to be "PG". So, when in the non-private RP areas like the Dragonlands, please show restraint and good taste. The object is to be dramatic and exciting yet not "gross".

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    1.28 The Serendipity Roll

    This is for when you want to decide whether or not a non-combat prop is present in a scene.

    In a game that has a GM, the GM may choose to call for a Serendipity Roll rather than arbitrarily make something up. This is because sometimes GMs like to be surprised right along with the players.

    This rule is mainly intended for use online where the setting is handled more by a cooperative consensus. A Serendipity Roll should only be made once per scene, and you must explain what your character is searching for, and get the assent of all those present BEFORE you try to make the roll. After the scene, the prop is gone; do not keep it and add it to your character sheet.
    Roll 2d10 and on an 11 or less, the item is there.
    Add +1 for each point of INTL above 10 to spot the item,
    but subtract 1 for each point of INTL below 10.
    
          Modifiers:
          -ubiquitous to the setting but
                 there's a chance of failure
                 (a pencil or pen in an office;
                 a pinecone in a forest)      +6
         -appropriate to the setting and
                not necessarily in full view
                (a yearbook in a student's
                bedroom; a teddybear in a
                household with a child)       +3
        - item is somewhat common
                but not especially appropriate
                or inappropriate (an onion
                in a refrigerator)            +0
         -common but somewhat 
                inappropriate to the setting:
                (a telephone book in a car),
                or, common but with a more
                specific  requirement (a
                white rose)                   -3
        -inappropriate to the setting
                but it's possible (a silver
                dagger or letter opener in 
                the attic)                    -6
    

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    1.3 COMBAT

    Furre! supports three distinct styles of Roleplay, called Cool1, Cool2, and Cool3. Each is more involved than the one before it, with Cool1 only requiring a character sheet, and Cool3 requiring a number of die rolls and bookkeeping.

    Characters interact not only with each other, but also with the setting, as guided by the Alignment system. Alignments of places can change over time, influenced by the outcome of the struggles that take place there. This is a mystical effect intrinsic to the entire Furcadian world. (Ultimately, this influences the power granted to the kindly Primes or the vicious Dark Primes.)

    On an OOC level, Alignment permits new characters to face more experienced characters on a more even footing. A daring villain making an incursion to assault the headquarters of a troupe of nice furres should be at a disadvantage. So should an army of valorous and virtuous heroes attempting to storm a fortress of evil.
    1.30 Alignments

    ALIGNMENT FOR FURRES
    The basic premise is that "nice" people are slightly more powerful in "nice" places, and "wicked" people are slightly more powerful in "ugly" places. "Neutral" people are strong in the middle but somewhat weaker at both extremes.

    Whether your furre is more "Light" or "Dark" is your OOC choice. You can also choose to be "Neutral", in which case you don't get any bonus but you also get no penalty. If a furre is Light, they will tend to be more sociable, compassionate, merciful, and happy. If a furre is Dark, they will tend to be unsocial, coldhearted, cruel, and unhappy. This "alignment" can't be changed just on a whim. You choose it when you create the character, and it costs 8 experience points to change it. (This keeps characters from flipflopping in a silly fashion).

    ALIGNMENT FOR PLACES
    It's the nature of the Furcadia universe that beautiful locations help "lightside" people to fight, while frightening and ugly places make it harder for them. Conversely, the bad guys ("darkside" characters) do better in the scary areas, and do less well in the colorful cheery happy and well-populated areas.

    This makes it interesting in that a very experienced characters can face new characters on even footing, if the location was well-chosen. For example, a powerful "dark" character could face a wimpier "light" character if they were in a "light" region.

    Whether you're using the Rule of Cool or the Consent Rule, you should try to keep this principle in mind. Locations can be generally graded on a scale of -3 (a desolate graveyard) to +3 (a cathedral honoring Primes and heroes). Notice that nighttime outdoors, because it gets a Darkside -1 for not being colorful, gives evil beings a +1 and good ones a -1.

    Alignment modifiers affect Skill rolls based on Attributes and Skills. They do not affect rolls such as Initiative or Damage.

    A few examples of ratings:
    A pub like Mycroft's: +3
    A pub like the one in the Harshlaw Underground: -1

    LIGHTSIDE MODIFIERS FOR LOCALE

       Lightside traits for places:   Darkside traits for places:
       colorful: +1                   tending to black, gray & white: -1
       well-populated: +1             abandoned, desolate: -1
       comfortable temperature: +1    uncomfortable (too hot, too cold, etc.): -1
    
    Darkside modifiers are the opposite of the above. For example, a public park with a garden during the day might rate a +3. Jorell the Paladin Panther is a Lightside Furre, so he gets +3 to combat rolls there. Gratch the Brutal, Vampyre spawn of Sharok, is a Darkside character and receives a -3.
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    1.31 Consent-based Combat
    Note: It's good etiquette in Persona Play to page somebody OOCly and *ask* if they agree to the conflict. Give the other player the chance to say `No'. That's much better than posing that you're attacking, only to have your opponent merely say (That didn't happen.) For those who enjoy posing their combat actions, it's polite to pose only *your* side of the attack. The "other half", the results, should always be posed by the defender.

    According to the Consent Rule, you can completely ignore anything that you didn't make sense to you. Does that mean that no conflicts will get resolved in Persona Play? Well, not really. If the conflict makes reasonable story-sense (for example, it wasn't just an attack on a stranger out-of-the-blue, then the players should work together to give the conflict some kind of resolution. Whenever two players can't decide instantly what the outcome will be, we offer the use of the Quickie table, designed for Cool2.
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    1.32 Cool1 Combat

    Under Cool1, you may refuse combat ONLY if your character did *nothing* to provoke the other. If this happens, though, your character must *immediately* leave the scene.

    (Another difference between Cool1 and Consent- based combat is that under the Rule of Cool, only "official" elements may exist. For example, a mage couldn't cast a spell that turned a Furre into a Volkswagen, under the Rule of Cool, because that would violate the level of technology and therefore, what exists in the Continuity.)

    1.33 Cool2 Combat
    Under Cool2, you may NOT refuse to fight. You are, however, immune to IC death unless you give the OOC okay for your character to die. At Cool2, there is no pressure whatsoever for you to do this! Combat at Cool2 gives you the option to require use of the "Quickie" Table.

    1.331 The Quickie Table
    The Quickie table always assumes that two furres are in a dangerous conflict, fighting for their lives. For a less serious conflict such as a barroom brawl, you can agree to shift all damage down one level (Near Death becomes Heavily Injured; Heavily Injured becomes Injured, and Injured becomes Uninjured).

    If one furre for some reason isn't fighting back at all (a surprise attack, for instance) they should roll d10 instead of d20.

    USING THE QUICKIE TABLE:

    ENGAGEMENT
    Opponents in a mass fight must pair off ("engage" each other). Each time this is done is a "round". When the Round has been resolved, it's assumed that any conscious participant can safely flee. Use common sense: Folks don't normally go back to eating their potatoes and drinking their ale right away after a fight. (The Defeated would probably leave the scene afterwards, and should be allowed to do so safely, for OOC convenience and courtesy.)

    ASSISTANCE
    Anybody left without any opponent may use the round to Assist another Furre. Assisting grants the assisted fighter a +1. Up to three can Assist; there isn't room for more.

    RESOLVE THE ROUND
    Both combatants roll d20, applying modifiers for the location's Alignment. The highest roller is Winner and the lowest is Defeated.

    Winner's roll - Defeated's roll = Resolution
         

    Resolution

    19 Winner=
    Uninjured .........Defeated=Near Death 18-15 Winner=Uninjured .........Defeated=Heavily Injured 14-11 Winner=Uninjured .........Defeated=Injured 10-9 Winner=Injured ...........Defeated=Near Death 8-4 Winner=Injured ...........Defeated=Heavily Injured 3-1 Winner=Heavily Injured ..........Defeated=Near Death On a tie, neither Furre is the Winner and both are Injured.
    Example: Aurendeer has already paged Doggett, asking if he may attack Doggett. Doggett has paged back, saying, "Go ahead, and try, but I'm going to fight back." The character of Doggett has alot of In-Character history, and his player doesn't want him to die. In Furcadia, that's VERY acceptable. Both type roll d20. Aurendeer gets a 13. Doggett gets a 6. Aurendeer is the Winner and the Resolution is 7. Thus, Aurendeer is Injured but Doggett will be Heavily Injured. The first pose should come from the Winner. Here's what they posed:

        Aurendeer leaps at Doggett, trying to slash his throat with a dagger.
        Doggett snarls and throws up his forearm, and the blade makes a nasty cut
            on Doggett's forearm!  He kicks at Aurendeer's head.
        Aurendeer is clipped by Doggett's boot but as he leans back he drags
            his dagger!
        Doggett says, "You won't get away with this, son of Garrick!"
        Doggett clutches his wounded arm; the blood makes a spreading stain.  He
            jump-kicks at Aurendeer.
        Aurendeer takes the kick square in the chest.  He doesn't even stagger
            but you hear ribs crack.
        Aurendeer froths at the mouth as he lunges with his knife.
        Doggett is stabbed in the gut!  His eyes bug as he makes a strangled
            cry of pain!
    
    Back to index.

    1.34 Cool3 Combat

    ( UNDER CONSTRUCTION! )
    This is the most complicated of the three Cool levels. Cool 3 resembles traditional pencil/dice tabletop RPGs. The defender poses what happens to their character, while the attacker only poses what they tried to do.
    ***(HEALING RULES NOT IN YET.)***
    
    HIT POINTS
    When you have less than half your hit points (ignore fractions), you are
    Heavily Injured, and receive a -3 penalty to all physical Actions
    and all Actions requiring attention, such as spellcasting or
    psionics.   (Initiative, Damage, etc. are unaffected.)
    
        PHYS HP
         7   5    an elderly person with fragile bones
         8   6    a child or younger teen, a typical phoenix
         9   8    a typical musteline, rodent or lagomorph
         10  10   a typical canine or feline
         11  13   Indiana Jones, Lara Croft.  A typical equine or dragon.
         12  17   Conan the Barbarian, Wonder Woman
         13  22   The Terminator, Metropolita
    
    UNARMED DAMAGE
      *Typical Furres don't do much damage to one another
      with their fists.
       PHY 1-2/3-8/9-10 on a d10 roll
         7   0/1/1
         8   1/1/1
         9   1/1/2
         10  1/2/3
         11  2/3/4
         12  2/4/6
         13  3/5/7
    
    INITIATIVE
    Combat is accomplished in "Rounds", made up of "Turns".
    Each player rolls a d10, and translates this to one of three 
    Initiative numbers. At the start of each Round, players
    announce what they are doing, in order from worst to best
    Initiative.  They take their Turns in order from best to
    worst.  A furre may hold their Turn indefinitely,
    interrupting to pre-empt the Turn of anyone without an "older" saved
    Turn.  (They may not save up more than one Turn.)
    
       DEFT 1-2/3-8/9-10 on a d10 roll
         7   0/1/1
         8   1/1/1
         9   1/1/2
         10  1/2/3
         11  2/3/4
         12  2/4/6
         13  3/5/7 
    
    ACTIONS
    A Turn may consists of Actions (things that require 
    a die roll), and Movement.  A Furre may do things
    other than what they Declared, at a penalty of -4 to all Actions.
    Movement may include trivial things like picking up a weapon, 
    drawing a weapon, etc.  A change in location of up to 4 squares 
    is permitted (no diagonal movement).  Movement may be done either 
    before or after the die-roll Action(s) but it may not be broken up
    into Move-Act-Move.
    
    IMPORTANT: DOUBLES ARE CRITICALS
       Any roll of doubles is either a critical success or 
    critical failure.  (Use `ROLL' instead of the `roll' command.)
    Players who "overextend" by daring to take
    too many Actions, etc., are risking a greater chance of rotten
    consequences.  Roll a d10.
    
    CRITICAL SUCCESSES
      ROLL
       1  Target's armor damaged, losing -1/-1 before attack damage is applied.
          For no armor, use 2.
       2  Attacker gets an extra Action after this one, with no further 
          Multiple Action penalty.
       3  Target falls down, requiring a full Turn to get up again.
       4  Target gets only 1/2 normal armor protection (round down) vs this attack.
       5  Target takes its own PHYS roll in damage; its armor does count towards damage.
       6  Target drops something.  If nothing is droppable, use 3.
       7  Free Head Shot.  Target gets only Helmet value for armor.
          If any points get through, target must roll their PHYS-2 
          on 2d10 to stay conscious. (They can make regular rolls to
          regain consciousness.)
       9  Target disarmed.  For no weapons, use 3.
       10 Roll twice & combine.
    
    CRITICAL FAILURES
       1  Strike wrong target (Target's player chooses.)
          Roll 2d10 to get 10-new target's Defense Modifier to hit.
       2  Target gets a free roll to hit.
       3  Attacker falls down.  Takes a full Turn to get back up.
       4  Weapon jammed.  Takes a full Turn to unjam it.
          If not possible, defaults to 5.
       5  Attacker takes its own PHYS roll in damage.  Its armor
          counts.
       6  Attacker drops something.  Defaults to 7.
       7  Weapon stuck.  Roll damage.  You must roll that amount
          or higher on your PHYS roll to free the weapon.
          It takes a full Move to try.
       8  Attacker's armor is damaged, losing -1/-1 protection.
       9  Attacker off-balance, and loses 1 point of Defense
          until they take their next Turn.
       10 Roll twice & combine.
    
    KNOCKOUT
         A character that takes over 1/2 their remaining hits in one blow
         falls unconscious.
    
    ATTACK ACTIONS
       Punching.  The player rolls 2d10.  To hit, they must roll:
            (DEFT + Punch Skill Plusses - Opponent's Melee Defense) or lower.
            If successful, they roll d10 to determine one of the three
            possible Unarmed Damage amounts.  This is compared on the
            Total Armor table, to find the points of damage that get
            through.
       Kick.  The player rolls 2d10.  To hit, they must roll:
            (DEFT + Kick Skill Plusses - Opponent's Melee Defense) or lower.
            If successful, they roll d10 one level higher on the Damage
            chart (for example, a character with PHYS 11 has a Damage
            roll of 2/3/4). This is compared on the
            Total Armor table, to find the points of damage that get
            through.
       Melee Weapon Attack. The character rolls 2d10.  To hit, they must roll:
            (DEFT + Weapon Skill Plusses - Opponent's Melee Defense) or lower.
            If successful, they roll d10 for the weapon's Damage. This is compared on the
            Total Armor table, to find the points of damage that get
            through.
       Missile Weapon Attack.  The character rolls 2d10.  To hit, they must roll:
            (DEFT + Weapon Skill Plusses - Range Modifiers - Opponent's Missile Defense)
            If successful, they roll d10 for the weapon's Damage.  This is compared on the
            Total Armor table, to find the points of damage that get
            through.
    
    
    COMBAT MANEUVERS
       Multiple Actions -2 to each Action
       Avoid Armor      -1 to hit per point of armor worn.
       Desperation      +2 to PHYS (recalculate damage), +2 Damage levels,
                                 -2 on all skill checks and defense until
                                 they take their turn the next Round.
       Disarm  -2 to hit, inflicts no damage.  On a successful roll,
                  target must roll their PHYS-1 or less on 2d10 or else
                  drop the object specified.  Picking it up again requires
                  Movement.
       Full Defense     Character sacrifices their full Action to receive a +2
                  to their Defensive Value.  This lasts until they take their
                  next Turn.
       Death Blow    An attacker may attempt to slay their opponent instantly
                  by scoring a hit on a vital organ.  The difficulty penalty
                  is -8.  If the death blow hits and inflicts any damage past the
                  target's armor, the target must roll their PHYS or less on
                  2d10 at a penalty of -1 per point of damage inflicted.  If
                  the roll fails, the target dies instantly.  If the roll
                  succeeds, the target is left bleeding 1 hit point per combat
                  round, either until htey die or are healed.  
                  (Note to paper-game GMs: NPC's should only use death blows in 
                  pivotal plot-critical duels.)
       Grapple     Attacker rolls to hit using the Grapple skill.
                   On a successful hit, the attacker gets the defender in 
                   a hold. A grapple inflicts no damage but if the Grapple roll
                   is successful then the victim is completely immobilized.
                   They may perform no Actions (no headbutting, no biting,
                   no psionic tricks, no magic, etc.)  A grappler may "squeeze"
                   to deal their PHYS roll in damage to their victim.  Squeezing
                   takes a full Turn.  The defender may either attempt to
                   break free or counter-grapple on their own Action (these
                   are both counted as Movement).  To break free, the defender
                   rolls their PHYS roll.  The attacker rolls their PHYS roll 
                   to resist the escape.  If the defender rolls higher, then 
                   they escape the grapple, and may take their full Movement
                   and Action(s).  A successful counter-grapple enables them
                   to use their full Action to inflict PHYS damage.  A Grapple
                   may be attempted at a -3 penalty to hit, to put the opponent
                   in a hold from which they can do nothing but attempt to
                   escape.
        Two-weapon Style  ("Florentine")  Characters may carry two 1-handed
            weapons, one in each hand.  The two weapons may both be used to
            attack, at a penalty of -1 to hit with each.  Attacks beyond this
            incur the normal Multiple Action penalties.  A wepaon in the "off
            hand" suffers an additional -1 penalty to hit, and the PHYS requirement
            of off-hand weapons is increased by two points.
       BITE (information to come)
       TRIP (information to come)
       OFFENSIVE ASSIST (information to come)
    
    
    DEFENSE VALUES
    This is a tricky chapter but it's crucial to correct execution of combat:
    
    Every character has a Melee Defense Modifier and Missile Defense Modifier.
    This is a number subtracted from an opponent's chance to affect you.  Some
    Defense Modifiers can come from several possible places; the player may
    choose which one to use.  To calculate a Defense Modifier, add the relevant
    Attribute+Skill and subtract 10.  (If the character is VERY bad at it,
    the Defense Modifier can even give the opponent a bonus to hit them!)
    
      Defense Type   Legal Sources
       MELEE        DEFT+Dodge, DEFT+Shield, DEFT+Weapon, or DEFT+Kick.  
                    (Add Parry Bonus if using a Shield.)
       MISSILE      DEFT+Dodge or DEFT+Shield
    
    
    WAKING FROM UNCONSCIOUSNESS
         A character must roll their remaining PHYS+2 or less on 2d10.  This
    takes place between Turns, starting with the end of the Turn in which they
    went unconscious.
    
    DEATH
    A character whose total remaining hit points fall below zero is dying. 
    A dying character loses an additional hit point per minute from blood loss.
    Bleeding can be stopped by a successful INT+Medical Skill Plusses roll.
    When the character's hit points drop to the negative value of their original
    Hits, they are dead.
    
    


    2.0 Making Your Character: Get Furred!


    Character generation gives you the license to claim different Traits, Advantages, Disadvantages and Skills when you're in those heavy-RP places. It also sets up the potential for your character to be related to someone you have never met, through the Houses.


    Back to index.



    2.1 Choices, Choices:

    A Furre Is Born!

    2.11 What is your name?

    Your name can reflect alot about your character's ancestry or ethnic background. Furcadia has many parallels to the real historical Earth. Furres can come from Eriu (Irish), Albion (English), Espallia (Spanish), Frrance (French), the Alemanish States (Germanic), the Mountain Lands of Vorsava (Polish), Moscavy (Russian), Grreece (Greek), Kohazzah (Turkey), Barabia (Arabic, Israeli, etc.), Tunis ("city" African and Egyptian), Valgor (tribal African), Taigoria (a distant Oriental empire), Catolia (Italy, where Magic fails and Reason rules), Kasuria, and Drakoria.

    Back to index.


    2.12 A NOTE ON KASURIA
    Play can take place in Kasuria, which is something like a Furry Atlantis. It is slightly more magical than the other lands, but still strongly resembles your typical medieval fantasy world. There are few Supernaturals in Kasuria. This is a *given*. In-Character, the mages are far too easily capable of detecting and destroying weres, vampires, etcetera, and there are laws against them. So, they exist but Kasuria has very few Supernaturals.

    Kasuria is ruled by King Constantine, and the Council of Counts and Countesses. The colder Northern Counties (which are too cold for Raptors) are Kosh, Hurpha, Lithe, Spreekle, Aldric, and Raideth. Leejis and Skyhaven are two cities loyal to the king in the mountainous lands surrounding Mt. A'Kerry. The Middle Counties are Malcom, Sormegar, Glasny, Sontray, Ralston, and Challis. The Southern Counties are Rovarri, Harfang, Darvin, Symbidia, Desdemond, and Tranzish. Malgrave, the King's capital city, is in a region called Old Kasuria, which includes Mount Kasuria.

    Kasuria Map Malgrave Map

    You can change your name later if you like. In addition to this name, there's a special system Furres have, called "long" naming, that includes prefixes and other names. Longnaming is a custom used in nearly every Furre Continuity, regardless of culture. Longnames

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    2.2 What is your gender?

    You can play a Furre that's male or female. This is an arbitrary choice but you won't be able to change this later. We do permit players to play alternate genders, so we also have Undecided. (Hermaphrodites are not unknown in Kasuria. The natives of Sheel also acknowledge the existence of the neuter gender, for which they use special pronouns.)

    Please remember that your real-life gender is private information. You don't have the right to know the gender of another player, and you're not obligated to tell anyone your real gender. In a multi-player game, it's common to play a character of the opposite gender, and also to pretend to be a -player- of the opposite sex. Repeatedly paging a player to ask their real-life gender, however, is considered harassment.

    Back to index.

    2.3 The Five Types of Furres

    What is your Type and Species?

    There are Rodents, Mustelines, Canines, Equines, Felines, Lapines, and Bugges in Furcadia. (There are also, for those players who have purchased the perk, Dragons, and Phoenixes.) Other mammals may exist but, for graphics reasons, they're somewhat out of the scope of this game. Birds, insects, and reptiles occupy the position of the lower animals in Furcadia. Here are the "stat bases" for each Type, to which you will be allowed to customize using points.
     Base Stats:P  D  I  W  Ma Ps
      Dragon    9  8  7  8  4  5  (flame breath, telepathy, toughness)
      Phoenix   7  8  8  7  5  3  (flight, "recall-heal-from-death")
      Equine    9  7  8  8  4  4  (+1 Hit Point)
      Canine    8  8  8  8  4  4  (+2 Skill Points)
      Feline    8  8  8  8  4  4  (+1 level Unarmed damage for Claws)
      Musteline 7  9  8  8  4  4  (+1 level on Initiative Chart)
      Lagomorph 7  9  8  8  4  4  (+1 level on Initiative Chart)
      Rodent    7  8  8  9  4  4  (+1 level on Initiative Chart)
      Bugge     8  8  8  8  5  5
    


    Note: Just as real-life humans hate cannibalism and outlaw it, Furres hate and outlaw the practice of "Sennibalism", that is, eating a sentient (intelligent, thinking, reasoning) being.

    DRAGONLANDS

    In the Dragonlands Continuity, there are three non-Furre "Types": Wyrmmes (dragon people), Bugges (insect people), and Byrddes (such as Phoenixes). For more information see the Dragonlands document. Dragonlands Here's a list of a few suggested Furre species:
    Lapines: Rabbits, Hares, Conies
    Rodents: Mice, Rats, Capybaras
    Mustelines: Otters, Weasels, Ermines, Ferrets, Skunks, Wolverines, Badgers
    Felines: Cats, Ocelots, Lynxes, Cheetahs, Jaguars, Snow Leopards,
    Tigers, Lions, Leopards
    Canines: Dogs, Wolves, Coyotes, Foxes, Hyenas, Hunting Dogs, Fennecs
    Equines: Horses, Donkeys, Zebras, Mules

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    2.4 Color Choices

    What colors are you?

    A Furre has a fur color and eye color. A random set of clothing colors is generated, but you can tweak your choices of vest color, cape color, bracers/loincloth color, trousers color, and boots color. These modify the small character figures in Furcadia.

    Furres have hair (sometimes we call it "headfur") and like to color it all sorts of colors. Also, it's possible, with the aid of an expensive potion, for two animals of different kinds to have children. Thus, it's not unheard of for there to be cheetah-spotted ferrets with pink hair, and so on.
    Back to index.

    2.5 Attributes

    After choosing your Type (Section 2.3 above), you decide how to spend 10 points between the following four Attributes: PHYSique, DEFTness, INTElligence, and WILL. You may not add more than 4 points to any one. (There are two other Attributes, MAGic and PSIonics. You may only raise these scores with Advantages.)
       *Timesaver Option:  Here are four recommended stat balances.
       Choose one, and assign the plusses to four Attributes:
    
       +4,+4,+1,+1 -Extremely specialized.
       +4,+3,+2,+1 -Somewhat specialized.
       +3,+3,+3,+1 -Balanced, but with a weak spot.
       +3,+3,+2,+2 -Mostly balanced.
    
  • Physique (PHYS) Physical strength, fitness, and health.
  • Deftness (DEFT) Manual dexterity, speed, reaction time, and agility.
  • Intellect (INTL) Intelligence, intuition and education.
  • Willpower (WILL) Personality and appearance, as well as fortitude, empathy, and resistance to mental assault.
  • Magic (MAG) Potential for casting spells, resistance to persistent magical effects. This is also the Magic Defense Modifier.
  • Psionic (PSI) Potential for telepathy, telekinesis, etc., and resistance to persistent psionic effects. This is also the Psionic Defense Modifier.
    Back to index.

    3.0 Advantages and Disadvantages

    How are you different from other Furres?

    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.
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    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.

    Back to index.


    3.41 ROLEPLAYING GUILDS

    These are organizations by and for players. They keep your character sheet records, and keep track of Character Advancement. Because it takes a lot of effort and can so easily be messed up, we don't recommend permitting players to buy new Restricted Advantages (Supernaturals don't usually acquire new powers.) We do recommend that Disadvantages be permitted to be "bought off" at a cost of 10 Advancement Points to 1 Disad Point. At the Guild Head's discretion, new Advantages might be bought, at the same 10-to-1 cost.

    Guild Heads, you should have some documentation of your rules. You should have a list of what Advantages may be bought later in play, and how you'll award (or automatically dispense) experience points. After much experience, we recommend that advancement be PURELY based on the RL age of the character (see Advancement under Skills). This prevents complaints of Game- Master favoritism. An alternate rule is that if your character dies, you may create a new character based on the same number of points. Another alternate rule is that you may play multiple characters but only one with Restricted abilities at any given time, and that this Restricted Abilities character may have up to 7 points each in Ads/Disads.

    ONE THING RP Guilds should generally not to do, is to invent new Advantages and Disadvantages. That helps ensure that a character is easily transferred to a new Guild, and that new players never have to read much in the way of "special" rules. It also makes character generation more fair: There *are* Disadvantages that really are "wimpy" and the fact that there are not so many of these prevents a single character from having *all* "wimpy" Disads.

    We make no guarantee against favoritism. A Guild is first and foremost a group of friends who play together; they are not obligated to be "fair". To help control the makeup of a play environment, a Guild might list its "slots," which are roleplaying niches the Guild Heads wish to be filled. We recommend that they be filled on a first-come, first-served basis, with a provision that the Guild Heads may remove a character that isn't played for a RL month. Some online text games have a custom of "Apps", that is, submitting applications for characters. We don't recommend this because of the inevitable complaints of favoritism. We do recommend that final character sheets of characters with Restricted Traits require the approval of more than one Guild Head. (Note: There is no "Criminals" character class, but the prevalence of criminal backgrounds does need to be controlled by Guild Heads.)

    Here's a typical Guild roster:
         3 Males with Pedigree Great House
         3 Females with Pedigree Great House
         6 Males with Pedigree Lesser House
         6 Females with Pedigree Lesser House
         1 Vampire, advantages/disadvantages already designed.
         1 Were, advantages/disadvantages already designed
         2 Female ElvenFurres
         2 Male ElvenFurres
         2 Female Mages
         2 Male Mages
         2 Female Supernaturals other than the above- Apps required!
         2 Male Supernaturals other than the above- Apps required!
         8 Male Criminals
         8 Female Criminals
    

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    3.42 RESTRICTED ADVANTAGES

    These are the very special abilities that may or may not be permitted in a game run by a GM.

    3.421 Mage: It costs (-2) points to be a Mage from Kasuria. A mage from Drakoria is called a Shaman, and they have very different traditions than the Kasurian Mages. Magical effects performed spontaneously are very temporary. It takes a ritual to accomplish something permanent.

    Being a Mage means that you may buy spells which are Skills that only Mages can have. Magical spells are performed with visible gestures and audible incantations. This process is easily interrupted by physical attacks, especially if accomplished with a missile weapon such as a thrown dagger. A spell gives others plenty of time to notice, cross the room, and attack. A spell may be used 3 times per (Real Life) day (and no, you cannot buy a Spell twice to get 6 uses, etc.) Spells are bought to fill regular SKILL slots, from the Spells list, so we advise Mages to be well-educated.

    In Persona Play, harmful spells are used as explanations of the Quickie Table's Resolution. For example, a result of the Defeated being Heavily Injured could be posed as a use of Magical Harm that badly burned the Mage's target.

        MAGE SPELLS:
        Color_Change  -Changes eye and fur and hair colors.  1 RL Week.
        Sex_Change  -Alchemist decides upon its creation whether it's male-to-
             female, etc.  Has no effect on targets of gender other than intended.
             1 RL Week.
        Magical_Healing  -For each separate wounding, roll your Spark or lower. 
             [Spark = (Wits+Pedigree) divided by 2, drop any remainder]
             A Mage may try to heal any individual wounding only *once*.
             A successful roll negates that injury.  A fumble (a failure
             in which the Mage rolled doubles) results in a new Injury!  
        Magical_Harm -Possible ranged attack during posed combat.  Always visible.
        Scarhawk -Changes the drinker into a 2.5 meter tall hawk.  Intelligence
             is heavily impaired.  Wears off in a RL hour.
        Kiwi  -Changes the drinker into a half-meter-tall cute bird.  Intelligence
             is a bit reduced.  Wears off in a RL week.
        Ostrix  -Changes the drinker into an Ostrix.  Intelligence is unaffected.
             Wears off in a RL week.
        Aging  -Adds 42 years to a Furre's age.
        Lifesaving  -Cures all mundane diseases, *and* treats dangerous wounds.
        Regeneration  -This is the effect of regrowing a limb or sensory organ,
             which the various forms of Healing cannot do.  Permanent.
        Resurrection  -One Furre's Resurrection (whether Potion, or Spell) can be
             used on any other's body only *once*, after which it doesn't work.
             Permanent.  Subsequent uses of the same last only a week!!!
        Destroy  -Destroys a limb or sensory organ (such as eye or ear).
        Scarhawk  -Changes the caster into a full-sized yet intelligent Scarhawk.
             Lasts a RL week.
        Anagathica  Removes 42 years from a person's age.  1 RL Week 
        Water-Breathing  1 RL Day
        Water Walking  1 RL Day
    
    3.422 Supernaturals: (-2)
    Having bought this Advantage means that if you also buy the ability "Mage" for 2 more Advantage Points, you can perform a Spell without the Mage's visible gestures and incantations; it means that magical ability you have is an innate one. As a perk, though, the character is immune to disease, and ages very very slowly. Note that they must still purchase Ageless if they wish to claim to be anything other than their apparent age! Supernatural Abilities are bought from the Spells list, and fill regular Skill slots. You must buy this ability before you can purchase any Supernatural Advantage.

    3.4221 VampFurres
    The first Vampfurres were the thirteen rulers and priests who attempted, through a mystical ceremony, to set the Dark Prime Mirmoggin free. For this they were both cursed and blessed by the Dark Primes. Their names are spoken of only in whispers, but they are known to Vampfurres as "The Coven". Popular legends about Kasurian Vampfurres name three of the oldest Karkus, Payne, and Ameliora. They are not truly immortal but they can live up to a millenium. They say a Vampire can be created by killing a Furre, then pouring a full cup of a Vampire's blood poured into their mouth. To cure a Vampire requires a Potion or Spell of Resurrection, or (legend has it) the Scent of the Dragon. A word of warning to all mortal Furres: Vampfurres (a.k.a. Vampires, Vampyres, Wamphyri, etc.) Vampfurres are renowned for their inhumanity (infurremanity?). They are not the romantic charmers of Anne Rice...

    Unlike mortals, Vampyre Furres that are Injured more than once only suffer a -1 penalty from all Injuries together, and a -3 from all Heavy Injuries together. Thus, a terribly wounded Vampyre Furre will not get more than a -4. Healing times, however, are unchanged, and it's assumed that this time is spent getting blood, resting, etc.

    More About Vampfurres

    3.4222 WereFurres
    In the context of Furcadia, there *are* were wolves, cats, etc. This is *always* a curse, however. Under the right conditions, the victim turns into a huge four-legged version of the animal. They are blind with rage and pain, and are driven to try to murder. Conditions for changing back may include having to kill an animal or a Furre.

    There are also Were-Ostrixes and Were-Raptors.

    There are very few tales of the WereFurres, but it is said that some can grow to be three stories tall, capable of walking over and through barns, houses, and castles!

    There are no were-dragons or were-bugges, however. WereFurres heal in 1/3 normal time. For example, they heal an Injury in only 1 RL day!

    More About Werefurres

    Back to index.
    3.4223 ElvenFurres: (-2)
    In the world of Kasuria, there are graceful, slender, more magical beings analogous to human elves of real world fantasy literature. They cannot produce fertile offspring with other Furres (or any other Non-ElvenFurre race for that matter), not even with the aid of a potion. They have profuse headfur, large slightly slanting eyes, and prominent backswept fringed ears. They are generally shy and live in the woods and secret hidden cities.

    In Malgrave there are perhaps three dozen of them in all. In all the other cities, never more than a dozen. Their high queen is named Titaniel. Because they are a wee bit luckier than mortals, ElvenFurres get a +1 on any Quickie roll.

    Click here for ElvenFurre details.

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    3.4224 Phoenixes: (-4, RESTRICTED)
    Amongst the air-sailors of Drakoria, there are tales of a race of beautiful bird-people who burst into flames, live forever and sing with a double-voice. Now we know- They're not just a myth, but the Phoenix (or Byrdde, as the feathered equivalent of a Furre is called) is still quite rare!

    Phoenixes don't die of old age. When they reach a century, they burst into flames, to be reborn as an innocent young adult phoenix. When this happens, they lose memories of all but their most recent century. (Thus, they usually build excellent, but not ultimate skills.)

    There are other powers Phoenixes learn, and they are secret (like the hidden talents of the WereFurres and Vampyres). The most important is using their flame to teleport to a location should they die!

    All Phoenixes have a horror of tight spaces. Thus, they can not live in underground cities and so forth. They are a little uncomfortable in buildings. The way they are built makes them very uncomfortable riding an ostrix or a scarhawk, but they can do it.

    All phoenixes have an inborn ability to detect a lie. They can only tell if the speaker thinks they are telling the truth. They can also tell if the speaker is "lying by omission", that is, they can tell if the speaker is being deceitful on purpose by leaving something important out. The phoenix symbollizes honesty and accuracy.

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    3.423 QuarterPrimes: (-2)

    The Dragon is the primordial being responsible for Furcadian creation. Its offspring are the Primes, godlike spirits, sometimes referred to as "AngelFurres". These are the most powerful beings in the Furcadian worlds. Long ago they interbred with mortal to produce HalfPrimes. (The Dragon and the Primes are not permitted as player-character because they're reserved for Furcadia Staff use only. HalfPrimes are not allowed because they are too powerful.) The children of HalfPrimes are referred to as the QuarterPrimes. A LIST OF PRIMES AND DARK PRIMES

    QuarterPrimes (and their subcategory, QuarterDarkPrimes) are sometimes referred to as "Immortals". QuarterPrimes are *rare*. They sometimes have wings. (See Winged Flight below) Sometimes the wings are non-functioning. Grandchildren of a Dark Primes have dark leathery wings, while those of a Prime will have bright feathery wings. You'll NEVER see bright "batlike" wings or dark "birdlike" wings on a QuarterPrime. Primes are not fertile with each other. HalfPrimes and QuarterPrimes are also infertile with all other HalfPrimes or QuarterPrimes. Thus, you will not find a descendant of more than one Prime. QuarterPrimes have varying special talents.

    Those with Dark Prime blood will tend towards sinister things, and those with Prime blood will tend towards positive "happy" "nice" things. *Which* Prime or Dark Prime it is, also heavily influences the choice: a grandchild of Aristaya shouldn't have fins and gills as that is appropriate to a grandchild of Dahlsea.

    It is rumored that some QuarterPrimes keep their heritage secret because their power can be stolen if they are beheaded by another QuarterPrime. Quarter Primes can perform Healing exactly like a Mage can, except that they can not Fumble. Quarter Dark Primes have a very different power: they may point at a wound and curse it to be unhealable by any magical means.
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    3.425 Advanced Telepath (RESTRICTED; 3 Points, Can't be Age_Kid)

    As Telepath, but you can also contact someone with whom you are personally familiar, without the line-of-sight restriction. This is learned through years of arduous practice, meditation, and the like. (If you already have the Advantage of `Telepathy', and the Rah gives permission to "upgrade" then count the 1 point as payment towards this already.) If an Advanced Telepath performs an Assist, they may add 2 points instead of just 1.
    Back to index.
    3.426 Alchemist: (RESTRICTED; costs 1 pt per Potion known, minimum 3, and the Rah must grant their approval to the choice of Potions.)

    All the Mage abilities may be accomplished by making Potions. A potion is a one-time use of an ability/effect. To make a potion, the Rah is informed by the Alchemist. If the Rah decides that the Alchemist character has been played well, then the potion comes into being 30 days after that. The potion is "good" for another 30 days, but after that, loses its power completely. It isn't legal to create an Alchemist alt just for their potion-making. All effects having to do with telepathy, empathy, and other psionics may not be done by a Mage, however. This is where Alchemists are *very* special.
              List A Potions:  Color_Change, Sex_Change, Magical_Harm,
                 Kiwi, Ostrix, Aging, Destroy, Scarhawk
                 * Potion of Binding:  The subject's mind is made very readable
                   by those with Telepathy.  A Kajutar Mindscourage uses this
                   dreaded drink to permanently enthrall a mindslave.  The
                   blood of a Kajutar Mindscourge is an important ingredient.
              List B Potions: Magical_Healing, Lifesaving, Regeneration,
                 Anagathica, Water-Breathing, Water Walking, Resurrection
                 * Potion of Antipathy:  For one RL day, all Telepathic 
                   effects from or upon the imbiber are null and void.  A 
                   Kasurian Dragonrider will resume Telepathy with their
                   true dragon afterwards, but any Binding of a Kasurian
                   Dragon or a mindslave will be shattered.  One of the
                   ingredients in this potion is the blood of an Antipath.
    
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    3.427 Kajutar Mindscourge Wyrmme (RESTRICTED; 3 Points, Wyrmmes Only!)

    Your specialty is inflicting pain telepathically, an ability that is not possible for Furres or Bugges. Related to the Lords and Ladies of Drakoria, your Pedigree is 11. You most likely have a number of Furre and Bugge slaves in your household. With almost no effort, you can instantaneously inflict a flash of searing pain that paralyzes your thrall for four seconds. On a non-Thrall, you may make an attempt to do so (RPers, roll 2d10 to roll greater than the victim's (Spark+5). Any Injury delivered by a Mindscourge Wyrmme causes a -2 penalty instead of the usual -1.
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         A DESIGNER'S NOTE
         You've probably noticed that anything not a regular
         Furre (Mer-furre, Nymph-furre, ANYTHING 
         unusual) must pay *some* points.  This DOES mean that unusual 
         characters are slightly weaker than normal Furres.  The world
         of Furcadia is, by and large, dominated by ordinary Furres,
         and not the supernaturals or the other races.
    
    3.43 RESTRICTED NEUTRALS * Addiction: Blood (0) Nobody really seems to care in a Fantasy setting. * Addiction: Cruelty (0) This is too wimpy to be worth real points. * Vampfurre Lacunas: (0) NPCs (gamemaster characters) may possess these but we don't give players points for them.

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    3.44 Limits in the Dragonlands Continuity...

    The following are powers we have deemed to be a) too powerful to give even the NPCs, b) not fun for other player characters and/or c) just can't be done credibly in the scope of our game. They're listed here in part so that a Guild leader has some warning that there are some abilities that it's best not to let loose in a game. They are very common and COMPLETELY ACCEPTABLE in Persona Play. * Major Artifact (*) Artifacts have to be the property of the game and the Guilds' continuities. Magic items exist but they are NOT given away as Advantages. * Shift_Planes (*) This power implies the existence of other worlds, and we're sorry but we can't permit players to invent other dimensions, or to claim a connection between the worlds of Furcadia and any other place. * Prime_Hearing (*) (This power is the power of Primes and Dark Primes to *know* when they are being talked about!) * Wingless_Flight (*) This one is inappropriate; it feels like Superheroes. (Then again-- if you're in a Superheroic Continui