This one really caught my eye as it delves deeply into the nature of marriage and inheritance in the DL canon, as well as homosexuality's roll in it! HERE
Inheritance, Marriage, and Sexuality
QUOTE
...what about homosexuality?
In general, the Dragonlands is a medieval world with some prejudice against gay relationships. Most people believe that marriage is for the purpose of producing an heir while forming a longterm alliance with another family.
Remember, this is medieval times. Arranged marriages are the norm. You don't have to be gay to hate that you're supposed to marry a particular person, and most furres go through with what their families have decided. I know that's a bit tough for us modern people to wrap our brains around it, but that's what the medieval world was like.
Not only does wealth (especially lands) follow the line of inheritance, so does authority. That means that every noble heir stands a chance of being liege lady/lord over more and more people. Heirs concentrate political clout. Trueborn kings and queens are especially important because they can declare truces. (In some countries, however, declaring war wasn't an acceptable kingly power.) The family of the non-reigning sovereign are expecting to become royalty by being blood relatives of the new king.
On top of all this, there is a superstition that being "trueborn" is somehow inherently better than being born out of wedlock. That's why it's such a big hairy deal that the king wants and needs a crown prince, in all those old tales.
In the Olde World, reactions vary...
In the Furre parallel to Africa, there are tribes where the malefurres marry several womenfurres but then the ladies live in households apart from each other. (They do this to better exploit desert scrub with their herd animals.) The ensuing children are very very wanted as labor, and children of different ages have specific duties. In general, the more children, the better. The females are likely to be bitterly jealous of each other (at best, they are chilly rivals). If the male loses interest, it means not conceiving subsequent children.
Here, there is a superstition that by visiting his wives, the male gives some of his magical power to his family members. It's apparently passed on via sex, so a gay relationship is "wasting" this precious whatever.
In the Furre parallel to Japan, homosexual relationships are accepted without any stigma-- as long as the person also upholds their duty to the family by getting married to someone of the opposite gender and producing at least one inheriting male child. Samurai would openly "court" same-sex lovers (nenja).
QUOTE
is there (a law against gay relationships) already in effect?
There is no law against gay relationships. There is no law against a married person having a lover on the side, either. Both, however, are severely frowned-upon-- to the point of being whipped and/or stoned and/or killed if you're caught. (Murdering people IS against the law but in a case like this, it's the community rising up together, so it's unlikely justice will be served.)
However, only spouses and/or children born in wedlock may inherit. If it looks like somebody's same-sex relationship is going to result in that person inheriting their partner's wealth, their family has the legal right to put a stop to it. Being gay is grounds for being declared crazy, and crazy people can't make binding legal agreements. If there is a protest, the court usually steps in and distributes the dead furre's possessions according to marriage and being a trueborn heir.
QUOTE
is there (a law against gay marriage) already in effect?
No- but there's no need, not any more than there's a need for a law forbidding a furre to marry the sofa. If he/she attempts to leave his/her wealth to the sofa, the courts ignore the will.
QUOTE
And, how would the normal Furres act towards homosexuality?
In uptight Kasuria, it's often treated as an "inferior" kind of relationship because it doesn't result in the financial and philosophical union of two bloodlines. The more high-class the family is, the worse this gets. In general, low-class furres tend not to worry about it nearly so much.
Unlike the historical medieval world, furres in the fictional world of the Dragonlands are not as guilty of the real-world stereotypes that gay men are sissies and gay women are brutes.
In the real world, human men were expected to take up arms and sacrifice their lives in defense of their families, while human women were excused from weapons duty for the sake of raising children. The societies of the Olde World are much like this too, but Kasuria is more equal-opportunity. Kasuria has both male and female soldiers/knights/warriors. Kasuria also has a cultural recognition of a class of furres who are neither.
QUOTE
Also, I know that Dragonlands is a PG rating, and the Harry Potter books were, too (in fact, the author, J. K. Rowling, revealed that Dumbledor was gay). But would homosexuality play any role against the continuity or what?
Technically, the Dragonlands doesn't really have 'a rating'. Dreams have ratings. There are two Dragonlands Dreams reserved for IC-only play: Goldwyn, and Theriopolis. Both are rated T+.
I try to keep the official descriptions of the Dragonlands appropriate to age 13 and up ("T+"). For example, there's no official web page with detailed description of how slavery is practiced in Drakoria; I think that would be more like movie-rating-R, or Dream-rating M16+ because it would include a whole bunch of info about torture.
Torture (and other beyond-T13+ topics) do exist in the Dragonlands universe. It's up to what furres want to play, in their own Dreams, and what standards they personally prefer.
QUOTE
Does the new King plan to have a decree against that...?
None has been announced. It is possible. He's the king; he can make eating with your fingers a crime for which furres must be hanged, right?
There's no law against gay marriage but that's probably because noble families already have far too many reasons to not do it. Or, at least they think they do. By Kasurian law, inheritance goes to the male's first-born child (whether the furreling is male OR female).
After two furres are married, their property and political power become united into a single entity. There's only one "package" that is going to be passed down. If a malefurre marries three femalefurres, all four must contribute their resources to the pool. Up to four families but only one heir.
Noble families tolerate daughters being second, third, fourth, etc. wives because any one of them might still be mother to THE heir. Older heirs might yet perish. (A manfurre with a first wife with six kids is thus less able to acquire a second wife.)
If two malefurres marry, one of them could also have a wife who bore him a trueborn heir. In theory, that would leave a child of the other male spouse out in the cold with nothing (remember, Dad has no major possessions; they were melded to the household upon marriage, and now everything goes to his husband's firstborn).
If there was a noble title, it would also pass out of the non-parent spouse's paws and into his husband's child's bloodline. That's a situation the hoity-toity highborn family wouldn't tolerate.
If two femalefurres marry, one of them would have to marry a male in order to produce a trueborn child. Again, in theory, that leaves a child of the other female "out in the cold". If the non-parent female spouse had a noble title, it would pass to her wife's offspring, a child with no blood relatedness to her family. This, again, is a situation a noble family would not want.
With your modern perspective, you might well ask, "Well, why don't Kasurians just throw out this nonsense of first-born-child-of-the-male-inheriting-everything...?" Perhaps, because adherence to traditions we understand the least are the ones most difficult to undo.
QUOTE
But would homosexuality play any role against the continuity or what?
The Dragonlands court setting and the noble society of Kasuria are rife with intrigues and bitter oppression (such as arranged marriages). Individuals's sexual orientations do matter upon occasion. As a story-theme, a homosexual relationship could eventually play a part in the Dragonlands canon background.
See the movie "The Lion In Winter" for inspiration. It shows a tiny tiny bit of the life of Eleanor of Aquitaine. She was King Richard the Lionhearted and Prince John's mom. Richard was gay, and it plays an unavoidable part in the story.
King Callistin's "straight" obsession with the princess is causing a war. When it is revealed why the king hates vampires so deeply, however, we'll see a different side of him.
QUOTE
Sorry if this comes up as unexpected to most players who are heterosexual.
I think the discussion of gay marriage is very relevant to heterosexual people because the underlying principles have to apply to any kind of marriage.
Consider marriage to multiple partners. Why exactly is that a criminal act today? If you favor gay marriage, on what rational grounds can you reject polygamy/polyandry?
QUOTE
...what about homosexuality?
In general, the Dragonlands is a medieval world with some prejudice against gay relationships. Most people believe that marriage is for the purpose of producing an heir while forming a longterm alliance with another family.
Remember, this is medieval times. Arranged marriages are the norm. You don't have to be gay to hate that you're supposed to marry a particular person, and most furres go through with what their families have decided. I know that's a bit tough for us modern people to wrap our brains around it, but that's what the medieval world was like.
Not only does wealth (especially lands) follow the line of inheritance, so does authority. That means that every noble heir stands a chance of being liege lady/lord over more and more people. Heirs concentrate political clout. Trueborn kings and queens are especially important because they can declare truces. (In some countries, however, declaring war wasn't an acceptable kingly power.) The family of the non-reigning sovereign are expecting to become royalty by being blood relatives of the new king.
On top of all this, there is a superstition that being "trueborn" is somehow inherently better than being born out of wedlock. That's why it's such a big hairy deal that the king wants and needs a crown prince, in all those old tales.
In the Olde World, reactions vary...
In the Furre parallel to Africa, there are tribes where the malefurres marry several womenfurres but then the ladies live in households apart from each other. (They do this to better exploit desert scrub with their herd animals.) The ensuing children are very very wanted as labor, and children of different ages have specific duties. In general, the more children, the better. The females are likely to be bitterly jealous of each other (at best, they are chilly rivals). If the male loses interest, it means not conceiving subsequent children.
Here, there is a superstition that by visiting his wives, the male gives some of his magical power to his family members. It's apparently passed on via sex, so a gay relationship is "wasting" this precious whatever.
In the Furre parallel to Japan, homosexual relationships are accepted without any stigma-- as long as the person also upholds their duty to the family by getting married to someone of the opposite gender and producing at least one inheriting male child. Samurai would openly "court" same-sex lovers (nenja).
QUOTE
is there (a law against gay relationships) already in effect?
There is no law against gay relationships. There is no law against a married person having a lover on the side, either. Both, however, are severely frowned-upon-- to the point of being whipped and/or stoned and/or killed if you're caught. (Murdering people IS against the law but in a case like this, it's the community rising up together, so it's unlikely justice will be served.)
However, only spouses and/or children born in wedlock may inherit. If it looks like somebody's same-sex relationship is going to result in that person inheriting their partner's wealth, their family has the legal right to put a stop to it. Being gay is grounds for being declared crazy, and crazy people can't make binding legal agreements. If there is a protest, the court usually steps in and distributes the dead furre's possessions according to marriage and being a trueborn heir.
QUOTE
is there (a law against gay marriage) already in effect?
No- but there's no need, not any more than there's a need for a law forbidding a furre to marry the sofa. If he/she attempts to leave his/her wealth to the sofa, the courts ignore the will.
QUOTE
And, how would the normal Furres act towards homosexuality?
In uptight Kasuria, it's often treated as an "inferior" kind of relationship because it doesn't result in the financial and philosophical union of two bloodlines. The more high-class the family is, the worse this gets. In general, low-class furres tend not to worry about it nearly so much.
Unlike the historical medieval world, furres in the fictional world of the Dragonlands are not as guilty of the real-world stereotypes that gay men are sissies and gay women are brutes.
In the real world, human men were expected to take up arms and sacrifice their lives in defense of their families, while human women were excused from weapons duty for the sake of raising children. The societies of the Olde World are much like this too, but Kasuria is more equal-opportunity. Kasuria has both male and female soldiers/knights/warriors. Kasuria also has a cultural recognition of a class of furres who are neither.
QUOTE
Also, I know that Dragonlands is a PG rating, and the Harry Potter books were, too (in fact, the author, J. K. Rowling, revealed that Dumbledor was gay). But would homosexuality play any role against the continuity or what?
Technically, the Dragonlands doesn't really have 'a rating'. Dreams have ratings. There are two Dragonlands Dreams reserved for IC-only play: Goldwyn, and Theriopolis. Both are rated T+.
I try to keep the official descriptions of the Dragonlands appropriate to age 13 and up ("T+"). For example, there's no official web page with detailed description of how slavery is practiced in Drakoria; I think that would be more like movie-rating-R, or Dream-rating M16+ because it would include a whole bunch of info about torture.
Torture (and other beyond-T13+ topics) do exist in the Dragonlands universe. It's up to what furres want to play, in their own Dreams, and what standards they personally prefer.
QUOTE
Does the new King plan to have a decree against that...?
None has been announced. It is possible. He's the king; he can make eating with your fingers a crime for which furres must be hanged, right?
There's no law against gay marriage but that's probably because noble families already have far too many reasons to not do it. Or, at least they think they do. By Kasurian law, inheritance goes to the male's first-born child (whether the furreling is male OR female).
After two furres are married, their property and political power become united into a single entity. There's only one "package" that is going to be passed down. If a malefurre marries three femalefurres, all four must contribute their resources to the pool. Up to four families but only one heir.
Noble families tolerate daughters being second, third, fourth, etc. wives because any one of them might still be mother to THE heir. Older heirs might yet perish. (A manfurre with a first wife with six kids is thus less able to acquire a second wife.)
If two malefurres marry, one of them could also have a wife who bore him a trueborn heir. In theory, that would leave a child of the other male spouse out in the cold with nothing (remember, Dad has no major possessions; they were melded to the household upon marriage, and now everything goes to his husband's firstborn).
If there was a noble title, it would also pass out of the non-parent spouse's paws and into his husband's child's bloodline. That's a situation the hoity-toity highborn family wouldn't tolerate.
If two femalefurres marry, one of them would have to marry a male in order to produce a trueborn child. Again, in theory, that leaves a child of the other female "out in the cold". If the non-parent female spouse had a noble title, it would pass to her wife's offspring, a child with no blood relatedness to her family. This, again, is a situation a noble family would not want.
With your modern perspective, you might well ask, "Well, why don't Kasurians just throw out this nonsense of first-born-child-of-the-male-inheriting-everything...?" Perhaps, because adherence to traditions we understand the least are the ones most difficult to undo.
QUOTE
But would homosexuality play any role against the continuity or what?
The Dragonlands court setting and the noble society of Kasuria are rife with intrigues and bitter oppression (such as arranged marriages). Individuals's sexual orientations do matter upon occasion. As a story-theme, a homosexual relationship could eventually play a part in the Dragonlands canon background.
See the movie "The Lion In Winter" for inspiration. It shows a tiny tiny bit of the life of Eleanor of Aquitaine. She was King Richard the Lionhearted and Prince John's mom. Richard was gay, and it plays an unavoidable part in the story.
King Callistin's "straight" obsession with the princess is causing a war. When it is revealed why the king hates vampires so deeply, however, we'll see a different side of him.
QUOTE
Sorry if this comes up as unexpected to most players who are heterosexual.
I think the discussion of gay marriage is very relevant to heterosexual people because the underlying principles have to apply to any kind of marriage.
Consider marriage to multiple partners. Why exactly is that a criminal act today? If you favor gay marriage, on what rational grounds can you reject polygamy/polyandry?
Jenamore wrote:
A note on Primes and Religion! The poster's name is Paliana, maybe it is our own local Pali! HERE
Primes
QUOTE
Do you have any stories pertaining to the 9 lesser primes(?)
One day those tales may be told; there aren't any posted, though. smile.gif
QUOTE
(is it) okay to write my own stories (which would be used in context occasionally in the Strict RP dream of Challiston Cross) (?)
Yes, for your Dream, it's totally cool. You're welcome to elaborate upon, re-imagine, interpret and reinterpret, the "official" stuff so that it works best for your Dream's Continuity!
For the record, one of the main canon idea of the Primes is their philosophy against direct interference with the lives of furres. They no longer beget any Half-Prime children, for instance. They don't want to be worshiped. Most furres think the Primes are pretty cool-- well, the Primes think the furres are amazing, too!
Devotees of Primes are asked to be more like fans for the Primes to inspire, not followers that they order about. They even insist that furres accept that Primes can make errors. They would rather that mortals stop respecting them instead of blindly going along with a mistake. They choose to earn love instead of forcing obedience.
By contrast, the Dark Primes are very willing to monkey around with furres and other sentient beings of the Dragonlands. They perform little stunts to encourage furres to bow and scrape before them.
The power of the Dark Primes is actually very limited but they work on getting fanatics to obey them in the mortal world. When questioned why they don't do more, they tell the mortals that they're being tested, and that to question in this fashion is to fail that test.
The Dark Primes do everything they can to convince furres to do as they say; control is the name of their game. Telling furres that they will get amazing rewards when they die is one of their most fruitful ploys. Questioners don't get into their wonderful afterlife paradise.
Dark Primes especially want furres to give them credit for EVERYTHING (including the furres' own accomplishments). All the Dark Prime has to do, is promise that they will grant success. If a general then succeeds in battle, he/she will attribute his victory to a Dark Prime's patronage. The number of believers increases.
If the general fails, well... he/she will be out of power, and it doesn't matter what he/she happens to believe.
If your general interpretation of the Primes and Dark Primes follows this "enlightened kindly Star Trek aliens versus manipulative cosmic con artists" sense, then you'll still be pretty "canon".
If your interpretation has the Primes being more "interference-oriented", then it'll be less canon. It's not wrong, it's just, not quite in line with the "official" stuff.
If your stories are set in the past, then the Primes can be less like abstract concepts, and actually doing things. Long long long time ago, the Primes did do things something like the way the Norse and Greek deities did, like sneaking around in disguise.
It's entirely possible for a furre to totally make up a fictitious Prime, and get furres to go along with their cult. It *is* a medieval setting, so, furres are undemanding of real evidence. ("Does Jujinka exist? Of course she does! Otherwise, we wouldn't have Spring.")
It's possible for a mage (or other supernatural being) to set themself up as a Prime. (They'd probably have to follow the example of a Dark Prime, and be a lying scumbag, to accomplish it.)
It's also possible for there to be regions where various Primes or Dark Primes are unknown. A really really peaceful culture could forget about Reegarr, the Prime of Valor. A colony of deformed inbred mutants might not have much use for Danival the Prime of Beauty.
By the way, in Drakoria, the Primes are believed to be evil, and the Dark Primes are worshipped. Here is a short story I wrote, from a Drakorian furre's perspective.
http://talzhemir1.livejournal.com/71939.html
QUOTE
Do you have any stories pertaining to the 9 lesser primes(?)
One day those tales may be told; there aren't any posted, though. smile.gif
QUOTE
(is it) okay to write my own stories (which would be used in context occasionally in the Strict RP dream of Challiston Cross) (?)
Yes, for your Dream, it's totally cool. You're welcome to elaborate upon, re-imagine, interpret and reinterpret, the "official" stuff so that it works best for your Dream's Continuity!
For the record, one of the main canon idea of the Primes is their philosophy against direct interference with the lives of furres. They no longer beget any Half-Prime children, for instance. They don't want to be worshiped. Most furres think the Primes are pretty cool-- well, the Primes think the furres are amazing, too!
Devotees of Primes are asked to be more like fans for the Primes to inspire, not followers that they order about. They even insist that furres accept that Primes can make errors. They would rather that mortals stop respecting them instead of blindly going along with a mistake. They choose to earn love instead of forcing obedience.
By contrast, the Dark Primes are very willing to monkey around with furres and other sentient beings of the Dragonlands. They perform little stunts to encourage furres to bow and scrape before them.
The power of the Dark Primes is actually very limited but they work on getting fanatics to obey them in the mortal world. When questioned why they don't do more, they tell the mortals that they're being tested, and that to question in this fashion is to fail that test.
The Dark Primes do everything they can to convince furres to do as they say; control is the name of their game. Telling furres that they will get amazing rewards when they die is one of their most fruitful ploys. Questioners don't get into their wonderful afterlife paradise.
Dark Primes especially want furres to give them credit for EVERYTHING (including the furres' own accomplishments). All the Dark Prime has to do, is promise that they will grant success. If a general then succeeds in battle, he/she will attribute his victory to a Dark Prime's patronage. The number of believers increases.
If the general fails, well... he/she will be out of power, and it doesn't matter what he/she happens to believe.
If your general interpretation of the Primes and Dark Primes follows this "enlightened kindly Star Trek aliens versus manipulative cosmic con artists" sense, then you'll still be pretty "canon".
If your interpretation has the Primes being more "interference-oriented", then it'll be less canon. It's not wrong, it's just, not quite in line with the "official" stuff.
If your stories are set in the past, then the Primes can be less like abstract concepts, and actually doing things. Long long long time ago, the Primes did do things something like the way the Norse and Greek deities did, like sneaking around in disguise.
It's entirely possible for a furre to totally make up a fictitious Prime, and get furres to go along with their cult. It *is* a medieval setting, so, furres are undemanding of real evidence. ("Does Jujinka exist? Of course she does! Otherwise, we wouldn't have Spring.")
It's possible for a mage (or other supernatural being) to set themself up as a Prime. (They'd probably have to follow the example of a Dark Prime, and be a lying scumbag, to accomplish it.)
It's also possible for there to be regions where various Primes or Dark Primes are unknown. A really really peaceful culture could forget about Reegarr, the Prime of Valor. A colony of deformed inbred mutants might not have much use for Danival the Prime of Beauty.
By the way, in Drakoria, the Primes are believed to be evil, and the Dark Primes are worshipped. Here is a short story I wrote, from a Drakorian furre's perspective.
http://talzhemir1.livejournal.com/71939.html
See more
Yup that was me!
Decided to do a larger link post instead of just doing them one at a time. These next few are just tidbits mostly, but still interesting!
LINK
LINK
LINK
LINK
* This one is particularly interesting! Warships sailing for Darvin not so much, but abductions in Aldric were never explained. Not to mention unrest in Leejis and Count Balsamud calling amnesty for those who join his banner. Hmm.... This was all right after the King came into power so much has likely changed.
LINK
LINK
LINK
LINK
LINK
Couple of other minor things here but most interesting are mention of magical portals throughout Kasuria to facilitate travel!
Minor Note on Wyrmmes and Dracosaurs
That's really up to you! If you're out-and-about in Furcadia in general, you are TOTALLY free to roleplay whatever powers you want your character to have. You can cast spells if you want if you can politely get others to play along. You can be a furre who transforms into a dragon, a dragon who transforms into a furre, a butterfly dreaming it's a man dreaming he's a dragon. smile.gif
Individual Dreams may have special rules. There are no dragons in the Dream "Salem by Night". In the Dream "DragonRiders", the dragons are genetically engineered four-legged creatures from space and there is no magic whatsoever. In the Pokemon Dreams, there are Charizards, and Neopets Dreams have Scorchios.
We *do* have one default official setting for those who wish to opt-in to it. It's called the Dragonlands, and that's where all this stuff about "Primes" and there being no hyoomans comes from. The "official" dragons (called Wyrmmes) actually come from a continent that doesn't HAVE magic. Should they get to Kasuria, you'll find that they are VERY poor at doing magic- in a contest between a lousy furre mage and Kasuria's finest dragon mage, the lousy furre mage will win every time.
The strength of the Wyrmmes is their mind-powers, like clairvoyance, mind-control, telepathy. Most Wyrmmes are evil; they use their psionics to try to make all furres into slaves. The toughest furre psionic is always weaker than a low-psionic-strength Wyrmme. According to the *official* background, anyways.
Like I said, if you haven't opted-in to a "continuity", you can pretty much roleplay a dragon however you choose. How do you see your character?
===================
In Drakoria and Kasuria:
There are no "Ferian dragons" or "Ferian Wyrmmes", but there are dracosaurs. Furres and Wyrmmes both tame and ride dracosaurs. Dracosaurs aren't sentient; they can't talk; they don't cast magical spells; they're more like "just dumb beasts".
http://www.thegenieslamp.com/Fur/bestiary/dracosaur.htm
According to the Dragonlands backstory, the whole universe was created by one super-powerful dragon. Nobody's sure if He/She walked on two legs like a Wyrmme, or four like a Dracosaur. (Heck, maybe He/She flew around like a balloon if you let go of the end!) "The Dragon" gave birth to the Primes, and then they got together to create the Wyrmmes.
Wyrmmes are Furcadia's dragon-people. Some of them have wings; some don't; they're definitely bipeds.
The Primes tampered with the Wyrmmes' lives. The ensuing disaster killed all the First Wyrmmes. The Great Dragon then gave the order for the Furres to be created. The Furres rule Kasuria and the Olde World.
Some of the Primes wanted to remake the Wyrmmes instead. They broke into two factions (a situation vaguely like having a war of angels and devils). The Dark Primes went ahead and created new Wyrmmes and they took over Drakoria.
Magic doesn't work in Drakoria, but psionics (powers like mind-reading and mind-control) does. The Wyrmmes are much better at this than the Furres, and in Drakoria, the Furres are either slaves or wild tribes living in terror of the Wyrmmes.
http://furcadia.com/roleplay/wyrmmes.html
That's really up to you! If you're out-and-about in Furcadia in general, you are TOTALLY free to roleplay whatever powers you want your character to have. You can cast spells if you want if you can politely get others to play along. You can be a furre who transforms into a dragon, a dragon who transforms into a furre, a butterfly dreaming it's a man dreaming he's a dragon. smile.gif
Individual Dreams may have special rules. There are no dragons in the Dream "Salem by Night". In the Dream "DragonRiders", the dragons are genetically engineered four-legged creatures from space and there is no magic whatsoever. In the Pokemon Dreams, there are Charizards, and Neopets Dreams have Scorchios.
We *do* have one default official setting for those who wish to opt-in to it. It's called the Dragonlands, and that's where all this stuff about "Primes" and there being no hyoomans comes from. The "official" dragons (called Wyrmmes) actually come from a continent that doesn't HAVE magic. Should they get to Kasuria, you'll find that they are VERY poor at doing magic- in a contest between a lousy furre mage and Kasuria's finest dragon mage, the lousy furre mage will win every time.
The strength of the Wyrmmes is their mind-powers, like clairvoyance, mind-control, telepathy. Most Wyrmmes are evil; they use their psionics to try to make all furres into slaves. The toughest furre psionic is always weaker than a low-psionic-strength Wyrmme. According to the *official* background, anyways.
Like I said, if you haven't opted-in to a "continuity", you can pretty much roleplay a dragon however you choose. How do you see your character?
===================
In Drakoria and Kasuria:
There are no "Ferian dragons" or "Ferian Wyrmmes", but there are dracosaurs. Furres and Wyrmmes both tame and ride dracosaurs. Dracosaurs aren't sentient; they can't talk; they don't cast magical spells; they're more like "just dumb beasts".
http://www.thegenieslamp.com/Fur/bestiary/dracosaur.htm
According to the Dragonlands backstory, the whole universe was created by one super-powerful dragon. Nobody's sure if He/She walked on two legs like a Wyrmme, or four like a Dracosaur. (Heck, maybe He/She flew around like a balloon if you let go of the end!) "The Dragon" gave birth to the Primes, and then they got together to create the Wyrmmes.
Wyrmmes are Furcadia's dragon-people. Some of them have wings; some don't; they're definitely bipeds.
The Primes tampered with the Wyrmmes' lives. The ensuing disaster killed all the First Wyrmmes. The Great Dragon then gave the order for the Furres to be created. The Furres rule Kasuria and the Olde World.
Some of the Primes wanted to remake the Wyrmmes instead. They broke into two factions (a situation vaguely like having a war of angels and devils). The Dark Primes went ahead and created new Wyrmmes and they took over Drakoria.
Magic doesn't work in Drakoria, but psionics (powers like mind-reading and mind-control) does. The Wyrmmes are much better at this than the Furres, and in Drakoria, the Furres are either slaves or wild tribes living in terror of the Wyrmmes.
http://furcadia.com/roleplay/wyrmmes.html
LINK
The Dynamics of Magic in Geography
Long ago, when Furcadia was first made, a number of things were written up to establish the default world setting. It's not mandatory to play by the Dragonlands but if there's a question of what is fair for most players to expect, you can draw on the Dragonlands source material. Because they're too problematic, powers like invisibility and being a magic null were disallowed from the official canon and "Furre!", Furcadia's official RPG documents. Being a psychic null is an actual official power, but it's not defined as "all psychic activity fails 100% around me". It's a modifier. http://furcadia.com/roleplay/furre.html
QUOTE
"First,Psychic Powers are not Magical in nature. They are delevoped by brains that have evolved/mutated in some way,they do not use 'outside' forces like a Mage or anything using magic does..."
Well, in a word, no. There is absolutely no assumption that furres evolved or mutated from anything. The Dragonlands specifically says they were created. If you're out and about in Furcadia, you may be an Uplift, genetically engineered from a domestic nonspeaking animal. You might be from Narnia, where Aslan gifted the animals with speech. You might be a Phooka, a spirit that just happens to look like a rabbity furre. There's absolutely no telling if a psychic ability such as reading a mind has a magical or non-magical explanation.
To explain in more detail, roleplaying outside of a Dream with rules means magic isn't limited to one type. If following the Dragonlands, yes, "magic is magic". The open RP areas of Furcadia aren't bound by the Dragonlands, and when someone says an ability they have is 'magic', that could be alot of things.
It could be a psychic ability, like the magic from the world "Tekumel" by M.A.R. Barker. The world Tekumel has Psychic Dampeners, so someone playing a Tekumelyani might lose ability around your creation.
It could be a 'Discipline' from the "World of Darkness" setting, which is a projection of the personal mystic power of a Kindred (vampire). Disciplines are never nullified this way.
It could be powered by sentient spirits like many real-world mystical traditions. Magic of this kind is assumed to have a kind of intelligence ('genii'), so it can solve challenges like, "Make the perfect mate fall in love with me." You can't assume all genii are automatically defeated.
It could be powered by non-sentient spirits such as 'elementals', like many other real-world mystical traditions. You just can't assume all elemental effects are negated.
It could be an inherent racial ability, like some fantasy explanations for flight for creatures that real-world physics declares are too large to fly on wings that size.
It could even be technology so sophisticated that it just *looks* like magic and can be called magic for all intents and purposes. To someone from a culture that doesn't have radio, using a remote control on a television is "magic".
Now, Furcadia's default magic, the Dragonlands, is very much not psychic in nature. It comes from the land, and it only functions fully on one of the three continents, Kasuria. In Drakoria it is extremely weak and in the Olde World it fails utterly. There are other forms of magic besides wand-waving. There's Alchemy, which unlocks magical potential in specific plants to create potions, for instance.
Dragonlands psychic abilities, called psionics, are a whole different field of abilities from magic. The Soma Breath of the Wyrmmes (dragons) is that visible colorful shimmer in the air when a Wymme tries to project his/her psychic talent, for example. (You know, the one with the cute pink hearts? Not so cute when you realize it's mind-control, eh?)
Psychic ability, conversely, is non-existant in Kasuria, very very weak in the Olde World, and stronger in Drakoria. If you're following the Dragonlands canon, then, to negate all psychic ability around you, even in just a very small region, you'd have to be as powerful as an extremely powerful god and you'd also have to be the size of a small continent. Say, Australia.
Roleplaying in, say, Meovanni Village or Haven, where nobody has opted-in to following the Dragonlands background, however, I think the only fair way to decide how characters from different universes affect each other is to assume that the outcome is inherently unpredictable. To do that, you can use Oracle to OOC figure out what the potential outcomes are, then roll dice.
Here's an example:
QUOTE
Mary is a weasel with big cuts from a demon's enchanted whip on her back. The enchantment is to cause wounds that don't normally heal. Lordan is a tortoise physician who employs magical herbs, and he's attempting to cast a spell of mending.
Step 1: Ask a yes/no question: "Does Lordan's spell succeed?"
Step 2: Give reasons for why and why not:
Yes: Lordan is good at healing.
No: Maybe the whip enchantment is too strong.
OOC reasons are totally okay:
No: Mary's player is really enjoying roleplaying how miserable and pathetic Mary is.
Yes: This plot seems to have gone on too long- Mary's been injured for three RL months.
Yes: No magic should be 100% effective; that would be way too powerful.
Do not bicker over whether the magical effect is powerful or weak. Do not bicker over
whether a character should succeed because they are skilled or experienced.
Discuss and have your say and avoid a full debate. The other player doesn't have
to say whether they agree or disagree with your opinions.
Step 3: Call for Odds: Each player (Mary and Lordan in this case) picks a number from the following table representing how likely they think the answer to the Question is "Yes". Here are the choices:
3 Almost Impossible
5 Very Unlikely
7 Pretty Unlikely
9 Unlikely
11 Toss-up
13 Likely
15 Probable
17 Almost Sure Thing
There are often situations where there can be no compromising on what happens-- it's either one thing or another, To remain on friendly terms, however, the players can compromise on HOW the outcome is decided, by choosing Odds that aren't totally in their own favor. Oracle gives you a chance to clearly express your willingness to share control of game world with someone else.
Step 4: To get a Target Number, average the Odds, dropping remainders. Add them up and divide by the number of players. If Mary's player says 7 and Lordan's says 11, 7+11=18 18 divided by 2 is 9.
Step 5: Roll dice once by typing ROLL 2d10 . If there's two players, they can roll one die by typing roll d10 If the outcome adds up to the Target Number or less, the answer is YES. So, let's say Mary rolls a 5 and Lordan rolls a 5. 5+5=10. The Target Number was 9, so Lordan's magic fails to heal Mary.
Oracle makes it possible to roleplay without first having decided every last little detail about the game world in-advance. (More info about using Oracle here: http://www.thegenieslamp.com/rp/oracle2.htm )
Of course, under Persona RP rules, where the default is the Consent Rule, Mary has the right to say, OOC, whether or not it succeeds. This is less satisfying because it means that the outcome was not a surprise to Mary's player-- she simply made up the ending. Anytime that's done, it feels a bit less like roleplaying, and a bit more like, "Come and listen to the magnificent story of ME ME ME, which you can not meaningfully affect."
I think this could be a workable character if they caused a tendency for magic around them to be less effective and to have a greater chance of failure. If any enchantment coming into the vicinity automatically popped like a soap bubble and/or NO magic could be performed near them, it would be grossly unfair to other players.
Remember, though, that anything affecting someone else's character is opt-in. You are essentially requesting the ability to shut down other people's talents. While it could possibly be interesting and fun, most of the time that's just frickin' annoying. I'd expect most people to say no to this character's effect.
Through this thread, the whole Voxnul background has ballooned and it seems like there's a Continuity of its own. That's not appropriate in Persona Roleplay, but it might work in a Strict Roleplay Dream of its own, one that has such things as Voxnul Hunters in it. A Dream would let you establish what's "secret info" and what's "common knowledge" about a race.
Strict RP doesn't run on the Consent Rule; it has more rules than Persona RP. http://furcadia.com/roleplay/strict.html
Designing worlds gets tricky. You have to anticipate things like, Voxnul Hunters carrying sticks with blue dots on the end, with spells on them to turn the dots pink. If they can't turn their power off, shouldn't Voxnuls be ridiculously easy to find? That would be a major disadvantage. Just stand by someone with tattoos and, if your indicator stick dot changes color, that's a Voxnul. Maybe Voxnul are a very "balanced" sort of player class in the context of their own world.
And then, if there are nice people in that world and Voxnuls aren't considered evil, there should also be Voxnul-Hunter-Hunters. You've established their ability is natural and hereditary. Alot of people wouldn't tolerate genocidal murderers. It seems plausible that Voxnul Hunters would be a secret society-- a faction.
...It just seems to me that the Voxnul belong in a place where people have heard of them, and know how to react to them. Many character types/races/professions/etc. are like that: they rely heavily on an expected reaction to feel right. A masked Death Eater should be feared and/or disliked-- like a KKK member in full regalia. If a Death Eater sits down in a tavern and nobody cares, that's just wrong. Or at least, it makes the experience of playing one pretty hollow.
Middle Earth's Rangers should be treated as disreputable by the common folk. Star Wars's Jedi are generally thought to be charlatans hiding behind sorceror's mumbo-jumbo, and when someone uses The Force it should be surprising. Stephen King's Gunslingers are honored as noble heirs of a legendary lord, their honor beyond questioning. Sure, you can play any of these in the middle of Imaginarium, but you're much less likely to get the appropriate response than if you played them in a Dream dedicated to the world they came from.
I'm just saying, some character types get some of their meaning from the world in which they developed. Uglies, Pretties, and Specials belong in the Uglies Trilogy world. Sandmen and Runners belong in the Logan's Run world. Pokemon trainers will function best in a place where it's understood what you're supposed to do when someone lobs a red and white ball at you.
Long ago, when Furcadia was first made, a number of things were written up to establish the default world setting. It's not mandatory to play by the Dragonlands but if there's a question of what is fair for most players to expect, you can draw on the Dragonlands source material. Because they're too problematic, powers like invisibility and being a magic null were disallowed from the official canon and "Furre!", Furcadia's official RPG documents. Being a psychic null is an actual official power, but it's not defined as "all psychic activity fails 100% around me". It's a modifier. http://furcadia.com/roleplay/furre.html
QUOTE
"First,Psychic Powers are not Magical in nature. They are delevoped by brains that have evolved/mutated in some way,they do not use 'outside' forces like a Mage or anything using magic does..."
Well, in a word, no. There is absolutely no assumption that furres evolved or mutated from anything. The Dragonlands specifically says they were created. If you're out and about in Furcadia, you may be an Uplift, genetically engineered from a domestic nonspeaking animal. You might be from Narnia, where Aslan gifted the animals with speech. You might be a Phooka, a spirit that just happens to look like a rabbity furre. There's absolutely no telling if a psychic ability such as reading a mind has a magical or non-magical explanation.
To explain in more detail, roleplaying outside of a Dream with rules means magic isn't limited to one type. If following the Dragonlands, yes, "magic is magic". The open RP areas of Furcadia aren't bound by the Dragonlands, and when someone says an ability they have is 'magic', that could be alot of things.
It could be a psychic ability, like the magic from the world "Tekumel" by M.A.R. Barker. The world Tekumel has Psychic Dampeners, so someone playing a Tekumelyani might lose ability around your creation.
It could be a 'Discipline' from the "World of Darkness" setting, which is a projection of the personal mystic power of a Kindred (vampire). Disciplines are never nullified this way.
It could be powered by sentient spirits like many real-world mystical traditions. Magic of this kind is assumed to have a kind of intelligence ('genii'), so it can solve challenges like, "Make the perfect mate fall in love with me." You can't assume all genii are automatically defeated.
It could be powered by non-sentient spirits such as 'elementals', like many other real-world mystical traditions. You just can't assume all elemental effects are negated.
It could be an inherent racial ability, like some fantasy explanations for flight for creatures that real-world physics declares are too large to fly on wings that size.
It could even be technology so sophisticated that it just *looks* like magic and can be called magic for all intents and purposes. To someone from a culture that doesn't have radio, using a remote control on a television is "magic".
Now, Furcadia's default magic, the Dragonlands, is very much not psychic in nature. It comes from the land, and it only functions fully on one of the three continents, Kasuria. In Drakoria it is extremely weak and in the Olde World it fails utterly. There are other forms of magic besides wand-waving. There's Alchemy, which unlocks magical potential in specific plants to create potions, for instance.
Dragonlands psychic abilities, called psionics, are a whole different field of abilities from magic. The Soma Breath of the Wyrmmes (dragons) is that visible colorful shimmer in the air when a Wymme tries to project his/her psychic talent, for example. (You know, the one with the cute pink hearts? Not so cute when you realize it's mind-control, eh?)
Psychic ability, conversely, is non-existant in Kasuria, very very weak in the Olde World, and stronger in Drakoria. If you're following the Dragonlands canon, then, to negate all psychic ability around you, even in just a very small region, you'd have to be as powerful as an extremely powerful god and you'd also have to be the size of a small continent. Say, Australia.
Roleplaying in, say, Meovanni Village or Haven, where nobody has opted-in to following the Dragonlands background, however, I think the only fair way to decide how characters from different universes affect each other is to assume that the outcome is inherently unpredictable. To do that, you can use Oracle to OOC figure out what the potential outcomes are, then roll dice.
Here's an example:
QUOTE
Mary is a weasel with big cuts from a demon's enchanted whip on her back. The enchantment is to cause wounds that don't normally heal. Lordan is a tortoise physician who employs magical herbs, and he's attempting to cast a spell of mending.
Step 1: Ask a yes/no question: "Does Lordan's spell succeed?"
Step 2: Give reasons for why and why not:
Yes: Lordan is good at healing.
No: Maybe the whip enchantment is too strong.
OOC reasons are totally okay:
No: Mary's player is really enjoying roleplaying how miserable and pathetic Mary is.
Yes: This plot seems to have gone on too long- Mary's been injured for three RL months.
Yes: No magic should be 100% effective; that would be way too powerful.
Do not bicker over whether the magical effect is powerful or weak. Do not bicker over
whether a character should succeed because they are skilled or experienced.
Discuss and have your say and avoid a full debate. The other player doesn't have
to say whether they agree or disagree with your opinions.
Step 3: Call for Odds: Each player (Mary and Lordan in this case) picks a number from the following table representing how likely they think the answer to the Question is "Yes". Here are the choices:
3 Almost Impossible
5 Very Unlikely
7 Pretty Unlikely
9 Unlikely
11 Toss-up
13 Likely
15 Probable
17 Almost Sure Thing
There are often situations where there can be no compromising on what happens-- it's either one thing or another, To remain on friendly terms, however, the players can compromise on HOW the outcome is decided, by choosing Odds that aren't totally in their own favor. Oracle gives you a chance to clearly express your willingness to share control of game world with someone else.
Step 4: To get a Target Number, average the Odds, dropping remainders. Add them up and divide by the number of players. If Mary's player says 7 and Lordan's says 11, 7+11=18 18 divided by 2 is 9.
Step 5: Roll dice once by typing ROLL 2d10 . If there's two players, they can roll one die by typing roll d10 If the outcome adds up to the Target Number or less, the answer is YES. So, let's say Mary rolls a 5 and Lordan rolls a 5. 5+5=10. The Target Number was 9, so Lordan's magic fails to heal Mary.
Oracle makes it possible to roleplay without first having decided every last little detail about the game world in-advance. (More info about using Oracle here: http://www.thegenieslamp.com/rp/oracle2.htm )
Of course, under Persona RP rules, where the default is the Consent Rule, Mary has the right to say, OOC, whether or not it succeeds. This is less satisfying because it means that the outcome was not a surprise to Mary's player-- she simply made up the ending. Anytime that's done, it feels a bit less like roleplaying, and a bit more like, "Come and listen to the magnificent story of ME ME ME, which you can not meaningfully affect."
I think this could be a workable character if they caused a tendency for magic around them to be less effective and to have a greater chance of failure. If any enchantment coming into the vicinity automatically popped like a soap bubble and/or NO magic could be performed near them, it would be grossly unfair to other players.
Remember, though, that anything affecting someone else's character is opt-in. You are essentially requesting the ability to shut down other people's talents. While it could possibly be interesting and fun, most of the time that's just frickin' annoying. I'd expect most people to say no to this character's effect.
Through this thread, the whole Voxnul background has ballooned and it seems like there's a Continuity of its own. That's not appropriate in Persona Roleplay, but it might work in a Strict Roleplay Dream of its own, one that has such things as Voxnul Hunters in it. A Dream would let you establish what's "secret info" and what's "common knowledge" about a race.
Strict RP doesn't run on the Consent Rule; it has more rules than Persona RP. http://furcadia.com/roleplay/strict.html
Designing worlds gets tricky. You have to anticipate things like, Voxnul Hunters carrying sticks with blue dots on the end, with spells on them to turn the dots pink. If they can't turn their power off, shouldn't Voxnuls be ridiculously easy to find? That would be a major disadvantage. Just stand by someone with tattoos and, if your indicator stick dot changes color, that's a Voxnul. Maybe Voxnul are a very "balanced" sort of player class in the context of their own world.
And then, if there are nice people in that world and Voxnuls aren't considered evil, there should also be Voxnul-Hunter-Hunters. You've established their ability is natural and hereditary. Alot of people wouldn't tolerate genocidal murderers. It seems plausible that Voxnul Hunters would be a secret society-- a faction.
...It just seems to me that the Voxnul belong in a place where people have heard of them, and know how to react to them. Many character types/races/professions/etc. are like that: they rely heavily on an expected reaction to feel right. A masked Death Eater should be feared and/or disliked-- like a KKK member in full regalia. If a Death Eater sits down in a tavern and nobody cares, that's just wrong. Or at least, it makes the experience of playing one pretty hollow.
Middle Earth's Rangers should be treated as disreputable by the common folk. Star Wars's Jedi are generally thought to be charlatans hiding behind sorceror's mumbo-jumbo, and when someone uses The Force it should be surprising. Stephen King's Gunslingers are honored as noble heirs of a legendary lord, their honor beyond questioning. Sure, you can play any of these in the middle of Imaginarium, but you're much less likely to get the appropriate response than if you played them in a Dream dedicated to the world they came from.
I'm just saying, some character types get some of their meaning from the world in which they developed. Uglies, Pretties, and Specials belong in the Uglies Trilogy world. Sandmen and Runners belong in the Logan's Run world. Pokemon trainers will function best in a place where it's understood what you're supposed to do when someone lobs a red and white ball at you.
LINK
More on Primes!
Apr 17 2008, 01:13 AM
In the good ol' days, the Primes were a bit more like the Greek deities, and they begot mortal descendants from time to time. Nowadays, by mutual agreement, the good Primes don't interfere with the lives of furres. That includes not giving them special powers. You could live your whole life in Kasuria and be unsure if the Primes (Light or Dark alike) even exist.
Devotees of Jujinka may have abilities relating to her auspices but it's not because of their devotion. Furres with abilities relating to the Primes generally have them because they are descended from Primes or their created servitor races. Half-fairy Demifane furres fit this category.
The evil Primes, on the other paw, have no such scruples. They are still tampering with furres and their lives. They are reluctant to beget new offspring because first-generation Half-Primes seldom serve their parent. Devotees of the Primes of Light may become embroiled in stopping the Dark Primes' schemes simply because they are scholars and therefore know how to recognize the deeds of the Dark Primes and their brood.
By the way, there are no offspring of two Light Primes, nor are there any offspring of one Light and one Dark Prime. There's exactly one canon character who's the offspring of two Dark Primes. His name is Morauz and he believes himself to be a Prime. http://talzhemir1.livejournal.com/38363.html
Apr 17 2008, 01:13 AM
In the good ol' days, the Primes were a bit more like the Greek deities, and they begot mortal descendants from time to time. Nowadays, by mutual agreement, the good Primes don't interfere with the lives of furres. That includes not giving them special powers. You could live your whole life in Kasuria and be unsure if the Primes (Light or Dark alike) even exist.
Devotees of Jujinka may have abilities relating to her auspices but it's not because of their devotion. Furres with abilities relating to the Primes generally have them because they are descended from Primes or their created servitor races. Half-fairy Demifane furres fit this category.
The evil Primes, on the other paw, have no such scruples. They are still tampering with furres and their lives. They are reluctant to beget new offspring because first-generation Half-Primes seldom serve their parent. Devotees of the Primes of Light may become embroiled in stopping the Dark Primes' schemes simply because they are scholars and therefore know how to recognize the deeds of the Dark Primes and their brood.
By the way, there are no offspring of two Light Primes, nor are there any offspring of one Light and one Dark Prime. There's exactly one canon character who's the offspring of two Dark Primes. His name is Morauz and he believes himself to be a Prime. http://talzhemir1.livejournal.com/38363.html
LINK
PLOT!
As far north as the city of Songhigh, word travels that warships seen sailing east along the south shores of Tranzish have rounded the cape and are heading north...
If you're a noble in good standing, you would have heard announcement that King Callistin has made an offer of marriage to a desert princess named Safeeri in Aldriston. The leopardess's family has not yet replied...
If you are in County Aldric, you'll have heard the rumor that approximately one hundred and forty furres vanished over the space of a week. A contingent from the Tower of the Magi has set sail to investigate...
The city of Leejis has declared itself the Independent Duchy of Leejis, separate from Kosh. Countess Reffa K'Kosh has answered this insolence with a gracious invitation for Leejis's leadership to meet for a parlay midway between Kreegor and Leejis...
Meanwhile, Count Laslyn ti'Balsamud K'Hurpha has made an announcement offering amnesty to those who will swear loyalty unto him and House Balsamud. Those who pay taxes and remain citizens in good standing for five years will be awarded a very minor noble title and a parcel of land of their very own.
As far north as the city of Songhigh, word travels that warships seen sailing east along the south shores of Tranzish have rounded the cape and are heading north...
If you're a noble in good standing, you would have heard announcement that King Callistin has made an offer of marriage to a desert princess named Safeeri in Aldriston. The leopardess's family has not yet replied...
If you are in County Aldric, you'll have heard the rumor that approximately one hundred and forty furres vanished over the space of a week. A contingent from the Tower of the Magi has set sail to investigate...
The city of Leejis has declared itself the Independent Duchy of Leejis, separate from Kosh. Countess Reffa K'Kosh has answered this insolence with a gracious invitation for Leejis's leadership to meet for a parlay midway between Kreegor and Leejis...
Meanwhile, Count Laslyn ti'Balsamud K'Hurpha has made an announcement offering amnesty to those who will swear loyalty unto him and House Balsamud. Those who pay taxes and remain citizens in good standing for five years will be awarded a very minor noble title and a parcel of land of their very own.
LINK
* This one is particularly interesting! Warships sailing for Darvin not so much, but abductions in Aldric were never explained. Not to mention unrest in Leejis and Count Balsamud calling amnesty for those who join his banner. Hmm.... This was all right after the King came into power so much has likely changed.
Invisibilty
QUOTE
>>Sirum Hest writes:
"I'm curious - why was invisibility over all other magics considered overpowered in Furcadia's official canon?"
Hi, Sirum.
Most people have a pretty strong idea about how something called 'Invisibility' behaves. It tends to put roleplayers into extremely awkward positions.
Let's start with Persona Roleplay, where we can post whatever we want, but there's a strong onus on us to make it something credible. If someone thrust a spear at your character's gut from a meter away, it's reasonable to say it missed. You can pose a dodge and it makes sense to the typical observer. If someone tries to stab you and they're invisible, though, it's not believable to say that it missed. Invisibility is rude because it causes a situation that doesn't leave targets a reasonable out.
Being invisible requires making sorts of assumptions about other people's characters' abilities.
It assumes nobody has True Sight, something that definitely exists in the Dragonlands.
It assumes nobody has heat-vision.
It assumes nobody is psychic.
It assumes nobody has aura vision.
It assumes nobody present has super-keen senses.
It assumes nobody present has excellent powers of observation to spot depressions in the rug and so forth.
Forcing assumptions on others like that in Persona RP is also rude.
QUOTE
"...it's not a cyclone of wind and fire, or a boulder conjured over a person's head..."
For the record, the Dragonlands doesn't hand out cyclones of wind and fire, or insta-boulders, to player characters, either. The Dragonlands and the "Furre!" rules are intended for use with Strict RP, a system in which you can't just scream "Me No Consent! Me No Consent!" to avoid injury to your character. That means damage is going to be quantified and on a pretty tight scale. The odds of surviving combat are very very high, provided you don't do something foolish.
QUOTE
"Invisibility all on it's own is harmless -"
You mean it doesn't cause immediate damage in itself? Okay, but why the heck would anybody who was invisible not use their other abilities? My job is to consider abilities in conjunction with other abilities.
One of the disadvantages I built into all Dragonlands magic and psychic abilities is that people can see who's doing it. Anonymous magic makes for very frustrating RP in which the players harass each other, with good odds that there's nothing anyone can do about it. Therefore, there is always a visible effect, whether it's a flash of light or a shimmer in the air
If someone was invisible, and they cast a spell, they would escape such accountability. And, again, the target is often left without a reasonable out.
The likely interaction of magic and some other talent is exactly why I consider Invisibility so powerful.
QUOTE
"If there were issues of people using invisibility to kill other people, it seems that could've been easily hammed out with 'Wielding or wearing steel negates invisibility magics', or 'Preparing magic while invisibility is in effect negates invisibility magics'."
I don't have a totally free hand to create world laws. There are limits on how contrived theories of magic can get. I think invisibility that lets you walk across a room or pick your nose, but then shuts down if you try to cast a spell or perform an attack makes no sense. How the heck does "the magic" know the difference? It shouldn't. That's lame. It's a "game-ism", a mere arbitrary mechanic like the cut-off to the ability of a World of Warcraft Rogue, and not a natural-seeming credible world law.
I'd really rather not load the Dragonlands up with elaborate world laws that have to be explained. There's already enough I have to communicate during character generation. One of the design principles of the Dragonlands is that it be fairly close to a lot of "classic" medieval-fantasy literature. The background universe does have its quirks, and the time budgeted for explaining them is already tightly filled.
I've got quite a bit of experience with invisibility in online RPG's. In 1991, an RPG called Vampire the Masquerade gave some vampire player characters an ability called "Obfuscate". This worked fine in the tabletop diced version because it was mainly used on NPC's. The rules, as written, gave the victim no chance of resisting the ability. When it was adapted for online use on a MUSH (character sheets and dice coded in), in 1995, Obfuscate caused a lot of havoc.
If the vampire attacks from Obfuscation, then they become visible. However, they logically also get to act first, automatically, with a bonus for surprise. A little bit of strength + the ability to Obfuscate is a lethal combination.
Vampire the Masquerade is usually Strict RP. That means that every player has the right to their character's fair IC due. The Obfuscate power means you have to allow this invisible character the chance to eavesdrop on your conversation. You have to allow someone to follow your character home, and you have to allow them to steal things in your home.
This, in turn, means that every so often a player goes ballistic on an Obfuscate-using player, for OOC reasons. No other ability is responsible for as much OOC strife as Obfuscate. Because of this, and a few other abilities with similar problems, many of the online V:tM games were forced to convert from Strict RP back to Persona RP with some form of modified Consent Rule.
Invisibility is easier to handle when there's elaborate character generation doling out powers such as Auspex, which can penetrate Obfuscate, and, the players have the ability to veto whatever IC events occurring to their character that they please.
However, there's a price. Conflicts fail to resolve on those Vampire "MUSHes" that chose to go back to a Consent system. Everybody chose to live forever and it made the game dull. Most of them have closed down for lack of players. Strict RP makes a coherent overall story far more likely, and the Strict places are still thriving.
In the "Pocket Universe" game "Teenage Demon Slayers", we do have invisibility as a player character ability. Rather than being 100% perfect, it's implemented as a modifier during combat. Characters that you're trying to ambush or sneak around may make a Perception check to detect you. I think that this might be the best compromise for having invisibility in a Strict RP game. However, Pocket Universe has never been implemented large-scale in an online game like Furcadia.
Although the ability is called Invisibility, it actually plays more like being blurry. This was necessary to tone down how effective the character is in combat.
Game balance doesn't just take into account player-versus-player ability. Far more often, at least in tabletop, it's also a matter of how effective a character feels compared to the others. If one character is far more effective than the others, that's bad. Invisibility makes a character feel more effective by giving them survival strength.
Last but not least, there's the problem of the tabletop game referee's ability to control the encounter odds. Invisibility used in a group vs. group encounter can put one's companions in severe danger.
Consider the following scenario: There are four player characters and four monsters attacking them. Player 4 goes invisible using a spell. Players 1, 2, and 3 are now facing four enemies. If Players 1 and 2 each take on one opponent, that leaves Player 3 with two foes.
If they had simply fought, each player would be taking on 1/4 of the total danger. Because of invisibility, Player 4 faces zero danger, but Player 3 faces 1/2 of the total danger. Player 3 is much more likely to be taken down. ...If that happens, there will be three player characters versus four monsters. An encounter that a game-master carefully tried to balance has become frighteningly skewed, thanks to one player's ability to dodge danger.
QUOTE
I think the list there is contrived in a pattern that is meant to make invisibility look as though it counters all of those, (which it doesn't.)
There's nothing contrived here. I'm not describing what hypothetically might happen. I'm describing what roleplayers often do on Furcadia, and unfortunately, many players who have 'invisibility' on Furcadia define it as 'I am immune to perception'.
It really doesn't matter how you or I define it, because nothing's making everybody read a manual on the unified field theory of player-character invisibility and adhere to it.
I think invisibility in Persona RP gets more viable if the community standard within a Dream is tending towards a higher power level, but, out and about in Furcadia, I've encouraged a lower power level.
QUOTE
An invisible person walking in the sand would leave footprints, for example.
Again, your definition. Not most invisible players on Furcadia's definition.
You seem to be trying to use real-world physics to make sense of magical powers. That doesn't work. If the spell is limited to the person's own body, and not the world around them, then, okay, they're leaving footprints.
They are also totally blind.
Why? Because photons are passing through their invisible retinas, and they therefore can not see.
They're free to claim, "Well, my spell makes it so I can see." They can also claim, "My invisibility is like that power that "The Shadow" has. It doesn't make me transparent to light; it clouds the minds of everyone who looks at me. So, you'd edit out the footprints too."
Alternately, they could claim, "My magic spell includes wiping out footprints. It'd be a stupid spell if anybody could just look down and see footprints!"
QUOTE
The examples, (to me) seemed to be a very passive aggressive excuse to not include invisibility because it adds a bit of unbalance. (In my opinion, so does True Sight, though!)
In Persona Roleplay it doesn't add "a bit of unbalance". It's practically an instant win.
You've missed the point, though. I'll try again.
Invisibility differs from many other abilities because, in order for it to succeed, a roomful of other players' abilities have to simultaneously fail. That's not fair.
When I implement True Sight in Furre!, I'll be considering whether it works 100% of the time. Supernaturals might be able to purchase defenses against it. I am aware of how powerful it is; it has similarities to World of Darkness's Auspex, and, game balance aside, I dislike how Auspex is an insta-win that short-circuits actually having to actually roleplay to find out what someone is.
QUOTE
...you forgot to include that the odds against the monsters are now somewhat skewed if the player decides to help his companions out by stabbing the monsters in the back...
No, I didn't forget any of those things at all. Yes, it could be really really good for the player characters-- inviso-guy/gal wipes out the monsters in double time with backstab, etc. Or, it could be really really bad for the players-- monsters roll good initiative and manage to pile more attacks on one player.
You've pointed out ways in which the outcome is now less predictable. That's my point exactly. I didn't say, "If a player goes invisible, then all the other player characters automatically lose." I said, "there's the problem of the tabletop game referee's ability to control the encounter odds."
Come to think of it, it is also likely to interfere with the players' sense of whether or not they were in control of their destiny, too. Generally, RPGs are engineered so players can pull out if it starts getting too rough. Can't choose to back off if you're unconscious or dead.
Champions gives the characters so much durability in proportion to the damage done, that taking on twice as many opponents tends not to be fatal. It does that because it's a superheroes game-- it has to be able to accomodate powers like invisibility. Living Legends, another superheroes game, breaks invisibility down so you pay for every sense to which you are resistant or immune. Both of these games are gigantic sets of rules.
QUOTE
Or what if one of them dies immediately by a smack to the head?
Very very very few RPGs let an NPC one-shot a PC. Most game designers know better than to make a game like that. We've come a long way since the days of D&D where your Mage could enter the game with 3 hit points...
QUOTE
I feel your reasons are contrived, that's all. I wouldn't accept those reasons, (myself) as reasons to exclude it. Reasons to add specific limitations based on various different things, yes. Exclusion? No.
My two cents.
Ultimately, that's precisely the problem, Damadar. In Persona Roleplay, there isn't an option to "add specific limitations".
In the "Furre!" RPG, which is written for Strict Roleplay, I could implement invisibility exactly like in Teenage Demon Slayers and the tabletop version would work fine. The Furre! game and the Dragonlands has to do double-duty: its canon shouldn't encourage questions that are best answered with a full game system because that doesn't work in Persona Roleplay.
As you aren't under that particular constraint, you can go ahead and include invisibility in any of your creations, as you please. As for me, I don't think leaving out the things that I've noticed tend to cause frequent major arguments and confuse people is "contrived" at all.
=======================================================================
This is the Quick Magic system from Pocket Universe, which includes rules for True Sight as a spell in a medieval fantasy type world.
http://www.io.com/unigames/pu/pu_freebie/quickmagic4.pdf
QUOTE
>>Sirum Hest writes:
"I'm curious - why was invisibility over all other magics considered overpowered in Furcadia's official canon?"
Hi, Sirum.
Most people have a pretty strong idea about how something called 'Invisibility' behaves. It tends to put roleplayers into extremely awkward positions.
Let's start with Persona Roleplay, where we can post whatever we want, but there's a strong onus on us to make it something credible. If someone thrust a spear at your character's gut from a meter away, it's reasonable to say it missed. You can pose a dodge and it makes sense to the typical observer. If someone tries to stab you and they're invisible, though, it's not believable to say that it missed. Invisibility is rude because it causes a situation that doesn't leave targets a reasonable out.
Being invisible requires making sorts of assumptions about other people's characters' abilities.
It assumes nobody has True Sight, something that definitely exists in the Dragonlands.
It assumes nobody has heat-vision.
It assumes nobody is psychic.
It assumes nobody has aura vision.
It assumes nobody present has super-keen senses.
It assumes nobody present has excellent powers of observation to spot depressions in the rug and so forth.
Forcing assumptions on others like that in Persona RP is also rude.
QUOTE
"...it's not a cyclone of wind and fire, or a boulder conjured over a person's head..."
For the record, the Dragonlands doesn't hand out cyclones of wind and fire, or insta-boulders, to player characters, either. The Dragonlands and the "Furre!" rules are intended for use with Strict RP, a system in which you can't just scream "Me No Consent! Me No Consent!" to avoid injury to your character. That means damage is going to be quantified and on a pretty tight scale. The odds of surviving combat are very very high, provided you don't do something foolish.
QUOTE
"Invisibility all on it's own is harmless -"
You mean it doesn't cause immediate damage in itself? Okay, but why the heck would anybody who was invisible not use their other abilities? My job is to consider abilities in conjunction with other abilities.
One of the disadvantages I built into all Dragonlands magic and psychic abilities is that people can see who's doing it. Anonymous magic makes for very frustrating RP in which the players harass each other, with good odds that there's nothing anyone can do about it. Therefore, there is always a visible effect, whether it's a flash of light or a shimmer in the air
If someone was invisible, and they cast a spell, they would escape such accountability. And, again, the target is often left without a reasonable out.
The likely interaction of magic and some other talent is exactly why I consider Invisibility so powerful.
QUOTE
"If there were issues of people using invisibility to kill other people, it seems that could've been easily hammed out with 'Wielding or wearing steel negates invisibility magics', or 'Preparing magic while invisibility is in effect negates invisibility magics'."
I don't have a totally free hand to create world laws. There are limits on how contrived theories of magic can get. I think invisibility that lets you walk across a room or pick your nose, but then shuts down if you try to cast a spell or perform an attack makes no sense. How the heck does "the magic" know the difference? It shouldn't. That's lame. It's a "game-ism", a mere arbitrary mechanic like the cut-off to the ability of a World of Warcraft Rogue, and not a natural-seeming credible world law.
I'd really rather not load the Dragonlands up with elaborate world laws that have to be explained. There's already enough I have to communicate during character generation. One of the design principles of the Dragonlands is that it be fairly close to a lot of "classic" medieval-fantasy literature. The background universe does have its quirks, and the time budgeted for explaining them is already tightly filled.
I've got quite a bit of experience with invisibility in online RPG's. In 1991, an RPG called Vampire the Masquerade gave some vampire player characters an ability called "Obfuscate". This worked fine in the tabletop diced version because it was mainly used on NPC's. The rules, as written, gave the victim no chance of resisting the ability. When it was adapted for online use on a MUSH (character sheets and dice coded in), in 1995, Obfuscate caused a lot of havoc.
If the vampire attacks from Obfuscation, then they become visible. However, they logically also get to act first, automatically, with a bonus for surprise. A little bit of strength + the ability to Obfuscate is a lethal combination.
Vampire the Masquerade is usually Strict RP. That means that every player has the right to their character's fair IC due. The Obfuscate power means you have to allow this invisible character the chance to eavesdrop on your conversation. You have to allow someone to follow your character home, and you have to allow them to steal things in your home.
This, in turn, means that every so often a player goes ballistic on an Obfuscate-using player, for OOC reasons. No other ability is responsible for as much OOC strife as Obfuscate. Because of this, and a few other abilities with similar problems, many of the online V:tM games were forced to convert from Strict RP back to Persona RP with some form of modified Consent Rule.
Invisibility is easier to handle when there's elaborate character generation doling out powers such as Auspex, which can penetrate Obfuscate, and, the players have the ability to veto whatever IC events occurring to their character that they please.
However, there's a price. Conflicts fail to resolve on those Vampire "MUSHes" that chose to go back to a Consent system. Everybody chose to live forever and it made the game dull. Most of them have closed down for lack of players. Strict RP makes a coherent overall story far more likely, and the Strict places are still thriving.
In the "Pocket Universe" game "Teenage Demon Slayers", we do have invisibility as a player character ability. Rather than being 100% perfect, it's implemented as a modifier during combat. Characters that you're trying to ambush or sneak around may make a Perception check to detect you. I think that this might be the best compromise for having invisibility in a Strict RP game. However, Pocket Universe has never been implemented large-scale in an online game like Furcadia.
Although the ability is called Invisibility, it actually plays more like being blurry. This was necessary to tone down how effective the character is in combat.
Game balance doesn't just take into account player-versus-player ability. Far more often, at least in tabletop, it's also a matter of how effective a character feels compared to the others. If one character is far more effective than the others, that's bad. Invisibility makes a character feel more effective by giving them survival strength.
Last but not least, there's the problem of the tabletop game referee's ability to control the encounter odds. Invisibility used in a group vs. group encounter can put one's companions in severe danger.
Consider the following scenario: There are four player characters and four monsters attacking them. Player 4 goes invisible using a spell. Players 1, 2, and 3 are now facing four enemies. If Players 1 and 2 each take on one opponent, that leaves Player 3 with two foes.
If they had simply fought, each player would be taking on 1/4 of the total danger. Because of invisibility, Player 4 faces zero danger, but Player 3 faces 1/2 of the total danger. Player 3 is much more likely to be taken down. ...If that happens, there will be three player characters versus four monsters. An encounter that a game-master carefully tried to balance has become frighteningly skewed, thanks to one player's ability to dodge danger.
QUOTE
I think the list there is contrived in a pattern that is meant to make invisibility look as though it counters all of those, (which it doesn't.)
There's nothing contrived here. I'm not describing what hypothetically might happen. I'm describing what roleplayers often do on Furcadia, and unfortunately, many players who have 'invisibility' on Furcadia define it as 'I am immune to perception'.
It really doesn't matter how you or I define it, because nothing's making everybody read a manual on the unified field theory of player-character invisibility and adhere to it.
I think invisibility in Persona RP gets more viable if the community standard within a Dream is tending towards a higher power level, but, out and about in Furcadia, I've encouraged a lower power level.
QUOTE
An invisible person walking in the sand would leave footprints, for example.
Again, your definition. Not most invisible players on Furcadia's definition.
You seem to be trying to use real-world physics to make sense of magical powers. That doesn't work. If the spell is limited to the person's own body, and not the world around them, then, okay, they're leaving footprints.
They are also totally blind.
Why? Because photons are passing through their invisible retinas, and they therefore can not see.
They're free to claim, "Well, my spell makes it so I can see." They can also claim, "My invisibility is like that power that "The Shadow" has. It doesn't make me transparent to light; it clouds the minds of everyone who looks at me. So, you'd edit out the footprints too."
Alternately, they could claim, "My magic spell includes wiping out footprints. It'd be a stupid spell if anybody could just look down and see footprints!"
QUOTE
The examples, (to me) seemed to be a very passive aggressive excuse to not include invisibility because it adds a bit of unbalance. (In my opinion, so does True Sight, though!)
In Persona Roleplay it doesn't add "a bit of unbalance". It's practically an instant win.
You've missed the point, though. I'll try again.
Invisibility differs from many other abilities because, in order for it to succeed, a roomful of other players' abilities have to simultaneously fail. That's not fair.
When I implement True Sight in Furre!, I'll be considering whether it works 100% of the time. Supernaturals might be able to purchase defenses against it. I am aware of how powerful it is; it has similarities to World of Darkness's Auspex, and, game balance aside, I dislike how Auspex is an insta-win that short-circuits actually having to actually roleplay to find out what someone is.
QUOTE
...you forgot to include that the odds against the monsters are now somewhat skewed if the player decides to help his companions out by stabbing the monsters in the back...
No, I didn't forget any of those things at all. Yes, it could be really really good for the player characters-- inviso-guy/gal wipes out the monsters in double time with backstab, etc. Or, it could be really really bad for the players-- monsters roll good initiative and manage to pile more attacks on one player.
You've pointed out ways in which the outcome is now less predictable. That's my point exactly. I didn't say, "If a player goes invisible, then all the other player characters automatically lose." I said, "there's the problem of the tabletop game referee's ability to control the encounter odds."
Come to think of it, it is also likely to interfere with the players' sense of whether or not they were in control of their destiny, too. Generally, RPGs are engineered so players can pull out if it starts getting too rough. Can't choose to back off if you're unconscious or dead.
Champions gives the characters so much durability in proportion to the damage done, that taking on twice as many opponents tends not to be fatal. It does that because it's a superheroes game-- it has to be able to accomodate powers like invisibility. Living Legends, another superheroes game, breaks invisibility down so you pay for every sense to which you are resistant or immune. Both of these games are gigantic sets of rules.
QUOTE
Or what if one of them dies immediately by a smack to the head?
Very very very few RPGs let an NPC one-shot a PC. Most game designers know better than to make a game like that. We've come a long way since the days of D&D where your Mage could enter the game with 3 hit points...
QUOTE
I feel your reasons are contrived, that's all. I wouldn't accept those reasons, (myself) as reasons to exclude it. Reasons to add specific limitations based on various different things, yes. Exclusion? No.
My two cents.
Ultimately, that's precisely the problem, Damadar. In Persona Roleplay, there isn't an option to "add specific limitations".
In the "Furre!" RPG, which is written for Strict Roleplay, I could implement invisibility exactly like in Teenage Demon Slayers and the tabletop version would work fine. The Furre! game and the Dragonlands has to do double-duty: its canon shouldn't encourage questions that are best answered with a full game system because that doesn't work in Persona Roleplay.
As you aren't under that particular constraint, you can go ahead and include invisibility in any of your creations, as you please. As for me, I don't think leaving out the things that I've noticed tend to cause frequent major arguments and confuse people is "contrived" at all.
=======================================================================
This is the Quick Magic system from Pocket Universe, which includes rules for True Sight as a spell in a medieval fantasy type world.
http://www.io.com/unigames/pu/pu_freebie/quickmagic4.pdf
LINK
A TINY Note on Phoenixes and Wyrmmes
QUOTE
...Especially helpful would be how these dragons maintain their rule over their slaves, especially in light of metal's rapid dissolution: are they literally using sharp sticks and psionics to control the masses?
The Wyrmmes have three tools for oppressing the Furres. They use psionics. They use weapons, yes. Thirdly, and this is important: they vigorously suppress the idea that there can even be free Furres. Not being a slave is as unthinkable to many Drakorian slave Furres, as an eight-year-old child living without parents is, to our sensibilities.
Information of this sort will go into a Drakorian sourcebook/almanac eventually.
QUOTE
...what I'm looking for is an indepth assesment of Drakoria like something you'd find in a source manual for DnD.
I'm still working on the basics of the Furre! RPG. It's looking like I will cover Kasuria first, but then go on to do a Drakoria supplement. Answers to alot of your questions can be inferred from the info here:
larger draft of the Furre! rules
mechanics-oriented segments of the Furre! rules
QUOTE
does kasuria have any plans to liberate those furres that are said to be under the thumb of the drakorian dragons?
Questions like this are determined by the owner of a Dream, by the folks running a Continuity. Each Dream is its own "pocket universe". I expect to eventually see different outcomes, like:
...the Drakorian Wyrmmes have taken over Kasuria
...the Wyrmmes have grown into a nice race and freed their slaves
...the Wyrmmes were so foul that they have nearly been genocided.
What happens will be up to you, the players, in your own Continuities. Heck, maybe Kasuria eventually develops a magic-based space program.
QUOTE
Where do these phoenix's make their homes? I would assume it was somewhere away from the machinations of the Drakorians, perhaps isolated and accessible via air.
"Phoenixes themselves tell of a floating forest island, the Land of Lifted Woods. Alas, where this fabled and beautiful place is, even they cannot say. Perhaps it is gone forever, or maybe it never ever was... "
There are a number of floating islands, but the one the Phoenixes speak of is the one called Zephiroth. The "Zephiroth" we have on Furcadia is an area connected to the VINCA map, accessible only to winged characters and those they 'summon.
Phoenixes typically live in nests. They prefer forests because it's easiest to hide a nest amongst lots of trees. (There are three Objects in the art from the last Update, which assemble into a huge nest in a tree.) Phoenixes, for reasons of safety, don't say where their nests are.
QUOTE
Apparently the old "rises from its ashes" line was far too elegant and simple for ol' Talzheimers.
Naw. It was just too wimpy. Rising from the ashes only worked if the phoenix set itself on fire when it got old. Traditional phoenixes could be killed like any other bird. With Furcadian "reborning", it also works if they get stabbed, poisoned, etc. To keep that from being totally cheesy, though, Phoenixes will still get a sort of "time out" while they recover and make their way back to the action.
QUOTE
...Especially helpful would be how these dragons maintain their rule over their slaves, especially in light of metal's rapid dissolution: are they literally using sharp sticks and psionics to control the masses?
The Wyrmmes have three tools for oppressing the Furres. They use psionics. They use weapons, yes. Thirdly, and this is important: they vigorously suppress the idea that there can even be free Furres. Not being a slave is as unthinkable to many Drakorian slave Furres, as an eight-year-old child living without parents is, to our sensibilities.
Information of this sort will go into a Drakorian sourcebook/almanac eventually.
QUOTE
...what I'm looking for is an indepth assesment of Drakoria like something you'd find in a source manual for DnD.
I'm still working on the basics of the Furre! RPG. It's looking like I will cover Kasuria first, but then go on to do a Drakoria supplement. Answers to alot of your questions can be inferred from the info here:
larger draft of the Furre! rules
mechanics-oriented segments of the Furre! rules
QUOTE
does kasuria have any plans to liberate those furres that are said to be under the thumb of the drakorian dragons?
Questions like this are determined by the owner of a Dream, by the folks running a Continuity. Each Dream is its own "pocket universe". I expect to eventually see different outcomes, like:
...the Drakorian Wyrmmes have taken over Kasuria
...the Wyrmmes have grown into a nice race and freed their slaves
...the Wyrmmes were so foul that they have nearly been genocided.
What happens will be up to you, the players, in your own Continuities. Heck, maybe Kasuria eventually develops a magic-based space program.
QUOTE
Where do these phoenix's make their homes? I would assume it was somewhere away from the machinations of the Drakorians, perhaps isolated and accessible via air.
"Phoenixes themselves tell of a floating forest island, the Land of Lifted Woods. Alas, where this fabled and beautiful place is, even they cannot say. Perhaps it is gone forever, or maybe it never ever was... "
There are a number of floating islands, but the one the Phoenixes speak of is the one called Zephiroth. The "Zephiroth" we have on Furcadia is an area connected to the VINCA map, accessible only to winged characters and those they 'summon.
Phoenixes typically live in nests. They prefer forests because it's easiest to hide a nest amongst lots of trees. (There are three Objects in the art from the last Update, which assemble into a huge nest in a tree.) Phoenixes, for reasons of safety, don't say where their nests are.
QUOTE
Apparently the old "rises from its ashes" line was far too elegant and simple for ol' Talzheimers.
Naw. It was just too wimpy. Rising from the ashes only worked if the phoenix set itself on fire when it got old. Traditional phoenixes could be killed like any other bird. With Furcadian "reborning", it also works if they get stabbed, poisoned, etc. To keep that from being totally cheesy, though, Phoenixes will still get a sort of "time out" while they recover and make their way back to the action.
LINK
In Depth on Kentauri (Taurs)
Feb 9 2008, 05:32 AM
We have both marsupial and non-marsupial kentauri. There are placental direwolf 'taurs and there are thylacine 'taurs. There are placental sabre-tooth 'taurs and marsupial leotaurs. What there will not be, is modern animal 'taurs.
One of the biggest challenges for depicting Drakorian kentauri is that the natural animals don't have the proportions of the domestic horse. So, making a centaur-oid form often looks awkward to us because I'm drawing something to which our eyes are not accustomed. They were optimal in their day but very likely became obsolete.
For thousands of years, breeders have forced the horse's form into a square. This quality is so important that you'll hear horse-show talk about a horse being "in square".
http://www.solarnavigator.net/animal_kingd...y_engraving.jpg
It's a ratio that helps make a cheetah's stride so perfect.
http://tostrokeacheetah.com/cheetah.jpg
By contrast, thylacines have very short forelegs and long hindquarters. They had a running dynamic more like hopping than a modern horse's run.
www.thegenieslamp.com/Fur/bestiary/thylataur.gif
You'll see a very similar proportioning in the early horse, Mesohippus:
http://gpc.edu/~pgore/myphotos/fossils/mesohippus%20copy.jpg
Some of the sabre-tooth (true) cats have an opposite dynamic: huge forelegs and little short hind legs.
Another candidate for a Drakorian kentaur tribe is the long-extinct Titanoides family. Bear-sized and sabre-toothed, they again have a heavy powerful build.
http://www.keltationsart.com/images/IMG0011.gif
It has a head shape that modern viewers will probably find ugly because it's unfamiliar.
http://www.keltationsart.com/images/IMG0008.jpg
It's likely that all of these animals were outcompeted on most continents by the feline family, which began much the same way, but developed long even legs and a suspended arch spine structure.
http://www.dkimages.com/discover/previews/966/55045100.JPG
Anyways, what I'm mostly saying is, while there are placental Kentauri, they will not be merely "a cat-headed humanoid torso with a cat body" or "a dog-headed humanoid torso with a dog body". They'll be nasty, brutish, and ungainly anachronisms to ensure Drakoria has a "lost world" feel to it.
Feb 9 2008, 05:32 AM
We have both marsupial and non-marsupial kentauri. There are placental direwolf 'taurs and there are thylacine 'taurs. There are placental sabre-tooth 'taurs and marsupial leotaurs. What there will not be, is modern animal 'taurs.
One of the biggest challenges for depicting Drakorian kentauri is that the natural animals don't have the proportions of the domestic horse. So, making a centaur-oid form often looks awkward to us because I'm drawing something to which our eyes are not accustomed. They were optimal in their day but very likely became obsolete.
For thousands of years, breeders have forced the horse's form into a square. This quality is so important that you'll hear horse-show talk about a horse being "in square".
http://www.solarnavigator.net/animal_kingd...y_engraving.jpg
It's a ratio that helps make a cheetah's stride so perfect.
http://tostrokeacheetah.com/cheetah.jpg
By contrast, thylacines have very short forelegs and long hindquarters. They had a running dynamic more like hopping than a modern horse's run.
www.thegenieslamp.com/Fur/bestiary/thylataur.gif
You'll see a very similar proportioning in the early horse, Mesohippus:
http://gpc.edu/~pgore/myphotos/fossils/mesohippus%20copy.jpg
Some of the sabre-tooth (true) cats have an opposite dynamic: huge forelegs and little short hind legs.
Another candidate for a Drakorian kentaur tribe is the long-extinct Titanoides family. Bear-sized and sabre-toothed, they again have a heavy powerful build.
http://www.keltationsart.com/images/IMG0011.gif
It has a head shape that modern viewers will probably find ugly because it's unfamiliar.
http://www.keltationsart.com/images/IMG0008.jpg
It's likely that all of these animals were outcompeted on most continents by the feline family, which began much the same way, but developed long even legs and a suspended arch spine structure.
http://www.dkimages.com/discover/previews/966/55045100.JPG
Anyways, what I'm mostly saying is, while there are placental Kentauri, they will not be merely "a cat-headed humanoid torso with a cat body" or "a dog-headed humanoid torso with a dog body". They'll be nasty, brutish, and ungainly anachronisms to ensure Drakoria has a "lost world" feel to it.
LINK
Future of Dragonlands
One of the things that happens, over the longterm, to change the relationships of nations, is climate. We tend to overlook it because tbey are relatively new aspects of science-- archaeological climatology and meteorological sociology.
New Mexico- Alot of cultural connection exists to link New Mexico with the Toltecs in Mexico. These were active trade routes, not merely tenuous migrations, such that quite a bit of New Mexico turquoise ended up in the Yucatan, for instance. Pueblo Bonito, in Chaco Canyon, gives a hint at what has been lost over the years. http://www.jqjacobs.net/southwest/images/p...bonito_view.jpg This photo doesn't convey what's remarkable. Sure, it has a lot of rooms, and it's creditable permanent elaborate stone masonry, but what's impressive is that there are remnants of thousands of these settlements all over the area. They were probably well-inhabited as late as 1400. So, a thriving culture can be forgotten a scant 700 years later.
England- At the time of Stonehenge's building, the weather in England was much warmer, what we'd call 'Mediterranean' today. The land was covered in tall trees, which made long ships extremely easy to make. So, river craft crewed by many rowers allowed them to use England's rivers as if they were roads. After the age of the long dugouts passed, the shipping of the enormous stones used to make Stonehenge looked mysterious-- so mysterious that even as late as the 1990's its building was attributed by many to supernatural powers. A shift in climate reduced rainfall and cooled the temperatures, such that the species of enormous tree that once grew, went extinct in that area. The casual cultural contact that once extended from Scotland at least to the Persian Gulf died out.
The political upheavals that occur are largely forgotten if the culture wasn't literate. Literacy can come and go-- nearly everybody could read in the Roman Empire, around the first century. They even had best-sellers that spawned fanfics, that's how literate they were. By the second century, this flowering of widespread literacy is gone again. In England, who remembers there was once a country called 'Deheubarth'?
http://content.answers.com/main/content/wp...px-CymruMap.PNG
or how about the countries of Alt Clut, Gododdin, Bernicia, Rheged, and Deira?
http://www.kessler-web.co.uk/History/Featu...ishMapAD550.htm
Today, what we call countries are really what used to be empires. Today's France is what was once the Frankish empire; the United States is the direct product of the imperialism of the 1700's. So I would expect Kasuria's counties, which have a strong identity in medieval times, to the point of speaking different language in several of them, to be more like China. People of other countries refer to 'The Chinese', not 'Kiangianese', 'Yunnanese', and 'Ningsianese'.
Lack of invasion between Drakoria and Kasuria is directly due to the cold temperatures which discourage Wyrmmes from migrating northwards. If Urrth (the planet of the Dragonlands) gets an Industrial Revolution with resulting global warming, we might expect Wyrmme aggression to go nuts.
Humans wiped out their nearest relatives, the Neandertals, long ago. We suffer from a lack of other sentient races, with their different instincts and cultural priorities, with which we have to make peace. We're probably ill-prepared for for contact with aliens. How biological diversity affects the Furres, I am going to hint at soon, via the fiction and other venues. It will begin with the demise of King Constantine, and his succession by a son who instates as law a ban upon intermarriage between obviously-predator and obviously-herbivore Furres. He will revive the old Felines-first philosophy that his father worked so hard to abolish...
On Earth, guns have been an amazing boon to gender equality... I would expect the same to happen if firearms arise in the Olde World-- mouse-furres and lion-furres will finally be on even footing. However, guns don't work in Kasuria or Drakoria. Social 'enlightenment' is going to be delayed.
The lack of metal in Drakoria screws them over for a long time. If the keeper of your Continuity is nice, however, then, when the Furres discover plastics and ceramics, Drakoria can come out of the dark ages.
Safe exploration in Drakoria was stunted by lack of technology. There are unexplored primordial regions that would come to light, an era of delight like the Victorians experienced upon first cataloging the Galapagos, the creatures of Madagascar, the rare beasts of Borneo, etc.
The days of free use of magic might go away-- requiring those who can cast spells to be registered the way we record those who have guns today. (The old story that hands and feet Kung Fu experts have to be registered with the FBI as deadly weapons is just an urban legend.) I think that as societies strive for democracy, people tend to resent and fear natural inequalities. In America there is a powerful 'anti-intellectualism'; in Kasuria, I theorize a parallel 'anti-magism'. People who can do spells will be stigmatized exactly the way those who are competent with computers are STILL painted with the 'insane hacker' stereotype.
Well, that's a few directions things could go, anyways. Complexity says, even from the same starting point, wildly diverse directions are possible.
One of the things that happens, over the longterm, to change the relationships of nations, is climate. We tend to overlook it because tbey are relatively new aspects of science-- archaeological climatology and meteorological sociology.
New Mexico- Alot of cultural connection exists to link New Mexico with the Toltecs in Mexico. These were active trade routes, not merely tenuous migrations, such that quite a bit of New Mexico turquoise ended up in the Yucatan, for instance. Pueblo Bonito, in Chaco Canyon, gives a hint at what has been lost over the years. http://www.jqjacobs.net/southwest/images/p...bonito_view.jpg This photo doesn't convey what's remarkable. Sure, it has a lot of rooms, and it's creditable permanent elaborate stone masonry, but what's impressive is that there are remnants of thousands of these settlements all over the area. They were probably well-inhabited as late as 1400. So, a thriving culture can be forgotten a scant 700 years later.
England- At the time of Stonehenge's building, the weather in England was much warmer, what we'd call 'Mediterranean' today. The land was covered in tall trees, which made long ships extremely easy to make. So, river craft crewed by many rowers allowed them to use England's rivers as if they were roads. After the age of the long dugouts passed, the shipping of the enormous stones used to make Stonehenge looked mysterious-- so mysterious that even as late as the 1990's its building was attributed by many to supernatural powers. A shift in climate reduced rainfall and cooled the temperatures, such that the species of enormous tree that once grew, went extinct in that area. The casual cultural contact that once extended from Scotland at least to the Persian Gulf died out.
The political upheavals that occur are largely forgotten if the culture wasn't literate. Literacy can come and go-- nearly everybody could read in the Roman Empire, around the first century. They even had best-sellers that spawned fanfics, that's how literate they were. By the second century, this flowering of widespread literacy is gone again. In England, who remembers there was once a country called 'Deheubarth'?
http://content.answers.com/main/content/wp...px-CymruMap.PNG
or how about the countries of Alt Clut, Gododdin, Bernicia, Rheged, and Deira?
http://www.kessler-web.co.uk/History/Featu...ishMapAD550.htm
Today, what we call countries are really what used to be empires. Today's France is what was once the Frankish empire; the United States is the direct product of the imperialism of the 1700's. So I would expect Kasuria's counties, which have a strong identity in medieval times, to the point of speaking different language in several of them, to be more like China. People of other countries refer to 'The Chinese', not 'Kiangianese', 'Yunnanese', and 'Ningsianese'.
Lack of invasion between Drakoria and Kasuria is directly due to the cold temperatures which discourage Wyrmmes from migrating northwards. If Urrth (the planet of the Dragonlands) gets an Industrial Revolution with resulting global warming, we might expect Wyrmme aggression to go nuts.
Humans wiped out their nearest relatives, the Neandertals, long ago. We suffer from a lack of other sentient races, with their different instincts and cultural priorities, with which we have to make peace. We're probably ill-prepared for for contact with aliens. How biological diversity affects the Furres, I am going to hint at soon, via the fiction and other venues. It will begin with the demise of King Constantine, and his succession by a son who instates as law a ban upon intermarriage between obviously-predator and obviously-herbivore Furres. He will revive the old Felines-first philosophy that his father worked so hard to abolish...
On Earth, guns have been an amazing boon to gender equality... I would expect the same to happen if firearms arise in the Olde World-- mouse-furres and lion-furres will finally be on even footing. However, guns don't work in Kasuria or Drakoria. Social 'enlightenment' is going to be delayed.
The lack of metal in Drakoria screws them over for a long time. If the keeper of your Continuity is nice, however, then, when the Furres discover plastics and ceramics, Drakoria can come out of the dark ages.
Safe exploration in Drakoria was stunted by lack of technology. There are unexplored primordial regions that would come to light, an era of delight like the Victorians experienced upon first cataloging the Galapagos, the creatures of Madagascar, the rare beasts of Borneo, etc.
The days of free use of magic might go away-- requiring those who can cast spells to be registered the way we record those who have guns today. (The old story that hands and feet Kung Fu experts have to be registered with the FBI as deadly weapons is just an urban legend.) I think that as societies strive for democracy, people tend to resent and fear natural inequalities. In America there is a powerful 'anti-intellectualism'; in Kasuria, I theorize a parallel 'anti-magism'. People who can do spells will be stigmatized exactly the way those who are competent with computers are STILL painted with the 'insane hacker' stereotype.
Well, that's a few directions things could go, anyways. Complexity says, even from the same starting point, wildly diverse directions are possible.
LINK
2002 Mention of Kasuria/Olde World/Drakoria and Portals
Feb 17 2002, 06:26 AM
Here's a bit about Furcadia's Dragonlands Continuity:
KASURIA (THE MIDDLE REALM)
A Kasurian furre would tend to feel out of place without the presence of magic-users or various permanent spells. If you want to travel between two cities in Kasuria, why, there are portals placed there by order of the King and the magical cooperation of the wizardry. A flying ship would be forced into the water as it approached the Olde World.
DRAKORIA (THE FAR WEST)
Being from Drakoria would be even more unusual. There, the furres are ruled or even enslaved by the Drakorian Wyrmmes. Magic of a musical and psionic nature is practiced there, used to spy and subvert and punish. Drakorian magic tends to be cruel and sinister.
Metal turns to dust in Drakoria, so weapons are bone and stone and wood. In the northernmost forest, too cold for Wyrmmes to be comfortable, the furres manage to live in primitive tribes. Even amongst these tribes, slavery is considered normal; Drakoria is a "barbaric" place.
Harshlaw, the furres' cavern city, is a port for air-pirates and privateers and those wishing to fly furres to the freedom of Kasuria.
THE OLDE WORLD
This place resembles real-world Europe and Asia, but the names are a bit different. Also, here is where the supernaturals (the Vampyre Furres and the WereFurres) are in full force because of a lack of mages.
http://www.furcadia.com/pixel/dragon/history.htm
Theriopolis is part of the most restrictive of the three IC regions (Olde World, Kasuria, and Drakoria). Be from whichever area you like; I recommend making a fresh new alt, and playing a native of Therio. Being proud of your city tends to be more fun than continually wishing you were back home again.
A GUIDE TO THERIOPOLIS
http://www.bga.com/~pixel/dreams/therio.htm
Feb 17 2002, 06:26 AM
Here's a bit about Furcadia's Dragonlands Continuity:
KASURIA (THE MIDDLE REALM)
A Kasurian furre would tend to feel out of place without the presence of magic-users or various permanent spells. If you want to travel between two cities in Kasuria, why, there are portals placed there by order of the King and the magical cooperation of the wizardry. A flying ship would be forced into the water as it approached the Olde World.
DRAKORIA (THE FAR WEST)
Being from Drakoria would be even more unusual. There, the furres are ruled or even enslaved by the Drakorian Wyrmmes. Magic of a musical and psionic nature is practiced there, used to spy and subvert and punish. Drakorian magic tends to be cruel and sinister.
Metal turns to dust in Drakoria, so weapons are bone and stone and wood. In the northernmost forest, too cold for Wyrmmes to be comfortable, the furres manage to live in primitive tribes. Even amongst these tribes, slavery is considered normal; Drakoria is a "barbaric" place.
Harshlaw, the furres' cavern city, is a port for air-pirates and privateers and those wishing to fly furres to the freedom of Kasuria.
THE OLDE WORLD
This place resembles real-world Europe and Asia, but the names are a bit different. Also, here is where the supernaturals (the Vampyre Furres and the WereFurres) are in full force because of a lack of mages.
http://www.furcadia.com/pixel/dragon/history.htm
Theriopolis is part of the most restrictive of the three IC regions (Olde World, Kasuria, and Drakoria). Be from whichever area you like; I recommend making a fresh new alt, and playing a native of Therio. Being proud of your city tends to be more fun than continually wishing you were back home again.
A GUIDE TO THERIOPOLIS
http://www.bga.com/~pixel/dreams/therio.htm
LINK
Couple of other minor things here but most interesting are mention of magical portals throughout Kasuria to facilitate travel!
Ana in particular might be interested in this one! I was able to find the archive for the Genie's Lamp Site (HERE) AND the Bestiary (HERE)!
LINK
LINK
Fey/Elven
ElvenFurres
(Also known as Wee Folk, the Good Neighbors, Them Ones, the Strangers, the Little People, the Fair Folk, the Forgetful Ones, the Hidden Folk, Mother's Blessing, the Lovlings, the Night Folk, the Little Darlings, the Protectors, Fey Folk, and, vulgarly, Fairies)
The Primes Jujinka and Ahroth are responsible for the existence of all Fey Folk. It is said that the two Primes touched their hands and the sparks that fell upon the seedlings and the tiny stones below were imbued with magical life. For this, the ElvenFurres honor Jujinka (whom they call the Green Mother) and Ahroth (whom they call the Bearded Father) above all other Primes.
All FeyFurres receive the Advantage "Very Graceful" as part of the "package deal" of being a Faerie Furre. They receive fluency in their own language, "Glimmerish", in addition to fluency in Kasurian. They also automatically receive a Disadvantage, depending on their Ilk.
THE ILKS ("TYPES") OF FEY
Kitterwing Shee
These tiny, insect-winged Furre sprites are only nine inches tall! These are the very first FeyFurres and many of them lived in Jujinka's realm, the Great Garden. Kitterwings are not born: they're magically generated in especially pristine and beautiful beaches, meadows, swamps, waterfalls, mountainsides, etc. Kitterwings are naturally shy and must avoid places with more than 3 non-FaerieFurres present.
TALENTS:
Winged Flight
Transformation
Kitterwings may transform into ElvenFurres that are about a head shorter than the average Furre. It doesn't happen as a transformation, as with Lycanthians; it's a sudden change accompanied by an distinct "pop" sound. They can only do so when out of a complex or stressful situation such as combat.
The child of a Kitterwing Shee and a Lycanthian will have a Kawaii form.
AGE: Player character Kitterwings may claim to be any age up to 6000 years, but receive no extra skills for this.
Uneducated (*) Kitterwings don't grow up; they appear as diminutive full grown adults or children, and they never change. They didn't spend time as students in school or apprentices at a trade or doing chores on a farm. It's a hallmark of their Ilk that they truly hate to *learn*.
The Elementals
If a Kitterwing grows fond of a particular terrain feature, then an Elemental may one day appear there. Elementals are two or three heads shorter than a regular Furre, and may be mistaken for a child at a distance. Once in speaking-range, though, it becomes very clear that this is no Furreling child. There are four kinds, and their physical appearance strongly reflects an affiliation with an element. All Elementals love nature, preferring the outdoors over indoors.
Silfs (Air Elementals)
Silfs are extremely rare. They can levitate a few inches off the ground and can move at walking speed. They can cross lakes this way.
Undeens (Water Elementals)
Undeens can breathe water and swim twice as fast as they walk. Some even have gills, webbed paws, etc.
Salamanths (Fire Elementals)
Salamanths can not be hurt by heat or flame. They are famed for their beautiful hair.
Nomes (Earth Elementals)
Nomes are the most wildly varying FaerieFurres. They can be portly, wirey, homely, handsome. Nomes can smell metals the way Furres can smell fruits. This allows them to hide treasure and find it back.
TALENTS
Featherfall (*) Elementals are immune to damage from falling. They always land on their feet.
Camouflage (*) This is not invisibility, nor can it be used to dodge combat. It's being inconspicuous. The Camouflaged Elemental adds "HID" to the end of their name. If there is anybody besides the Elemental present, then they will not be noticed unless they directly interact. Somebody who is HID should be ignored. NOTE: This ability is only to be used in Public areas or in one's own Dream.
Affinity (*) Every Elemental has some object or location that's special to them because it's where they originated. An Elemental killed at that location will reappear at that location after one sunrise and one sunset!
To spot a Camouflaged Elemental who's alone requires you to ROLL 2d10. Outdoors your target number is (WITS+DETECTIVE_BONUS-8) or (SURVIVAL_BONUS-2). Indoors you must use (WITS+DETECTIVE_BONUS-8) or (WITS+STREETWISE_BONUS-8).
Dahna Shee
These are the offspring of Elementals that interbred with Furres. They have become numerous enough to have a small kingdom of their own, existing in the forests of County Raideth in Kasuria.
They are always thin, and sometimes tall (although never more than a head taller than regular Furres. They are often graceful, and favor archery over hand-to-hand combat. They prefer to fight with spears.
Dahna Shee have a few tiny cities deep in forests. Although by far the most numerous of the FeyFurres, they are still not nearly as common as regular Furres.
DISADVANTAGE:
Fragile (*) They are ill-suited for unarmed martial arts; the joints of their long limbs are easily dislocated, their ribs easily shattered.
TALENTS:
Lightfoot (*) (The opposite of the Vampfurre Evil Way called Ghostpaw) This power works only on green grass or other living plants. The Dahna Shee can walk across the tops of the plants, not leaving any tracks or scent. They don't even disturb the shimmering morning dew with their passage.
Passing (*) Of all the FaerieFolk, only Dahna Shee can pass for mortal Furres. To accomplish a mortal guise, the FeyFurre takes fresh flowers and sprinkles the petals over their head. This doesn't change the FaerieFurre into a new person, it just makes them look like a mortal version of their usual self. This effect goes away at the next noon or midnight.
FeyFurre-Only Advantages
These advantages can only be bought by FaerieFurres, and must be bought with additional Advantage points beyond the 2 spent to be a FaerieFurre.
Song of Serenity (-1) Use of this ability causes one target to fall into an unnaturally deep sleep. A roll of 2d10 is made. On a 12 or higher the target falls asleep. On a Fumble, the FeyFurre themself falls asleep. This sleep lasts until one noon and one midnight have passed. If the victim is kissed by someone of royal blood (someone with Pedigree Great House) the spell is broken.
Serenade of Serenity (-3) This is like Song of Serenity except it can be used on up to 5 targets at once.
ElvenFurres
(Also known as Wee Folk, the Good Neighbors, Them Ones, the Strangers, the Little People, the Fair Folk, the Forgetful Ones, the Hidden Folk, Mother's Blessing, the Lovlings, the Night Folk, the Little Darlings, the Protectors, Fey Folk, and, vulgarly, Fairies)
The Primes Jujinka and Ahroth are responsible for the existence of all Fey Folk. It is said that the two Primes touched their hands and the sparks that fell upon the seedlings and the tiny stones below were imbued with magical life. For this, the ElvenFurres honor Jujinka (whom they call the Green Mother) and Ahroth (whom they call the Bearded Father) above all other Primes.
All FeyFurres receive the Advantage "Very Graceful" as part of the "package deal" of being a Faerie Furre. They receive fluency in their own language, "Glimmerish", in addition to fluency in Kasurian. They also automatically receive a Disadvantage, depending on their Ilk.
THE ILKS ("TYPES") OF FEY
Kitterwing Shee
These tiny, insect-winged Furre sprites are only nine inches tall! These are the very first FeyFurres and many of them lived in Jujinka's realm, the Great Garden. Kitterwings are not born: they're magically generated in especially pristine and beautiful beaches, meadows, swamps, waterfalls, mountainsides, etc. Kitterwings are naturally shy and must avoid places with more than 3 non-FaerieFurres present.
TALENTS:
Winged Flight
Transformation
Kitterwings may transform into ElvenFurres that are about a head shorter than the average Furre. It doesn't happen as a transformation, as with Lycanthians; it's a sudden change accompanied by an distinct "pop" sound. They can only do so when out of a complex or stressful situation such as combat.
The child of a Kitterwing Shee and a Lycanthian will have a Kawaii form.
AGE: Player character Kitterwings may claim to be any age up to 6000 years, but receive no extra skills for this.
Uneducated (*) Kitterwings don't grow up; they appear as diminutive full grown adults or children, and they never change. They didn't spend time as students in school or apprentices at a trade or doing chores on a farm. It's a hallmark of their Ilk that they truly hate to *learn*.
The Elementals
If a Kitterwing grows fond of a particular terrain feature, then an Elemental may one day appear there. Elementals are two or three heads shorter than a regular Furre, and may be mistaken for a child at a distance. Once in speaking-range, though, it becomes very clear that this is no Furreling child. There are four kinds, and their physical appearance strongly reflects an affiliation with an element. All Elementals love nature, preferring the outdoors over indoors.
Silfs (Air Elementals)
Silfs are extremely rare. They can levitate a few inches off the ground and can move at walking speed. They can cross lakes this way.
Undeens (Water Elementals)
Undeens can breathe water and swim twice as fast as they walk. Some even have gills, webbed paws, etc.
Salamanths (Fire Elementals)
Salamanths can not be hurt by heat or flame. They are famed for their beautiful hair.
Nomes (Earth Elementals)
Nomes are the most wildly varying FaerieFurres. They can be portly, wirey, homely, handsome. Nomes can smell metals the way Furres can smell fruits. This allows them to hide treasure and find it back.
TALENTS
Featherfall (*) Elementals are immune to damage from falling. They always land on their feet.
Camouflage (*) This is not invisibility, nor can it be used to dodge combat. It's being inconspicuous. The Camouflaged Elemental adds "HID" to the end of their name. If there is anybody besides the Elemental present, then they will not be noticed unless they directly interact. Somebody who is HID should be ignored. NOTE: This ability is only to be used in Public areas or in one's own Dream.
Affinity (*) Every Elemental has some object or location that's special to them because it's where they originated. An Elemental killed at that location will reappear at that location after one sunrise and one sunset!
To spot a Camouflaged Elemental who's alone requires you to ROLL 2d10. Outdoors your target number is (WITS+DETECTIVE_BONUS-8) or (SURVIVAL_BONUS-2). Indoors you must use (WITS+DETECTIVE_BONUS-8) or (WITS+STREETWISE_BONUS-8).
Dahna Shee
These are the offspring of Elementals that interbred with Furres. They have become numerous enough to have a small kingdom of their own, existing in the forests of County Raideth in Kasuria.
They are always thin, and sometimes tall (although never more than a head taller than regular Furres. They are often graceful, and favor archery over hand-to-hand combat. They prefer to fight with spears.
Dahna Shee have a few tiny cities deep in forests. Although by far the most numerous of the FeyFurres, they are still not nearly as common as regular Furres.
DISADVANTAGE:
Fragile (*) They are ill-suited for unarmed martial arts; the joints of their long limbs are easily dislocated, their ribs easily shattered.
TALENTS:
Lightfoot (*) (The opposite of the Vampfurre Evil Way called Ghostpaw) This power works only on green grass or other living plants. The Dahna Shee can walk across the tops of the plants, not leaving any tracks or scent. They don't even disturb the shimmering morning dew with their passage.
Passing (*) Of all the FaerieFolk, only Dahna Shee can pass for mortal Furres. To accomplish a mortal guise, the FeyFurre takes fresh flowers and sprinkles the petals over their head. This doesn't change the FaerieFurre into a new person, it just makes them look like a mortal version of their usual self. This effect goes away at the next noon or midnight.
FeyFurre-Only Advantages
These advantages can only be bought by FaerieFurres, and must be bought with additional Advantage points beyond the 2 spent to be a FaerieFurre.
Song of Serenity (-1) Use of this ability causes one target to fall into an unnaturally deep sleep. A roll of 2d10 is made. On a 12 or higher the target falls asleep. On a Fumble, the FeyFurre themself falls asleep. This sleep lasts until one noon and one midnight have passed. If the victim is kissed by someone of royal blood (someone with Pedigree Great House) the spell is broken.
Serenade of Serenity (-3) This is like Song of Serenity except it can be used on up to 5 targets at once.
LINK
Werefurres
Werefurres
LORE OF THE LYCANTHIANS (WEREFURRES) The first Lycanthians came from Drakoria, at a time when there were no cities, only large villages, and the Furres tended to live in wandering tribes. They are linked to old rituals practiced by Furre Shamans. Some say that the power was originally invoked in times of dire need to protect the tribe, and that it has grown out of control. Lycanthians don't to think of themselves as a "race." They don't have a special subculture or religion. They are cursed to be alone, apart from each other as well as from normal Furre society.
There are three ways to become a Were: 1) being bitten but not killed by a Werefurre with "the mania", 2) being death-cursed by a Shaman, or 3) being the child of one or more Weres and born during the full moons.
If you cut off a Werefurre's tail, they lose the power to shapeshift. The tail will remain warm and fresh and alive so long as the Were is still living. If it is placed back in its original place, the tail will grow back onto the Werefurre's bottom in less than a minute.
Werefurres all feel an instinctive hatred for the sign of the Vinca. Unlike Vampfurres, they are highly capable of destroying something marked with one, and they will go out of their way to do so.
Lycanthians take heavy damage from silver or blessed weapons.
Lycanthians make riding-dragons very uneasy; they will at best refuse to carry a Werefurre, and at worst, if in a group of dragons, attack.
They are immune to all damage from weapons wielded by a Vampfurre, even silver weapons.
LYCANTHIAN WEREFORMS
In addition to their "Furre" shape, the player chooses two other wereforms, or "morphs". One is the form which they must assume when the moons are full. (Treat the real-life first of each month as this time!) The other is a form that they can assume at will.
Furre
An upright bipedal form. Just like everybody else, pretty much, except for an ability to heal more quickly. A Were does not heal quickly enough for the effect to be visible. Werefurres do not automatically Regenerate (regrow a lost eye, limb, etc.); this is a Weres-only Advantage that must be bought separately. (see below.)
Bestial
These are four-legged versions of a Furre. While in this form, the Were's ability to reason and think are very very poor! They will remember their enemies, but they may or may not remember their friends! Most Werefurres can assume this shape at will, but those who are bound to take this shape when the moons are full are required to murder a furre in order to assume their true form again. Bestial forms normally inspire fear, and if one is seen in a city or village, they will quickly try to track and kill it.
Abomination
This is a hulking monstrosity one and half times the Furre's normal size. Its arms are longer and thicker; it moves by loping on all-fours half the time. Its head is a cruel and savage hideous parody of the original Furre. They attack by biting their prey, then shaking it until it is torn apart or its neck or spine are broken. Abominations inspire such blind terror that those seeing it will panic and run, stricken by a supernatural emotion that can only loosely be labelled "fear". (Upon seeing this creature, roll 2d10; on a roll of 13 or higher, you will panic, and you will not remember what you saw.) QuarterPrimes descended from good (not Dark) Primes are completely immune to this special effect. An Abomination *must* murder a Furre and eat their heart in order to assume their true form.
Kawaii
The Furre shrinks to a mere nine inches tall! This Wereform is terribly vulnerable because of its size: the Tinyfurre's strength is reduced as drastically as its size. Its durability is equal to that of a full-sized Furre. A running or climbing Kawaii can cover distances exactly as quickly as they could in Furre shape, but can only leap twice their height: around 18 inches. Kawaii Lycanthians are actually halfbreeds, a cross between a Lycanthian and a Kitterwing Shee (an Ilk of FaerieFurre).
Giganti
When enraged, the Furre grows to three times their normal Furre height. Their body is proportionally wider as well. Their ability to cover ground is tripled. They have very very limited ability to jump. Their paws are very clumsy; they severely lack manual dexterity and thus cannot use tools or wield weapons. While in this form, they are reduced in intelligence. This form usually reverts to regular Furre shape when the emotion of anger has faded.
Serpenti
The Furre is two heads taller than their normal Furre height, and powerfully built. Instead of fur, they are covered with crusty harsh alligator-like hide. They grow foot-long serrated bone spikes covered in a black horn from their knuckles, and use them like punch-daggers or knives. Their claws are as long as their fingers. Their necks are twice as long as normal although they may tend to hunch over like a vulture. Their backs are broad; the muscles along the flanks give the Serpentine's torso a cobra-like appearance. It is not stronger or more durable but it is a little faster. The Serpenti form leaves the Lycanthian so exhausted that they must sleep for three days after they assume this shape!
Daimoni
This Lycanthian form is always one head taller and nearly twice as wide as the original Furre. It is covered with dark hairless skin marred by long raw red cuts where the hide burst open during transformation. It has four horns like an oryx or gazelle's. The Werefurre finds they have great trouble speaking while in this shape: they can use words of only one syllable, except for proper nouns such as names, which they speak by breaking it up into syllables. The Daimoni is slow, strong, but not durable. It should not be thought of as useful, and it has been nicknamed the "Bath of Pain." A child of two Lycanthians will have Daimoni as one of their morphs.
Aviani
This is the most common moon-linked wereform for those cursed by a Shaman. The Furre finds themself robbed of their normal intellect, and forced into the shape of a Raptor, Ostrix, Kiwi, or Diatryma. Unlike the other Wereforms, the Aviani is as easy to kill as any normal bird of that type.
Menalti
On the surface this seems an innocuous change: the Furre takes on a different Type. For example, an Equine might become a Rodent. They may or may not keep the same gender or colors but they always keep the original Furre's clothing. This is because the Menalti is a very, very evil being, very jealous of "The Other One", and wants to wear the Furre's own clothes. It is secretly determined to try to ruin the Furre's life. If a Lycanthian with a Menalti form kills themself, then they come back as the Menalti-- permanently. The deeds done while in Menalti form are not remembered by other forms.
WEREFURRE-ONLY ADVANTAGES:
Regenerate (2 Pts) Character will regrow a lost digit, limb or sensory organ. This does *not* apply to tails.
Talisman of Control (1 Pt) With this object, usually an amulet, the Furre may change into their other Lycanthian forms and back. If it is ICly lost for some reason, the player may choose to have the character find another after 30 RL days have passed. They are custom-made for that particular Werefurre by Dark Shamans, normally in exchange for some dark and evil act.
Sense Other Lycanthian (1 Pt) You can tell by sniffing from nearby when someone else is a also a Werefurre. This smell is not pleasant; it is similar to the smell of sour milk and sewage. It doesn't go away no matter how much they bathe. The other Furre is probably aware that you have sniffed them; this is not a subtle power (Sniffed Furre rolls 2d10 for 13 or less to detect being sniffed.)
The Mania (1 Pt, may be bought up to 3 times) This is the Out Of Character license to make another character into a WereFurre. This power requires their OOC Consent to work. They acquire a moon-form of their choosing, but their other form *you* choose for them. They may not remake their character; the change happens in-game and they do not gain or owe any points. They may *not* buy any Were-furre Only Advantages.
Third Shape (1 Pt) In addition to your moon-form and your voluntary form, you have another voluntarily-assumed shape.
Fourth Shape (2 Pts) Weres who master a fourth shape are very very rare. At this level of shifting mastery, however, the Lycanthian gains control of their moon-form and may resist the change!.
Werefurres
LORE OF THE LYCANTHIANS (WEREFURRES) The first Lycanthians came from Drakoria, at a time when there were no cities, only large villages, and the Furres tended to live in wandering tribes. They are linked to old rituals practiced by Furre Shamans. Some say that the power was originally invoked in times of dire need to protect the tribe, and that it has grown out of control. Lycanthians don't to think of themselves as a "race." They don't have a special subculture or religion. They are cursed to be alone, apart from each other as well as from normal Furre society.
There are three ways to become a Were: 1) being bitten but not killed by a Werefurre with "the mania", 2) being death-cursed by a Shaman, or 3) being the child of one or more Weres and born during the full moons.
If you cut off a Werefurre's tail, they lose the power to shapeshift. The tail will remain warm and fresh and alive so long as the Were is still living. If it is placed back in its original place, the tail will grow back onto the Werefurre's bottom in less than a minute.
Werefurres all feel an instinctive hatred for the sign of the Vinca. Unlike Vampfurres, they are highly capable of destroying something marked with one, and they will go out of their way to do so.
Lycanthians take heavy damage from silver or blessed weapons.
Lycanthians make riding-dragons very uneasy; they will at best refuse to carry a Werefurre, and at worst, if in a group of dragons, attack.
They are immune to all damage from weapons wielded by a Vampfurre, even silver weapons.
LYCANTHIAN WEREFORMS
In addition to their "Furre" shape, the player chooses two other wereforms, or "morphs". One is the form which they must assume when the moons are full. (Treat the real-life first of each month as this time!) The other is a form that they can assume at will.
Furre
An upright bipedal form. Just like everybody else, pretty much, except for an ability to heal more quickly. A Were does not heal quickly enough for the effect to be visible. Werefurres do not automatically Regenerate (regrow a lost eye, limb, etc.); this is a Weres-only Advantage that must be bought separately. (see below.)
Bestial
These are four-legged versions of a Furre. While in this form, the Were's ability to reason and think are very very poor! They will remember their enemies, but they may or may not remember their friends! Most Werefurres can assume this shape at will, but those who are bound to take this shape when the moons are full are required to murder a furre in order to assume their true form again. Bestial forms normally inspire fear, and if one is seen in a city or village, they will quickly try to track and kill it.
Abomination
This is a hulking monstrosity one and half times the Furre's normal size. Its arms are longer and thicker; it moves by loping on all-fours half the time. Its head is a cruel and savage hideous parody of the original Furre. They attack by biting their prey, then shaking it until it is torn apart or its neck or spine are broken. Abominations inspire such blind terror that those seeing it will panic and run, stricken by a supernatural emotion that can only loosely be labelled "fear". (Upon seeing this creature, roll 2d10; on a roll of 13 or higher, you will panic, and you will not remember what you saw.) QuarterPrimes descended from good (not Dark) Primes are completely immune to this special effect. An Abomination *must* murder a Furre and eat their heart in order to assume their true form.
Kawaii
The Furre shrinks to a mere nine inches tall! This Wereform is terribly vulnerable because of its size: the Tinyfurre's strength is reduced as drastically as its size. Its durability is equal to that of a full-sized Furre. A running or climbing Kawaii can cover distances exactly as quickly as they could in Furre shape, but can only leap twice their height: around 18 inches. Kawaii Lycanthians are actually halfbreeds, a cross between a Lycanthian and a Kitterwing Shee (an Ilk of FaerieFurre).
Giganti
When enraged, the Furre grows to three times their normal Furre height. Their body is proportionally wider as well. Their ability to cover ground is tripled. They have very very limited ability to jump. Their paws are very clumsy; they severely lack manual dexterity and thus cannot use tools or wield weapons. While in this form, they are reduced in intelligence. This form usually reverts to regular Furre shape when the emotion of anger has faded.
Serpenti
The Furre is two heads taller than their normal Furre height, and powerfully built. Instead of fur, they are covered with crusty harsh alligator-like hide. They grow foot-long serrated bone spikes covered in a black horn from their knuckles, and use them like punch-daggers or knives. Their claws are as long as their fingers. Their necks are twice as long as normal although they may tend to hunch over like a vulture. Their backs are broad; the muscles along the flanks give the Serpentine's torso a cobra-like appearance. It is not stronger or more durable but it is a little faster. The Serpenti form leaves the Lycanthian so exhausted that they must sleep for three days after they assume this shape!
Daimoni
This Lycanthian form is always one head taller and nearly twice as wide as the original Furre. It is covered with dark hairless skin marred by long raw red cuts where the hide burst open during transformation. It has four horns like an oryx or gazelle's. The Werefurre finds they have great trouble speaking while in this shape: they can use words of only one syllable, except for proper nouns such as names, which they speak by breaking it up into syllables. The Daimoni is slow, strong, but not durable. It should not be thought of as useful, and it has been nicknamed the "Bath of Pain." A child of two Lycanthians will have Daimoni as one of their morphs.
Aviani
This is the most common moon-linked wereform for those cursed by a Shaman. The Furre finds themself robbed of their normal intellect, and forced into the shape of a Raptor, Ostrix, Kiwi, or Diatryma. Unlike the other Wereforms, the Aviani is as easy to kill as any normal bird of that type.
Menalti
On the surface this seems an innocuous change: the Furre takes on a different Type. For example, an Equine might become a Rodent. They may or may not keep the same gender or colors but they always keep the original Furre's clothing. This is because the Menalti is a very, very evil being, very jealous of "The Other One", and wants to wear the Furre's own clothes. It is secretly determined to try to ruin the Furre's life. If a Lycanthian with a Menalti form kills themself, then they come back as the Menalti-- permanently. The deeds done while in Menalti form are not remembered by other forms.
WEREFURRE-ONLY ADVANTAGES:
Regenerate (2 Pts) Character will regrow a lost digit, limb or sensory organ. This does *not* apply to tails.
Talisman of Control (1 Pt) With this object, usually an amulet, the Furre may change into their other Lycanthian forms and back. If it is ICly lost for some reason, the player may choose to have the character find another after 30 RL days have passed. They are custom-made for that particular Werefurre by Dark Shamans, normally in exchange for some dark and evil act.
Sense Other Lycanthian (1 Pt) You can tell by sniffing from nearby when someone else is a also a Werefurre. This smell is not pleasant; it is similar to the smell of sour milk and sewage. It doesn't go away no matter how much they bathe. The other Furre is probably aware that you have sniffed them; this is not a subtle power (Sniffed Furre rolls 2d10 for 13 or less to detect being sniffed.)
The Mania (1 Pt, may be bought up to 3 times) This is the Out Of Character license to make another character into a WereFurre. This power requires their OOC Consent to work. They acquire a moon-form of their choosing, but their other form *you* choose for them. They may not remake their character; the change happens in-game and they do not gain or owe any points. They may *not* buy any Were-furre Only Advantages.
Third Shape (1 Pt) In addition to your moon-form and your voluntary form, you have another voluntarily-assumed shape.
Fourth Shape (2 Pts) Weres who master a fourth shape are very very rare. At this level of shifting mastery, however, the Lycanthian gains control of their moon-form and may resist the change!.
LINK
More knowledge is great for our continuity so if anyone finds more keep it coming!
Edited for going off topic.
Edited for going off topic.
We've been using this topic to discuss the canon aswell as post it (though admittedly we would have been smart to keep it separated for easy viewing ).
I really like that idea for one! If the canon portals are accepted it would make the most sense for the King to destroy the portals closest to Darvin and regulate the use of the remaining ones for his own gain.
LINK
I really like that idea for one! If the canon portals are accepted it would make the most sense for the King to destroy the portals closest to Darvin and regulate the use of the remaining ones for his own gain.
Disad/Advan "Updated" List
Advantages
and Disadvantages
DISADVANTAGES ("disads")
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_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.
* 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.
* Addiction_Collectibles (1 Point)
You like something so much, it's hard for you to talk about anything else.
Your hobby drives you to spend your money buying that thing and
your dwelling is devoted to housing your collection.
* 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.
* 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.
* 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.
* 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...
* Age_Kid* (1 Point)
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. Kids may not
the Strong or Toughness Advantages.
* 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.
Unfortunately, the medieval world of Furcadia does not have sign-language.
* 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...
You live in a rented room. Start with X1/2 coins.
* 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 Drakorian or Olde Worlder is illiterate, but the average
Kasurian is literate. Player characters are literate as a default
and may take this Disadvantage if their character is not.
* 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 have
an eye patch, or you might squint. You take a +1 penalty to all
actions at-range. *If your character wears glasses to correct vision,
they may not take this Disadvantage.
* 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.
* One-legged/Slowed Move (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 an Average_Education*, you only know 3 Hobbies
and 1 Job Skill.
* Homely* (1 Point)
Physically, you are unattractive. You may have repulsive physical
limitations which are further Disadvantages.
* Dense* (2 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). Base INTL is decreased by 1.
* Fragile* (1 Point)
Physically, your bones are slender, and your overall constitution poor.
You're prone to ailments. Or, maybe
you're malnourished (and you're Poor* or In_Debt* or even both).
* Weak* (1 Point)
Perhaps you had a sheltered upbringing in which physical activity was
discouraged. You might be older (Age_Senior*). You can't lift your own
body weight off the ground. Base PHYS is lowered by 1.
* Slow Reflexes (1 Point)
Your reaction time is poor. In a fight, you'll tend to act last.
Initiative -1.
* 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. All hand-eye skills (including weapon skills)
are performed at a -4
* Clumsy* (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*. Base DEFT is decreased by 1 point.
* 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. Start with only X1/5 coins.
* 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 cannot be *sent* Mindspeech. Empathy can read you just fine.
You cannot 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. This Disadvantage means that
your character is (or at one time, was) a Drakorian slave.
* 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 PHYS base is 7. 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 (-3 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.
* 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) 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.
* Contortionist (-1 Point) You could be a performer, twisting your body
up so the crowd might toss you coins. Those who try to Grapple you are
at a -2 to their chances.
* Ventriloquist (This is a Skill now, not an Advantage.) You can
throw your voice, and speak without moving your lips. Some street
puppeteers of Theriopolis perform ventriloquism with a live parrot.
* Matchmaker (This is now a Skill, not an Advantage)
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.**)
* 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*. +1 to Serendipity Rolls.
* Attractive* (1 Point) Your physical features are memorable and very
attractive by typical Furre standards. You have a +1 to die rolls where
looks 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.
* 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. You could fall one story and walk away unhurt. You can
take quite a few wounds and still not pass out from blood loss.
+2 Hit Points.
* Toughness* (3 Points) Your resistance to pain is at a heroic level. Your body
might or might not be extremely durable, but your skin is thick. +1 point
of natural armor versus both energy and physical damage.
* Small Stature (1 Point) This is an Advantage because there is a -2 penalty to hittingyou with a missile weapon.
* Large Stature (1 Point) +1 to Hit Points.
* Quick Reflexes (1 Point) +1 to Initiative
* Clever Fingers* (1 Point) This means your hand-eye coordination is well above
average. +1 to rolls such as carving, painting, etc. NEVER applies in combat.
* Ambidextrous* (2 Points) You're equally skilled with either paw.
* 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. +1 anywhere balance is a
factor, including Dodge but not any other Combat-related scores/rolls
* Wealthy* (1 Point) 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 Traits Wealthy* or
Rich* on their own. Start with 1000 instead of 500 Coins. You own a house or a small business with home attached.
* Rich* (3 Points) A Rich Furre can support six individuals at a Wealthy
level of comfort, or two at a Rich level of comfort. (Or one at Rich and
three at Wealthy, it's to be presumed). These can be employees or
dependents. Being an employee or dependent of somebody who is Rich does not
affect their Social_Status; an employee or dependent must pay for the
Traits Wealthy* or Rich* on their own. Start with 2000 instead of 500 Coins.
You own a small estate.
* 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 Skill Slots chart.
* 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. A scholar gets +2 levels on the Skill Slots chart.
* Telebonded (-1 Point) You share a telepathic connection with an individual or
creature. Telebonding can be accomplished naturally with both Scarhawks and
Feral Dragons but requires special potions for furres/byrddes/wyrmmes.
* Pet_Feral_Dragon (-1 Point) You have a Feral Dragon pet. You are not telepathic
with it, but you can ride it as it flies.
* Pet_Scarhawk (-1 Point) You have a giant falcon, or Scarhawk, pet. You are not
telepathic with it, but you can ride it in flight.
* 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. The kiwi is
traditionally associated with Matchmakers.
* Pet_Ostrix (-1 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 (-1 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 (-1 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)
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", does 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 and psychic attacks
the Antipath creates a single-space personal null zone.
* Psihealer (-2 Points) By putting your hands on another, you can accelerate
their natural healing rate. But if the damage is great, doing this can hurt
you as well. Roll d10: 1-2, gain 1 HP. 4-8, gain 2 HP. 9-10, gain 3 HP.
For each 2 points the psihealer heals, they receive 1 point of damage
on their own body (round down). As with magic, further attempts have
no effect.
* Sidekick (-1 Point) You have a plain NPC assistant. They are created on 0 Advantage and 0 Disadvantage points. This assistant would do anything for you.
* Recall Heal From Death (Phoenixes ONLY) Should your character reach the negative
total of their hit points, they do not die, but return to some secret place, to
be reborn, within 3 days.
* Winged Flight (-2 Points)
In their Luminous and August forms, Primes nearly always have wings.
Nearly all Primes and Dark Primes have this Advantage.
*** For special use by Gamemasters/Guild Rahs in the
the generation of NPC creature opponents.
* Ageless (-2 Points)
You never grow older. You can still die perhaps, but it won't be of
old age. All Primes and Dark Primes have this Advantage.
* Carry_Cargo (-1 Point)
The ability of a creature to pull a cart or carry a passenger.
* Resistant to Magic (-2 Points)
This means that potions and spells do not work on you.
* 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. For more forms, buy this Advantage several times.
* 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, characters PC or NPC *never* have it.
* Invisibility (*)
This power is too fraught with potential for annoyance and/or abuse. We
don't use it in the roleplaying games, but it does exist in the Furcadia
milieu.
* 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.
Advantages
and Disadvantages
DISADVANTAGES ("disads")
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_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.
* 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.
* Addiction_Collectibles (1 Point)
You like something so much, it's hard for you to talk about anything else.
Your hobby drives you to spend your money buying that thing and
your dwelling is devoted to housing your collection.
* 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.
* 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.
* 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.
* 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...
* Age_Kid* (1 Point)
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. Kids may not
the Strong or Toughness Advantages.
* 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.
Unfortunately, the medieval world of Furcadia does not have sign-language.
* 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...
You live in a rented room. Start with X1/2 coins.
* 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 Drakorian or Olde Worlder is illiterate, but the average
Kasurian is literate. Player characters are literate as a default
and may take this Disadvantage if their character is not.
* 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 have
an eye patch, or you might squint. You take a +1 penalty to all
actions at-range. *If your character wears glasses to correct vision,
they may not take this Disadvantage.
* 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.
* One-legged/Slowed Move (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 an Average_Education*, you only know 3 Hobbies
and 1 Job Skill.
* Homely* (1 Point)
Physically, you are unattractive. You may have repulsive physical
limitations which are further Disadvantages.
* Dense* (2 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). Base INTL is decreased by 1.
* Fragile* (1 Point)
Physically, your bones are slender, and your overall constitution poor.
You're prone to ailments. Or, maybe
you're malnourished (and you're Poor* or In_Debt* or even both).
* Weak* (1 Point)
Perhaps you had a sheltered upbringing in which physical activity was
discouraged. You might be older (Age_Senior*). You can't lift your own
body weight off the ground. Base PHYS is lowered by 1.
* Slow Reflexes (1 Point)
Your reaction time is poor. In a fight, you'll tend to act last.
Initiative -1.
* 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. All hand-eye skills (including weapon skills)
are performed at a -4
* Clumsy* (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*. Base DEFT is decreased by 1 point.
* 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. Start with only X1/5 coins.
* 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 cannot be *sent* Mindspeech. Empathy can read you just fine.
You cannot 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. This Disadvantage means that
your character is (or at one time, was) a Drakorian slave.
* 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 PHYS base is 7. 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 (-3 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.
* 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) 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.
* Contortionist (-1 Point) You could be a performer, twisting your body
up so the crowd might toss you coins. Those who try to Grapple you are
at a -2 to their chances.
* Ventriloquist (This is a Skill now, not an Advantage.) You can
throw your voice, and speak without moving your lips. Some street
puppeteers of Theriopolis perform ventriloquism with a live parrot.
* Matchmaker (This is now a Skill, not an Advantage)
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.**)
* 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*. +1 to Serendipity Rolls.
* Attractive* (1 Point) Your physical features are memorable and very
attractive by typical Furre standards. You have a +1 to die rolls where
looks 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.
* 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. You could fall one story and walk away unhurt. You can
take quite a few wounds and still not pass out from blood loss.
+2 Hit Points.
* Toughness* (3 Points) Your resistance to pain is at a heroic level. Your body
might or might not be extremely durable, but your skin is thick. +1 point
of natural armor versus both energy and physical damage.
* Small Stature (1 Point) This is an Advantage because there is a -2 penalty to hittingyou with a missile weapon.
* Large Stature (1 Point) +1 to Hit Points.
* Quick Reflexes (1 Point) +1 to Initiative
* Clever Fingers* (1 Point) This means your hand-eye coordination is well above
average. +1 to rolls such as carving, painting, etc. NEVER applies in combat.
* Ambidextrous* (2 Points) You're equally skilled with either paw.
* 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. +1 anywhere balance is a
factor, including Dodge but not any other Combat-related scores/rolls
* Wealthy* (1 Point) 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 Traits Wealthy* or
Rich* on their own. Start with 1000 instead of 500 Coins. You own a house or a small business with home attached.
* Rich* (3 Points) A Rich Furre can support six individuals at a Wealthy
level of comfort, or two at a Rich level of comfort. (Or one at Rich and
three at Wealthy, it's to be presumed). These can be employees or
dependents. Being an employee or dependent of somebody who is Rich does not
affect their Social_Status; an employee or dependent must pay for the
Traits Wealthy* or Rich* on their own. Start with 2000 instead of 500 Coins.
You own a small estate.
* 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 Skill Slots chart.
* 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. A scholar gets +2 levels on the Skill Slots chart.
* Telebonded (-1 Point) You share a telepathic connection with an individual or
creature. Telebonding can be accomplished naturally with both Scarhawks and
Feral Dragons but requires special potions for furres/byrddes/wyrmmes.
* Pet_Feral_Dragon (-1 Point) You have a Feral Dragon pet. You are not telepathic
with it, but you can ride it as it flies.
* Pet_Scarhawk (-1 Point) You have a giant falcon, or Scarhawk, pet. You are not
telepathic with it, but you can ride it in flight.
* 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. The kiwi is
traditionally associated with Matchmakers.
* Pet_Ostrix (-1 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 (-1 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 (-1 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)
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", does 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 and psychic attacks
the Antipath creates a single-space personal null zone.
* Psihealer (-2 Points) By putting your hands on another, you can accelerate
their natural healing rate. But if the damage is great, doing this can hurt
you as well. Roll d10: 1-2, gain 1 HP. 4-8, gain 2 HP. 9-10, gain 3 HP.
For each 2 points the psihealer heals, they receive 1 point of damage
on their own body (round down). As with magic, further attempts have
no effect.
* Sidekick (-1 Point) You have a plain NPC assistant. They are created on 0 Advantage and 0 Disadvantage points. This assistant would do anything for you.
* Recall Heal From Death (Phoenixes ONLY) Should your character reach the negative
total of their hit points, they do not die, but return to some secret place, to
be reborn, within 3 days.
* Winged Flight (-2 Points)
In their Luminous and August forms, Primes nearly always have wings.
Nearly all Primes and Dark Primes have this Advantage.
*** For special use by Gamemasters/Guild Rahs in the
the generation of NPC creature opponents.
* Ageless (-2 Points)
You never grow older. You can still die perhaps, but it won't be of
old age. All Primes and Dark Primes have this Advantage.
* Carry_Cargo (-1 Point)
The ability of a creature to pull a cart or carry a passenger.
* Resistant to Magic (-2 Points)
This means that potions and spells do not work on you.
* 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. For more forms, buy this Advantage several times.
* 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, characters PC or NPC *never* have it.
* Invisibility (*)
This power is too fraught with potential for annoyance and/or abuse. We
don't use it in the roleplaying games, but it does exist in the Furcadia
milieu.
* 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.
LINK
"Updated" Furre!
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Furre!
by Talzhemir (last edited October 11, 2006)
based on Pocket Universe by Talzhemir and Jeff Dee
(c) UNIGames, 1999 Used by permission.
WHAT IS `ROLEPLAYING' ABOUT?
Well...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. Playing
by a set of rules makes this easier.
In Furcadia, we make a distinction between two kinds of
Let's Pretend. The most popular and common one is "Freeform";
we call it "Persona Play" because all it requires is taking
the very first step towards roleplay: choosing to play a
Persona. The other is "Strict Roleplay" (using capital R
helps to indicate it's a little different than the many
casual definitions of `roleplaying').
If you haven't officially agreed to any kind of limit to
your character's power or background, then what you're
doing is Persona Playing. It doesn't mean that you can't
have a very coherent adventure, or that you have no
background or that what you're doing is in any way
inferior to any other form of roleplay. It simply means
that the standard is (of necessity) relaxed.
We say "Strict Roleplaying" to mean playing in a
well-defined world ("Continuity"). It's unlikely that
you'll find "serendipitous" (spontaneous, instant) Strict
Roleplaying. RP takes alot of absorption of source material,
familiarity with conventions of play. RP is quite fragile; it's
heavily disrupted by mentioning OOC things. Because of this need
for more control, there's alot of Roleplaying in Furcadia, but
it tends to take place in private areas, and, at this time,
Furcadia's Staff has no time to monitor or regulate it. Nor do
we wish to.
If you want to maintain higher standards, you need to
be in a controlled environment, for example, your own Dream
or a Dream controlled by a Group. The extra work involved in R
oleplaying pays off in that you tend to get a more interesting
experience, and it makes possible the use of character sheets,
rules, and dice, all of which are optional on Furcadia. If you're
looking for RP, we recommend taking the effort to find and join
an RP Group.
The goals, setting, and rules of a Group may be explained
in a web document called a Charter. Furcadia's website includes
links to Groups that demonstrate, through their Charter, that
they can contribute to the game. There are four categories:
Social Groups, Persona Play Groups, Roleplay Groups, and
Adult Groups
CHARACTER GENERATION
1. Choose your Type
Possible choices:
Mythicals: Dragon, Phoenix, Gryffe
Mundanes: Equine, Canine, Feline, Musteline, Lagomorph, Rodent, Sciurine
Your stats don't need to reflect your race, but you can do so if you
wish. The base for all stats is 8.
2. Attributes
The next step in making this character is to decide how
to spend 10 points between the four Attributes. You
may not add more than 4 points to any one. Here are the
four Attributes and what they mean:
Physique, Deftness, Intellect, Willpower
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.
Individual aspects of stats (such as appearance, for Willpower, or Hit
Points for Physique) can be raised or lowered with Advantages and
Disadvantages. You may lower a Base to 7 to acquire 2 Advantage Points.
3. Advantages and Disadvantages
You can choose up to 5 points worth of Advantages. For every
point of Advantage, the character must have at least 1 point
of Disadvantage.
[The following character Advantages give further abilities:
VampFurre, Mage, Faerie_Furre, WereFurre, Psion, and Demifane.
They are currently beyond the scope of this document.]
EXPLANATIONS
DISADVANTAGES ("disads")
* Addiction_Alcoholic (2 Points)
* Addiction_Clothes (1 Point)
* Addiction_Collectibles (1 Point)
* Addiction_Euphorics (2 Points)
* Addiction_Smoking (1 Point)
* Addiction_Ostrixes (1 Point)
* Addiction_Raptors (1 Point)
* Age_Kid (1 Point)
* Deaf (2 Points)
* In_Debt (1 Point) You live in a rented room. Start with X1/2 coins.
* Hard_of_Hearing (1 Point)
* Illiterate (1 Point)
* Oathbound/Code (1 Point)
* Poor_Vision (1 Point)
* One_handed (1 Point)
* Tailless (1 Point)
* One-legged/Slowed Move (1 Point)
* Wanted (1 Point)
* Mute (1 Point)
* Foreign (1 Points)
* Uneducated (1 Point) Start with 3 Hobbies and 1 Job.
* Homely (1 Point)
* Dense (2 Points) Base INTL is decreased by 1 point.
* Fragile (1 Points) Hit Points are decreased by 2 points.
* Weak (2 Point) Your base PHYS is decreased by 1 point.
* Slow Reflexes (1 Point) -1 to your Initiative result.
* All_Thumbs (1 Points) All hand-eye skills (including weapon skills)
are performed at a -4
* Clumsy (1 Point) Base DEFT is decreased by 1 point.
* Poor (1 Point) Start with only X1/5 coins.
* Unknown (1 Point) Orphan of unknown pedigree.
* Mindmute (1)
* Mindwhipped (2 Point)
* Mindslave (3 Points)
* Drone (2 Points, Bugge Only!)
ADVANTAGES
* Boss (-2 Points) You are the head of 3 to 20 NPCs.
* Skyship (-1 Point) You own a flying ship.
* Night-vision (-1 Point) Feline Furres still need to
purchase this Advantage, or else they are limited to ordinary vision.
* Eagle_vision (-2 Points) Range penalties are 1 point lower.
* Super-keen_Smell (-3 Points) needed to be able to track someone by scent.
* Foreign_Nobility (-1 Points)
* Beautiful Singing Voice (-1 Point)
* Respected (-1 Point)
* Celebrity (-2 Points)
* Natural-born Mimic (-1 Point)
* Contortionist (-1 Point)
* Garrison (1 Point)
* Lucky (1 Point) Make Serendipity rolls at a +1.
* Attractive (1 Point) +1 in any roll where handsomeness/beauty would be a factor.
* Gorgeous* (3 Points) +3 in rolls where handsomeness/beauty would be a factor.
* Sharp (2 Points) Add 1 to base INTL.
* Hardy (1 Point) +2 Hit Points.
* Toughness (3 Points) 1 point of natural "armor" vs physical and energy damage.
* Strong (2 Points) +1 to base PHYS.
* Small Stature (1 Point) (This is an Advantage because there is a
-2 penalty to hitting you with a missile weapon.)
* Large (1 Point) +1 to Hit Points.
* Quick Reflexes (1 Point) +1 to Initiative
* Clever fingers (1 Points) +1 to rolls such as carving, painting, etc.
NEVER applies in combat.
* Ambidextrous (2 Points)
* Graceful (2 Points) +1 anywhere balance is a factor, including Dodge
but not any other Combat-related scores/rolls
* Wealthy (1 Point) Start with 1000 instead of 500 Coins. You own a house
or a small business with home attached. You get up to 3
employees/dependents.
* Rich (3 Points) Start with 2000 instead of 500 Coins. You own a small
estate. You get up to 6 employees/dependents.
* 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) +1 level on the Skill Slots chart.
* Scholar* (-3 Points) +2 levels on the Skills charts
* Pet_Dracosaur (-1 Point)
* Pet_Scarhawk (-1 Point)
* Pet_Kiwi (-1 Point)
* Pet_Ostrix (-1 Points)
* Pet_Minidrake (-1 Points)
* Pet_Watchwyrm (-1 Points, Furres only.)
* Wyrmme Heritage (-1 Point)
* VampFurre (-3 Points)
* Faerie_Furre (-3 Points)
* WereFurre (-3 Points)
* Mage (-3 Points)
* ElvenFurre (-2 Points)
* Demifane (-2 Points)
* Psion (-2 Points)
4. Skills
The number and level of skills you start with is based on
your character's Intellect.
SKILL SLOTS
INT
7 1 Job, 2 Hobbies
8 1 Job, 3 Hobbies
9 2 Jobs, 2 Hobbies
10 1 Vocation, 1 Job, 1 Hobby
11 1 Vocation, 2 Jobs, 1 Hobby
12 1 Vocation, 3 Jobs, 1 Hobby
13 2 Vocations, 2 Jobs, 1 Hobby
POSSIBLE SKILLS
Easy Skills (-1 penalty for use without having the skill)
WEAPONS (based on DEX) Specify a weapon type: Axes, Blades, Bludgeons, Flails,
Staves, Spears, Thrown Blades, Thrown Spears, Whips, Slings, Bows, Crossbows,
Shield Use
BODY SKILLS (based on DEX)
Acrobat, Climber, CourtlyDancing, EscapeArtist, OstrixRider, ScarhawkRider
Stealth, ValgorianDance, Bitefighting, Clawfighting, Fisticuffs,
Kickfighting
HOME SKILLS (based on INT)
Cooking, Matchmaker, Physicker
Hard Skills (-4 penalty for use without having the skill)
STREET SKILLS
(based on DEX) Lockpicking, Pawmagery, Pickpocketing, Forgery
(based on INT) Detective, Disguise, Streetwise, Voicetricks
COLLEGE KNOWLEDGE (based on INT)
Alchemist, Architect, Cartographer, Astrologer, Astronomer, Etiquette,
Heraldry, History, Religion, Shipwright
BARD SKILLS
(based on DEX) Reedwind -Reedwinds can only be played by Equines.
Drummer, Flute, Harper, Lute, Pennywhistle, Recorder, Trumpet
(based on INT)
Composer, Jester, Poet, Singer, Ventriloquist
KNOWLEDGE CRAFTS (based on INT) Baker, Birdtrainer, Boater, Brewer, Butcher,
Distiller, Dyer, Farmer, Falconer, Fuller, Gambler, Glazier,
Merchant, Miller, Sailor, Survival, Tanner, Teamster, Tinker, Vintner
HANDICRAFTS (based on DEX) Armorsmith, Basketweaver, Blacksmith, Bowyer,
Carpenter, Cartwright, Chandler, Cobbler, Cooper, Coppersmith, Finesmith,
Fletcher, Glassblower, Illuminator, Jeweller, Leatherworker, Locksmith,
Netmaker, Oculist, Paintersketcher, Potter, Ropemaker, Saddler, Sculptor,
Spinner, Stonemason, Tailor, Weaponsmith, Weaver
LANGUAGES
KASURIA: The base language of Kasuria is Kasurian.
OLDE WORLD: Alemans (Alemanish States), Anglish (Albion), Barabic (Barabia),
Erish (Eriu), Criptic (Aegypt), Espallish (Espallia), Frrench (Frrance),
Kantenganese (Katenga Tribal Lands; many dialects), Kohazzi (Kohazzah),
Latalian ("the scholar's tongue"), Portigese (Portiga),
Pawlish (Mountain Lands of Vorsava), Rrussian (Moscavy),
Taigorian (Taigorian Lands), Valgorian, Therian (Catolia),
Croadan ("gutterspeech")
DRAKORIA:
Buggish, High Drakorian, Low Drakorian, Smargish, Glimmerish
WRITING (based on INT) Therian, Barabic (used for Barabic and Kohazzi)
Taigorian (used for Taigorian), Magian
5. Finishing Touches
HIT POINTS
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
DEF 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
MOVE
DEF inches/diamonds in 1 Round
7 3
8 4
9 5
10 6
11 7
12 8
6. POSSESSIONS
MONEY
Each character starts with 500 coins, unless
they have taken the Poverty Disadvantage.
RESIDENCE
It is assumed your character rents but does not own a place to live.
(Money for this doesn't need to be tracked.)
STARTING EQUIPMENT
If a weapon is wielded 2-handed, reduce its PHYS requirement by 2. If
the character's PHYS is too low, subtract one point from their
effective weapon skill per point they fall short. All costs are in
Coins.
Axes Cost Hit Dmg PHYS
Hatchet 35 +1 2/4/6 8
Light Axe 70 +1 3/5/7 9
Wood Axe 95 0 4/6/8 10
Battleaxe 160 0 5/7/9 11
War Axe 215 -1 6/8/10 12
Great Axe 330 -1 6/9/12 13
Blades Cost Hit Dmg PHYS
Long Knife 25 +3 1/2/3 5
Foil 35 +4 1/2/3 7
Short Sw. 70 +1 3/5/7 7
Cutlass 95 +2 3/5/7 9
Sword 125 +1 4/6/8 10
Longsword 195 +1 5/7/9 11
Bastid Sw.255 0 6/8/10 12
Greatsw. 375 0 6/9/12 13
Bludgeons Cost Hit Dmg PHYS
Baton 20 +5 0/1/1 5
Club 20 +4 1/1/2 7
Mace 45 +3 2/3/4 9
Morningstar55 +2 2/4/6 10
Warhammer 95 +2 3/5/7 11
BattleMace195 +1 5/7/9 13
Flails Cost Hit Dmg PHYS
Lt. Flail 55 +2 2/4/6 7
Flail 125 +1 4/6/8 9
Hvy.Flail 255 0 6/8/10 11
War Flail 480 -1 7/10/13 13
Staves Cost Hit Dmg PHYS
Staff 20 +4 1/2/3 9
Quarterst. 45 +3 2/4/6 11
Iron Staff 95 +2 4/6/8 13
*Stave always require 2 hands.
Spears Cost Hit Dmg PHYS
Javelin 25 +3 1/2/3 7
ShortSpear 55 +2 2/4/6 9
Pitchfork 125 -2 6/8/10 11
Spear 160 0 5/7/9 12
Trident 215 -1 6/8/10 12
Pike 330 -1 6/9/12 14
Whips Cost Hit Dmg PHYS
Whip 15 +4 1/1/1 7
Cat o' 20 +2 1/2/3 8
9 Tails
Bullwhip 30 +2 2/3/4 9
*Whips cannot be used 2-handed.
THROWING WEAPONS:
Range = 3+character's PHYS - weapon's PHYS requirement.
(Staves and whips can't be thrown.)
MISSILE WEAPONS:
Slings Cost Hit Dmg PHYS RANGE
Light 5 +1 1/1/2 7 18
Medium 15 0 2/3/4 9 24
Heavy 65 -1 3/5/7 11 30
Bows Cost Hit Dmg PHYS RANGE
Short 70 +1 2/4/6 8 18
Medium 125 +1 3/5/7 9 24
Long 255 0 5/7/9 11 30
Xbows Cost Hit Dmg PHYS RANGE
Light 335 +2 5/7/9 9 30
Medium 75 +1 6/9/12 11 36
Heavy 940 0 8/11/14 13 42
*Crossbows require an action to reload
after the action in which they were shot.
They can be fired 1-handed but require
two to reload.
RANGE MODIFIERS FOR THROWN & MISSILE WEAPONS:
Range Modifier
Point blank (adjacent square) -2
2-4 0
5-8 -1
9-16 -2
17-32 -3
33-64 -4
AMMO:
Sling stones 1 coins per 5
Arrows and Quarrels 5 coins per 3
ARMOR:
Armor softens the impact of attacks in battle.
The DEFT limit is the maximum DEFT a character
may use while wearing that armor (affects
initiative and all DEFT skills such as attacks
and Dodges).
Armor Cost Phys/Enrg. DEFT
Leather 75 +2/+1 13
Studded 100 +3/+2 12
Scale/Chain 400 +4/+3 11
Full Plate 1200 +6/+4 9
Helmet Cost Phys/Enrg
Cloth Cap 10 +0+0
Leather Cap 20 +0/+0
Chain Coif 40 +1/+0
Metal Cap 60 +1/+1
Full Helm 100 +2/+1 (-1 to perception type rolls)
Helmet bonuses are added to the character's overall armor.
Shields Cost Parry Hits PHYS
Small 100 +1 6 8
Medium 200 +2 9 10
Large 400 +3 12 12
*Shields require one free paw, and have a PHYS
requirement. For every point by which a character
does not meet that requirement, they suffer a -1
to their Shield skill total.
* Pocket Universe Damage Table *
ARMOR
DAM 1 2 3 4 5 6 7 8
1 1 0 0 0 0 0 0 0
2 1 1 1 1 0 0 0 0
3 3 2 2 1 1 1 1 1
4 3 3 2 2 2 1 1 1
5 5 4 4 3 3 2 2 2
6 5 5 4 4 3 3 3 2
7 7 6 6 5 5 4 4 3
8 7 7 6 6 5 5 4 4
9 9 8 8 7 7 6 6 5
10 9 9 8 8 7 7 6 6
11 11 10 10 9 9 8 8 7
12 11 11 10 10 9 9 8 8
13 13 12 12 11 11 10 10 9
14 13 13 12 12 11 11 10 10
* This table does *not* follow the
Pocket Universe formula precisely.
Small changes were made to produce
a smoother progression of numbers.
GAMEMASTERING
DIFFERENT FLAVORS OF RP
Within the category of "Roleplayers", there are many
different ways to RP. One of the most crucial decisions a
Roleplaying Group has to make, is what kind of RP to support,
encourage, and enforce prevent future confusion and conflict,
each Group or GM shoulds to decide
-what, and how much, every participating player can
be expected to have read
-what "mature themes" are permitted- what kind of
language (profanity, explicit) is acceptable
-what circumstances obligate a character to die
-whether or not to permit OOC questions relevant to
your own or another question.
-how Combat is to be handled.-how Injury is to be handled.
-how Captivity is to be handled.
The best roleplaying seems to grow 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 should consider devising your own "formula", of
course, for your own Group. Here are three possibilities:
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.
Your character can't die under Cool 1.
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. Under
Cool 2, your character can't die unless you choose to let it.
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. At Cool 3, your character dies if that is
what circumstances and chance dictate.
EXPERIENCE
Awarding Experience Points
For a game with a GM: 1-3 points may be awarded per session.
Portraying the character, 1 point
Surviving lethal combat, 1 point
Furthering plot & reinforcing continuity, 1 point
For a persistent game generally run by a bot:
A player may commend another player's RP for
portraying the character, furthering plots, and/or
reinforcing the continuity. A player may commend
another player up to once every 2 weeks. Players
may not commend characters from their own IP.
Commendations translate into experience points
by the following schedule:
1 ----> .5
2-3 ---> 1
4-6 ---> 1.5
7-10 --> 2
11-15 -> 2.5
16+ ---> 3
Spending Experience Points
Skill Slot Costs: Cost to upgrade from previous level
Attribute+0 (a hobby) 1
Attribute+1 (a job) 2
Attribute+2 (a vocation 3
Attribute+3 4
Attribute+N N+1
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 herebecause it matters if your roll
"doubles" in Furre.
COMBAT
In an online game, the attacker poses what their character is
attempting, then relevant die rolls are made. Then it is the
defender who poses the outcome.
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
TAKING DAMAGE
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.)
For all attacks, add the points from Armor and
Helmets together, plus 1 if the character has Toughness,
then compare rating to the amount of damage taken, to
find the number of points that get through.
(Copy the relevant line onto the character sheet.)
Total Actual Damage Taken
Armor 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 1 1 3 3 5 5 7 7 9 9 11 11 13 13
2 0 1 2 3 4 5 6 7 8 9 10 11 12 13
3 0 1 2 2 4 4 6 6 8 8 10 10 12 12
4 0 1 1 2 3 4 5 6 7 8 9 10 11 12
5 0 0 1 2 3 3 5 5 7 7 9 9 11 11
6 0 0 1 1 2 3 4 5 6 7 8 9 10 11
7 0 0 1 1 2 3 4 4 6 6 8 8 10 10
8 0 0 1 1 2 2 3 4 5 6 7 8 9 10
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.
HEALING
A character normally heals one hit point per day of rest. Magical
healing is not very powerful in the Furre! universe. A character can
receive magical healing only once per day, whether it is a potion or a
character attempting a spell. Further attempts (by the same mage or by
others) have no effect.
Roll d10: 1-2, gain 1 HP. 4-8, gain 3 HP. 9-10, gain 5 HP.
One psihealer may also make a separate attempt to heal.
Roll d10: 1-2, gain 1 HP. 4-8, gain 2 HP. 9-10, gain 3 HP.
For each 2 points the psihealer heals, they receive 1 point of damage
on their own body (round down). As with magic, further attempts have
no effect.
DYING
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+PhysickerSkillPlusses roll.
When the character's hit points drop to the negative value of their original
Hits, they are dead.
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 Group 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. Please keep OOC chatter to a minimum, and please
keep it relevant to the RPG and all the players. It's not
considered 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 be careful when you use pronouns. 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...
ROLEPLAYING ETIQUETTE
Your Group may or may not follow these conventions. They are
useful for helping to preserve the continuity and making play more fair.
SECRETS, AND YOUR DESCRIPTION
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. In Roleplaying,
though, giving away In Character secrets is considered twinky
because it's spoiling the surprise.
In Roleplaying, your name and nature are normally only
known to those to whom you have introduced yourself. If you
want to Roleplay, it's better not to write in the names of
organizations to which you belong, IC. If you want to be
open about your identity, get creative. For example, you
might wear your faction's heraldic colors, or 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."
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.
CONTINUITIES
Roleplaying "with a capital R" 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.
It's frowned on in Roleplaying to invent your own
character classes, supernatural beings, major personalities,
factions, major history, special powers, and so on. Yet,
there is room for creativity. Suppose you invent the
Knights of Talthybia, who are immune to VampFurre bites,
regenerate extremely fast, and are famous as destroyers
of the Undead.
There are repercussions to this background. For
example, players of older VampFurre probably should be
made familiar with the Knights' existence. It's wise to
ask for approval from the Group or GM first. Perhaps
they will refuse because it implies events not in line
with the known Continuity. Group or GM are in no way
obligated to approve the Knights of Talthybia concept.
The Group or GM should not be expected to negotiate or
review the possibility of a new kind of character.
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.
THEFT
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). A Group might specify that a Group-sanctioned
Judge be present for an action such as theft.
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?
Unless a Group rule says otherwise, an attempt at
theft is something to which the victim's
player must consent when Roleplaying. Circumstances and
die rolls determine the rest. The consequences if the
thief is caught, are also something to which the player
does not get a choice about consenting. In-character
actions yield fair in-character consequences.
Roleplaying is more "hardball" than Persona Play, and
an important principle is that other players should be
given the opportunity to use the abilities they ICly possess.
PROPERTY
If you create a personal place, it's really up to
the Group to give it a "seal of approval" before you
can declare that it exists in the Group'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.
PROPERTY DAMAGE
Affecting other furres' property is generally
only done with the permission of the Group or a GM.
Most Groups don't want to have to deal with this
kind of behind-the-scenes interaction. Some Groups
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, etc., etc.. 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.
PARENTHOOD
Normally, in-character actions should lead to
in-character results. In this specific case, though,
it is good RP etiquette to insist that a player's
OOC permission must be given before having their
IC children.
This control doesn't normally 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.
RAPE
Many players feel that rape is too offensive
to be a topic in a roleplaying game, and, out of
respect for those who have experienced it, or
whose loved ones have experienced it, they choose
to ban it from their continuity. It is our
experience that it can sour the atmosphere . Rape
events that are not roleplayed-out still have a
way of leaking out into the continuity, by simply
being mentioned, as background or offstage events.
It's well past Furcadia's PG-13 rating, into R or NC-17.
No player should ever feel obligated to go
through this kind of plotline or scene. Furcadia
doesn't encourage or condone it, and if you feel
uncomfortable about RP, you should stop immediately.
DEATH
Death in an online game can cause surprising
amounts of damage to OOC relationships. It also
hurts a Group's Continuity, where living characters
hold the storylines together like a net. You may
notice that the Furre! game tends to be nonlethal.
When death does occur, it's generally no accident,
and should be given its dramatic due. That means
a character doesn't come back from being dead
without the intervention of either the Group or
the GM. Note that if a character dies in one
Group, they might still exist in the Continuity
of another. By default, every Group gets its
own Continuity, and Continuities are completely
independent.
THE RETCON RUILE
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.
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.
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 Groups.
If you all belong to the same Group
and using a flamethrower in-character is
acceptable, then you might lodge a complaint
with your fellow players. Groups shouldn't
generally be counted upon to be rules
enforcers; the object is for players to
decide in a mature fashion amongst themselves
whenever possible.
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, you
may report them to your Group and refuse to
play with them. A Group is like a union, preserving
the Continuity and keeping up standards of gameplay.
THE SERENDIPITY RULE
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
ON BEING A BETTER PLAYER
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.
WHEN YOUR OWN RP MAKES YOU MISERABLE
Sometimes you may feel locked into an action by
your character's nature. You might find yourself roleplaying
out a course of action even though it makes you, the player,
deeply unhappy. This is called "Hanging yourself on the
Tree of Roleplaying," and we don't think it's healthy or
necessary. As a Roleplayer you have a reasonable obligation
to uphold the Continuity, but you also have an obligation to
yourself to... Have a good time!
Roleplaying "martyrdom" may get you attention but
"method-acting", throwing yourself utterly into their pawsteps,
isn't the point of the game. Roleplaying is discovering and
portraying your character's "hooks" and having "character
developments" over time. Sometimes you lose old "hooks" and
sometimes you gain new ones. The best roleplaying is finding
the compromise between that which makes you, as player, happy
yet makes your character's story dramatic and satisfying.
WHAT IS THE "CONSENT RULE"?
Persona Play is Furcadia's default and it has one main rule,
called the Consent Rule. Very simply: If somebody poses or says
something that implies your cooperation, you can act like it
didn't happen. This document, though, is not about how to
conduct Persona Play. This book is about Roleplaying.
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Furre!
by Talzhemir (last edited October 11, 2006)
based on Pocket Universe by Talzhemir and Jeff Dee
(c) UNIGames, 1999 Used by permission.
WHAT IS `ROLEPLAYING' ABOUT?
Well...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. Playing
by a set of rules makes this easier.
In Furcadia, we make a distinction between two kinds of
Let's Pretend. The most popular and common one is "Freeform";
we call it "Persona Play" because all it requires is taking
the very first step towards roleplay: choosing to play a
Persona. The other is "Strict Roleplay" (using capital R
helps to indicate it's a little different than the many
casual definitions of `roleplaying').
If you haven't officially agreed to any kind of limit to
your character's power or background, then what you're
doing is Persona Playing. It doesn't mean that you can't
have a very coherent adventure, or that you have no
background or that what you're doing is in any way
inferior to any other form of roleplay. It simply means
that the standard is (of necessity) relaxed.
We say "Strict Roleplaying" to mean playing in a
well-defined world ("Continuity"). It's unlikely that
you'll find "serendipitous" (spontaneous, instant) Strict
Roleplaying. RP takes alot of absorption of source material,
familiarity with conventions of play. RP is quite fragile; it's
heavily disrupted by mentioning OOC things. Because of this need
for more control, there's alot of Roleplaying in Furcadia, but
it tends to take place in private areas, and, at this time,
Furcadia's Staff has no time to monitor or regulate it. Nor do
we wish to.
If you want to maintain higher standards, you need to
be in a controlled environment, for example, your own Dream
or a Dream controlled by a Group. The extra work involved in R
oleplaying pays off in that you tend to get a more interesting
experience, and it makes possible the use of character sheets,
rules, and dice, all of which are optional on Furcadia. If you're
looking for RP, we recommend taking the effort to find and join
an RP Group.
The goals, setting, and rules of a Group may be explained
in a web document called a Charter. Furcadia's website includes
links to Groups that demonstrate, through their Charter, that
they can contribute to the game. There are four categories:
Social Groups, Persona Play Groups, Roleplay Groups, and
Adult Groups
CHARACTER GENERATION
1. Choose your Type
Possible choices:
Mythicals: Dragon, Phoenix, Gryffe
Mundanes: Equine, Canine, Feline, Musteline, Lagomorph, Rodent, Sciurine
Your stats don't need to reflect your race, but you can do so if you
wish. The base for all stats is 8.
2. Attributes
The next step in making this character is to decide how
to spend 10 points between the four Attributes. You
may not add more than 4 points to any one. Here are the
four Attributes and what they mean:
Physique, Deftness, Intellect, Willpower
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.
Individual aspects of stats (such as appearance, for Willpower, or Hit
Points for Physique) can be raised or lowered with Advantages and
Disadvantages. You may lower a Base to 7 to acquire 2 Advantage Points.
3. Advantages and Disadvantages
You can choose up to 5 points worth of Advantages. For every
point of Advantage, the character must have at least 1 point
of Disadvantage.
[The following character Advantages give further abilities:
VampFurre, Mage, Faerie_Furre, WereFurre, Psion, and Demifane.
They are currently beyond the scope of this document.]
EXPLANATIONS
DISADVANTAGES ("disads")
* Addiction_Alcoholic (2 Points)
* Addiction_Clothes (1 Point)
* Addiction_Collectibles (1 Point)
* Addiction_Euphorics (2 Points)
* Addiction_Smoking (1 Point)
* Addiction_Ostrixes (1 Point)
* Addiction_Raptors (1 Point)
* Age_Kid (1 Point)
* Deaf (2 Points)
* In_Debt (1 Point) You live in a rented room. Start with X1/2 coins.
* Hard_of_Hearing (1 Point)
* Illiterate (1 Point)
* Oathbound/Code (1 Point)
* Poor_Vision (1 Point)
* One_handed (1 Point)
* Tailless (1 Point)
* One-legged/Slowed Move (1 Point)
* Wanted (1 Point)
* Mute (1 Point)
* Foreign (1 Points)
* Uneducated (1 Point) Start with 3 Hobbies and 1 Job.
* Homely (1 Point)
* Dense (2 Points) Base INTL is decreased by 1 point.
* Fragile (1 Points) Hit Points are decreased by 2 points.
* Weak (2 Point) Your base PHYS is decreased by 1 point.
* Slow Reflexes (1 Point) -1 to your Initiative result.
* All_Thumbs (1 Points) All hand-eye skills (including weapon skills)
are performed at a -4
* Clumsy (1 Point) Base DEFT is decreased by 1 point.
* Poor (1 Point) Start with only X1/5 coins.
* Unknown (1 Point) Orphan of unknown pedigree.
* Mindmute (1)
* Mindwhipped (2 Point)
* Mindslave (3 Points)
* Drone (2 Points, Bugge Only!)
ADVANTAGES
* Boss (-2 Points) You are the head of 3 to 20 NPCs.
* Skyship (-1 Point) You own a flying ship.
* Night-vision (-1 Point) Feline Furres still need to
purchase this Advantage, or else they are limited to ordinary vision.
* Eagle_vision (-2 Points) Range penalties are 1 point lower.
* Super-keen_Smell (-3 Points) needed to be able to track someone by scent.
* Foreign_Nobility (-1 Points)
* Beautiful Singing Voice (-1 Point)
* Respected (-1 Point)
* Celebrity (-2 Points)
* Natural-born Mimic (-1 Point)
* Contortionist (-1 Point)
* Garrison (1 Point)
* Lucky (1 Point) Make Serendipity rolls at a +1.
* Attractive (1 Point) +1 in any roll where handsomeness/beauty would be a factor.
* Gorgeous* (3 Points) +3 in rolls where handsomeness/beauty would be a factor.
* Sharp (2 Points) Add 1 to base INTL.
* Hardy (1 Point) +2 Hit Points.
* Toughness (3 Points) 1 point of natural "armor" vs physical and energy damage.
* Strong (2 Points) +1 to base PHYS.
* Small Stature (1 Point) (This is an Advantage because there is a
-2 penalty to hitting you with a missile weapon.)
* Large (1 Point) +1 to Hit Points.
* Quick Reflexes (1 Point) +1 to Initiative
* Clever fingers (1 Points) +1 to rolls such as carving, painting, etc.
NEVER applies in combat.
* Ambidextrous (2 Points)
* Graceful (2 Points) +1 anywhere balance is a factor, including Dodge
but not any other Combat-related scores/rolls
* Wealthy (1 Point) Start with 1000 instead of 500 Coins. You own a house
or a small business with home attached. You get up to 3
employees/dependents.
* Rich (3 Points) Start with 2000 instead of 500 Coins. You own a small
estate. You get up to 6 employees/dependents.
* 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) +1 level on the Skill Slots chart.
* Scholar* (-3 Points) +2 levels on the Skills charts
* Pet_Dracosaur (-1 Point)
* Pet_Scarhawk (-1 Point)
* Pet_Kiwi (-1 Point)
* Pet_Ostrix (-1 Points)
* Pet_Minidrake (-1 Points)
* Pet_Watchwyrm (-1 Points, Furres only.)
* Wyrmme Heritage (-1 Point)
* VampFurre (-3 Points)
* Faerie_Furre (-3 Points)
* WereFurre (-3 Points)
* Mage (-3 Points)
* ElvenFurre (-2 Points)
* Demifane (-2 Points)
* Psion (-2 Points)
4. Skills
The number and level of skills you start with is based on
your character's Intellect.
SKILL SLOTS
INT
7 1 Job, 2 Hobbies
8 1 Job, 3 Hobbies
9 2 Jobs, 2 Hobbies
10 1 Vocation, 1 Job, 1 Hobby
11 1 Vocation, 2 Jobs, 1 Hobby
12 1 Vocation, 3 Jobs, 1 Hobby
13 2 Vocations, 2 Jobs, 1 Hobby
POSSIBLE SKILLS
Easy Skills (-1 penalty for use without having the skill)
WEAPONS (based on DEX) Specify a weapon type: Axes, Blades, Bludgeons, Flails,
Staves, Spears, Thrown Blades, Thrown Spears, Whips, Slings, Bows, Crossbows,
Shield Use
BODY SKILLS (based on DEX)
Acrobat, Climber, CourtlyDancing, EscapeArtist, OstrixRider, ScarhawkRider
Stealth, ValgorianDance, Bitefighting, Clawfighting, Fisticuffs,
Kickfighting
HOME SKILLS (based on INT)
Cooking, Matchmaker, Physicker
Hard Skills (-4 penalty for use without having the skill)
STREET SKILLS
(based on DEX) Lockpicking, Pawmagery, Pickpocketing, Forgery
(based on INT) Detective, Disguise, Streetwise, Voicetricks
COLLEGE KNOWLEDGE (based on INT)
Alchemist, Architect, Cartographer, Astrologer, Astronomer, Etiquette,
Heraldry, History, Religion, Shipwright
BARD SKILLS
(based on DEX) Reedwind -Reedwinds can only be played by Equines.
Drummer, Flute, Harper, Lute, Pennywhistle, Recorder, Trumpet
(based on INT)
Composer, Jester, Poet, Singer, Ventriloquist
KNOWLEDGE CRAFTS (based on INT) Baker, Birdtrainer, Boater, Brewer, Butcher,
Distiller, Dyer, Farmer, Falconer, Fuller, Gambler, Glazier,
Merchant, Miller, Sailor, Survival, Tanner, Teamster, Tinker, Vintner
HANDICRAFTS (based on DEX) Armorsmith, Basketweaver, Blacksmith, Bowyer,
Carpenter, Cartwright, Chandler, Cobbler, Cooper, Coppersmith, Finesmith,
Fletcher, Glassblower, Illuminator, Jeweller, Leatherworker, Locksmith,
Netmaker, Oculist, Paintersketcher, Potter, Ropemaker, Saddler, Sculptor,
Spinner, Stonemason, Tailor, Weaponsmith, Weaver
LANGUAGES
KASURIA: The base language of Kasuria is Kasurian.
OLDE WORLD: Alemans (Alemanish States), Anglish (Albion), Barabic (Barabia),
Erish (Eriu), Criptic (Aegypt), Espallish (Espallia), Frrench (Frrance),
Kantenganese (Katenga Tribal Lands; many dialects), Kohazzi (Kohazzah),
Latalian ("the scholar's tongue"), Portigese (Portiga),
Pawlish (Mountain Lands of Vorsava), Rrussian (Moscavy),
Taigorian (Taigorian Lands), Valgorian, Therian (Catolia),
Croadan ("gutterspeech")
DRAKORIA:
Buggish, High Drakorian, Low Drakorian, Smargish, Glimmerish
WRITING (based on INT) Therian, Barabic (used for Barabic and Kohazzi)
Taigorian (used for Taigorian), Magian
5. Finishing Touches
HIT POINTS
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
DEF 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
MOVE
DEF inches/diamonds in 1 Round
7 3
8 4
9 5
10 6
11 7
12 8
6. POSSESSIONS
MONEY
Each character starts with 500 coins, unless
they have taken the Poverty Disadvantage.
RESIDENCE
It is assumed your character rents but does not own a place to live.
(Money for this doesn't need to be tracked.)
STARTING EQUIPMENT
If a weapon is wielded 2-handed, reduce its PHYS requirement by 2. If
the character's PHYS is too low, subtract one point from their
effective weapon skill per point they fall short. All costs are in
Coins.
Axes Cost Hit Dmg PHYS
Hatchet 35 +1 2/4/6 8
Light Axe 70 +1 3/5/7 9
Wood Axe 95 0 4/6/8 10
Battleaxe 160 0 5/7/9 11
War Axe 215 -1 6/8/10 12
Great Axe 330 -1 6/9/12 13
Blades Cost Hit Dmg PHYS
Long Knife 25 +3 1/2/3 5
Foil 35 +4 1/2/3 7
Short Sw. 70 +1 3/5/7 7
Cutlass 95 +2 3/5/7 9
Sword 125 +1 4/6/8 10
Longsword 195 +1 5/7/9 11
Bastid Sw.255 0 6/8/10 12
Greatsw. 375 0 6/9/12 13
Bludgeons Cost Hit Dmg PHYS
Baton 20 +5 0/1/1 5
Club 20 +4 1/1/2 7
Mace 45 +3 2/3/4 9
Morningstar55 +2 2/4/6 10
Warhammer 95 +2 3/5/7 11
BattleMace195 +1 5/7/9 13
Flails Cost Hit Dmg PHYS
Lt. Flail 55 +2 2/4/6 7
Flail 125 +1 4/6/8 9
Hvy.Flail 255 0 6/8/10 11
War Flail 480 -1 7/10/13 13
Staves Cost Hit Dmg PHYS
Staff 20 +4 1/2/3 9
Quarterst. 45 +3 2/4/6 11
Iron Staff 95 +2 4/6/8 13
*Stave always require 2 hands.
Spears Cost Hit Dmg PHYS
Javelin 25 +3 1/2/3 7
ShortSpear 55 +2 2/4/6 9
Pitchfork 125 -2 6/8/10 11
Spear 160 0 5/7/9 12
Trident 215 -1 6/8/10 12
Pike 330 -1 6/9/12 14
Whips Cost Hit Dmg PHYS
Whip 15 +4 1/1/1 7
Cat o' 20 +2 1/2/3 8
9 Tails
Bullwhip 30 +2 2/3/4 9
*Whips cannot be used 2-handed.
THROWING WEAPONS:
Range = 3+character's PHYS - weapon's PHYS requirement.
(Staves and whips can't be thrown.)
MISSILE WEAPONS:
Slings Cost Hit Dmg PHYS RANGE
Light 5 +1 1/1/2 7 18
Medium 15 0 2/3/4 9 24
Heavy 65 -1 3/5/7 11 30
Bows Cost Hit Dmg PHYS RANGE
Short 70 +1 2/4/6 8 18
Medium 125 +1 3/5/7 9 24
Long 255 0 5/7/9 11 30
Xbows Cost Hit Dmg PHYS RANGE
Light 335 +2 5/7/9 9 30
Medium 75 +1 6/9/12 11 36
Heavy 940 0 8/11/14 13 42
*Crossbows require an action to reload
after the action in which they were shot.
They can be fired 1-handed but require
two to reload.
RANGE MODIFIERS FOR THROWN & MISSILE WEAPONS:
Range Modifier
Point blank (adjacent square) -2
2-4 0
5-8 -1
9-16 -2
17-32 -3
33-64 -4
AMMO:
Sling stones 1 coins per 5
Arrows and Quarrels 5 coins per 3
ARMOR:
Armor softens the impact of attacks in battle.
The DEFT limit is the maximum DEFT a character
may use while wearing that armor (affects
initiative and all DEFT skills such as attacks
and Dodges).
Armor Cost Phys/Enrg. DEFT
Leather 75 +2/+1 13
Studded 100 +3/+2 12
Scale/Chain 400 +4/+3 11
Full Plate 1200 +6/+4 9
Helmet Cost Phys/Enrg
Cloth Cap 10 +0+0
Leather Cap 20 +0/+0
Chain Coif 40 +1/+0
Metal Cap 60 +1/+1
Full Helm 100 +2/+1 (-1 to perception type rolls)
Helmet bonuses are added to the character's overall armor.
Shields Cost Parry Hits PHYS
Small 100 +1 6 8
Medium 200 +2 9 10
Large 400 +3 12 12
*Shields require one free paw, and have a PHYS
requirement. For every point by which a character
does not meet that requirement, they suffer a -1
to their Shield skill total.
* Pocket Universe Damage Table *
ARMOR
DAM 1 2 3 4 5 6 7 8
1 1 0 0 0 0 0 0 0
2 1 1 1 1 0 0 0 0
3 3 2 2 1 1 1 1 1
4 3 3 2 2 2 1 1 1
5 5 4 4 3 3 2 2 2
6 5 5 4 4 3 3 3 2
7 7 6 6 5 5 4 4 3
8 7 7 6 6 5 5 4 4
9 9 8 8 7 7 6 6 5
10 9 9 8 8 7 7 6 6
11 11 10 10 9 9 8 8 7
12 11 11 10 10 9 9 8 8
13 13 12 12 11 11 10 10 9
14 13 13 12 12 11 11 10 10
* This table does *not* follow the
Pocket Universe formula precisely.
Small changes were made to produce
a smoother progression of numbers.
GAMEMASTERING
DIFFERENT FLAVORS OF RP
Within the category of "Roleplayers", there are many
different ways to RP. One of the most crucial decisions a
Roleplaying Group has to make, is what kind of RP to support,
encourage, and enforce prevent future confusion and conflict,
each Group or GM shoulds to decide
-what, and how much, every participating player can
be expected to have read
-what "mature themes" are permitted- what kind of
language (profanity, explicit) is acceptable
-what circumstances obligate a character to die
-whether or not to permit OOC questions relevant to
your own or another question.
-how Combat is to be handled.-how Injury is to be handled.
-how Captivity is to be handled.
The best roleplaying seems to grow 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 should consider devising your own "formula", of
course, for your own Group. Here are three possibilities:
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.
Your character can't die under Cool 1.
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. Under
Cool 2, your character can't die unless you choose to let it.
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. At Cool 3, your character dies if that is
what circumstances and chance dictate.
EXPERIENCE
Awarding Experience Points
For a game with a GM: 1-3 points may be awarded per session.
Portraying the character, 1 point
Surviving lethal combat, 1 point
Furthering plot & reinforcing continuity, 1 point
For a persistent game generally run by a bot:
A player may commend another player's RP for
portraying the character, furthering plots, and/or
reinforcing the continuity. A player may commend
another player up to once every 2 weeks. Players
may not commend characters from their own IP.
Commendations translate into experience points
by the following schedule:
1 ----> .5
2-3 ---> 1
4-6 ---> 1.5
7-10 --> 2
11-15 -> 2.5
16+ ---> 3
Spending Experience Points
Skill Slot Costs: Cost to upgrade from previous level
Attribute+0 (a hobby) 1
Attribute+1 (a job) 2
Attribute+2 (a vocation 3
Attribute+3 4
Attribute+N N+1
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 herebecause it matters if your roll
"doubles" in Furre.
COMBAT
In an online game, the attacker poses what their character is
attempting, then relevant die rolls are made. Then it is the
defender who poses the outcome.
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
TAKING DAMAGE
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.)
For all attacks, add the points from Armor and
Helmets together, plus 1 if the character has Toughness,
then compare rating to the amount of damage taken, to
find the number of points that get through.
(Copy the relevant line onto the character sheet.)
Total Actual Damage Taken
Armor 1 2 3 4 5 6 7 8 9 10 11 12 13 14
1 1 1 3 3 5 5 7 7 9 9 11 11 13 13
2 0 1 2 3 4 5 6 7 8 9 10 11 12 13
3 0 1 2 2 4 4 6 6 8 8 10 10 12 12
4 0 1 1 2 3 4 5 6 7 8 9 10 11 12
5 0 0 1 2 3 3 5 5 7 7 9 9 11 11
6 0 0 1 1 2 3 4 5 6 7 8 9 10 11
7 0 0 1 1 2 3 4 4 6 6 8 8 10 10
8 0 0 1 1 2 2 3 4 5 6 7 8 9 10
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.
HEALING
A character normally heals one hit point per day of rest. Magical
healing is not very powerful in the Furre! universe. A character can
receive magical healing only once per day, whether it is a potion or a
character attempting a spell. Further attempts (by the same mage or by
others) have no effect.
Roll d10: 1-2, gain 1 HP. 4-8, gain 3 HP. 9-10, gain 5 HP.
One psihealer may also make a separate attempt to heal.
Roll d10: 1-2, gain 1 HP. 4-8, gain 2 HP. 9-10, gain 3 HP.
For each 2 points the psihealer heals, they receive 1 point of damage
on their own body (round down). As with magic, further attempts have
no effect.
DYING
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+PhysickerSkillPlusses roll.
When the character's hit points drop to the negative value of their original
Hits, they are dead.
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 Group 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. Please keep OOC chatter to a minimum, and please
keep it relevant to the RPG and all the players. It's not
considered 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 be careful when you use pronouns. 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...
ROLEPLAYING ETIQUETTE
Your Group may or may not follow these conventions. They are
useful for helping to preserve the continuity and making play more fair.
SECRETS, AND YOUR DESCRIPTION
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. In Roleplaying,
though, giving away In Character secrets is considered twinky
because it's spoiling the surprise.
In Roleplaying, your name and nature are normally only
known to those to whom you have introduced yourself. If you
want to Roleplay, it's better not to write in the names of
organizations to which you belong, IC. If you want to be
open about your identity, get creative. For example, you
might wear your faction's heraldic colors, or 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."
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.
CONTINUITIES
Roleplaying "with a capital R" 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.
It's frowned on in Roleplaying to invent your own
character classes, supernatural beings, major personalities,
factions, major history, special powers, and so on. Yet,
there is room for creativity. Suppose you invent the
Knights of Talthybia, who are immune to VampFurre bites,
regenerate extremely fast, and are famous as destroyers
of the Undead.
There are repercussions to this background. For
example, players of older VampFurre probably should be
made familiar with the Knights' existence. It's wise to
ask for approval from the Group or GM first. Perhaps
they will refuse because it implies events not in line
with the known Continuity. Group or GM are in no way
obligated to approve the Knights of Talthybia concept.
The Group or GM should not be expected to negotiate or
review the possibility of a new kind of character.
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.
THEFT
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). A Group might specify that a Group-sanctioned
Judge be present for an action such as theft.
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?
Unless a Group rule says otherwise, an attempt at
theft is something to which the victim's
player must consent when Roleplaying. Circumstances and
die rolls determine the rest. The consequences if the
thief is caught, are also something to which the player
does not get a choice about consenting. In-character
actions yield fair in-character consequences.
Roleplaying is more "hardball" than Persona Play, and
an important principle is that other players should be
given the opportunity to use the abilities they ICly possess.
PROPERTY
If you create a personal place, it's really up to
the Group to give it a "seal of approval" before you
can declare that it exists in the Group'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.
PROPERTY DAMAGE
Affecting other furres' property is generally
only done with the permission of the Group or a GM.
Most Groups don't want to have to deal with this
kind of behind-the-scenes interaction. Some Groups
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, etc., etc.. 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.
PARENTHOOD
Normally, in-character actions should lead to
in-character results. In this specific case, though,
it is good RP etiquette to insist that a player's
OOC permission must be given before having their
IC children.
This control doesn't normally 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.
RAPE
Many players feel that rape is too offensive
to be a topic in a roleplaying game, and, out of
respect for those who have experienced it, or
whose loved ones have experienced it, they choose
to ban it from their continuity. It is our
experience that it can sour the atmosphere . Rape
events that are not roleplayed-out still have a
way of leaking out into the continuity, by simply
being mentioned, as background or offstage events.
It's well past Furcadia's PG-13 rating, into R or NC-17.
No player should ever feel obligated to go
through this kind of plotline or scene. Furcadia
doesn't encourage or condone it, and if you feel
uncomfortable about RP, you should stop immediately.
DEATH
Death in an online game can cause surprising
amounts of damage to OOC relationships. It also
hurts a Group's Continuity, where living characters
hold the storylines together like a net. You may
notice that the Furre! game tends to be nonlethal.
When death does occur, it's generally no accident,
and should be given its dramatic due. That means
a character doesn't come back from being dead
without the intervention of either the Group or
the GM. Note that if a character dies in one
Group, they might still exist in the Continuity
of another. By default, every Group gets its
own Continuity, and Continuities are completely
independent.
THE RETCON RUILE
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.
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.
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 Groups.
If you all belong to the same Group
and using a flamethrower in-character is
acceptable, then you might lodge a complaint
with your fellow players. Groups shouldn't
generally be counted upon to be rules
enforcers; the object is for players to
decide in a mature fashion amongst themselves
whenever possible.
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, you
may report them to your Group and refuse to
play with them. A Group is like a union, preserving
the Continuity and keeping up standards of gameplay.
THE SERENDIPITY RULE
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
ON BEING A BETTER PLAYER
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.
WHEN YOUR OWN RP MAKES YOU MISERABLE
Sometimes you may feel locked into an action by
your character's nature. You might find yourself roleplaying
out a course of action even though it makes you, the player,
deeply unhappy. This is called "Hanging yourself on the
Tree of Roleplaying," and we don't think it's healthy or
necessary. As a Roleplayer you have a reasonable obligation
to uphold the Continuity, but you also have an obligation to
yourself to... Have a good time!
Roleplaying "martyrdom" may get you attention but
"method-acting", throwing yourself utterly into their pawsteps,
isn't the point of the game. Roleplaying is discovering and
portraying your character's "hooks" and having "character
developments" over time. Sometimes you lose old "hooks" and
sometimes you gain new ones. The best roleplaying is finding
the compromise between that which makes you, as player, happy
yet makes your character's story dramatic and satisfying.
WHAT IS THE "CONSENT RULE"?
Persona Play is Furcadia's default and it has one main rule,
called the Consent Rule. Very simply: If somebody poses or says
something that implies your cooperation, you can act like it
didn't happen. This document, though, is not about how to
conduct Persona Play. This book is about Roleplaying.
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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 Combat rolls are at -7 for
the next 4 RL hours.
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. If you don't get one,
your next course of action will be to go somewhere where you -can-
have a drink.
* 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. And
to you, "old things" means something you wore yesterday...!
* Addiction_Collectibles (1 Point)
You like something so much, it's hard for you to talk about anything else.
Your hobby drives you to spend your money buying that thing and
your dwelling is devoted to housing your collection. Anybody can be
an enthusiast but when you have "Collectibles" as your Disad, you
bore even the other collectors.
* 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.
Anytime you are involved in combat, you must first roll a d6. On a 1,
you were "indulging" earlier, and you are at -10 for the rest of the
scene.
* 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. You make all Combat rolls at -1.
* 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 some sort of racetrack at least once a week.
* 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. Who are these devotees? They're "wannabes", non-Psions.
It's fairly common for boys and young men to go through a "raptor phase",
and perhaps the "raptor-struck" didn't outgrow it.
In Kasuria, 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 behind
someone else, soaring, you know how rare and magical this really is, you
know you're up above it all... (Being "raptorstruck" is not available to
Psions.)
* Age_Kid (1 Point)
You're age 5-12. You don't have the legal rights of a grown-up,
and IC, you must have a legal guardian. You can't legally own
property, and you don't start with any real employees.
In Drakoria, children must work from the time they are old
enough to dress themselves. Tribesfurres view them as the most
precious thing the tribe has; if there is a famine, it is the
children and nursing mothers who will get food first. But
in important matters, Drakorian children are expected to be
"seen and not heard". Both Wyrmmes and Furres of Drakoria
follow the custom that if one child misbehaves, they are all
punished. Outside of the big cities, orphans are rare
because survival alone is close to impossible.
In Kasuria, if you haven't got a legal guardian, you might
be made a warden of the state, to be raised by officers of
the local Garrison. Kids who are out past sundown are usually
rounded up and locked up for the night in the Orphanage.
* 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.
Unfortunately, the medieval world of Furcadia does not have sign-language.
(If you are a Psion, this Disad is worth only 1 point.) Tribesfurres
from the harshest environments shun you. They consider you unlucky
to the point of passing your bad luck to others!
* In_Debt (1 Point)
You live in a rented room, and have but a
handful of coins. Your story begins with you already in need of money.
When money shows up, so do your debtors. 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 Drakorian or Olde Worlder is illiterate, but the average
Kasurian is literate. Player characters are literate as a default
and may take this Disadvantage if their character is not.
* 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 a
Kasurian Garrison usually have this disadvantage, codifying their devotion to
the wellbeing of their city. 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 have
an eye patch, or you might squint. You take a +1 penalty to all
actions at-range. *A Kasurian character that wears glasses to correct
vision may not take this Disadvantage.
* 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.
* One-legged/Slowed Move (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).
Your odds in a fight are decreased; make Combat rolls at a -2 to
represent this.
* 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 EVERY 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 (1 Points)
You don't speak Therian. You can learn it eventually but you'll
have an accent, and there are features about you that mark
you as a non-native. (This Disad is most appropriate for
somebody from the Olde World.)
* Uneducated (1 Point)
This Disad describes various possible isolated backgrounds. You
might be a Tribesfurre who is naive about life in the city. Or you
might be a slave who was never allowed to do anything beyond
pulling a plow. Or you might be a pampered child of a noble,
kept in a scented garden all your life.
* Unattractive (1 to 3 Points)
The combination of your physical features and your charisma mark
you as exceptionally unattractive. At one point, the character
is not as attractive as the typical furre, and their appearance
might be politely referred to as "interesting." Strangers are
unlikely to strike up conversation, but will generally try to
be polite.
At two points, the character has notably ugly features. If
someone said, "Did you see an ugly furre walk by?" and this
character had passed, people would reply, "Yes." Some will
react with scorn, and others, with pity. Either way, it's hard
to get taken seriously.
At three points, the character's whole life is colored
by their unattractiveness; they are probably alone and lonely.
This level of Unattractive MUST be accompanied by unpleasant
speech and mannerisms. For whatever reason, there's some
amount of "inner" ugly here, too.
"Unattractive" should be noted in the character's Desc as
[Unattractive=-1], [Unattractive=-2], or [Unattractive=-3].
* Repulsive, 4 Points
Repulsive takes up where Unattractive left off! (So
a character can not have both.) At 4 points, Repulsive means
the character is not allowed into public establishments.
They are treated with open loathing, revulsion and/or fear.
In Hyooman terms, this Disadvantage describes the Elephant Man.
To be 4 Points of Repulsive, the character must be beyond
merely "unsightly". They should look contagious (pustulent
sores for example), or very asymmetrical, or alien in an
explainable yet disturbing fashion (burn scars over the
entire body and ears missing, etc.). (A character that is
outright alien must take "Repulsive, 5 Points.")
This Disadvantage should be represented in the character's Desc
* Repulsive, 5 Points
5 points the character is so hideous that they are taken for a
monster, and attacked on sight by all but their closest friends
and relatives. To represent this-- Each time the character goes
out into public, and they are not attacked by at least one PC,
the player must consult a Staffer to make a Quickie Roll versus
the "fearful mobs". This Disad is noted in the character's
Desc as [Repulsive=-5]
* Dense (2 Points)
Physically, you are unattractive. You may have repulsive physical
limitations which are further Disadvantages.
All rolls made involving smarts are at -5. If
there is a question of being surprised, you are automatically
surprised. If there is a question of noticing something, such as
being pickpocketed, you make the conflict resolving die roll at -5.
* Fragile (3 Points) When injured, normal penalties are doubled.
You have a medical condition that makes you very frail. Perhaps
you are a hemophiliac, or severely malnourished. You may take
this Disad to represent a very very old furre with brittle bones
(osteoporosis).
* Clumsy (1 Points) All hand-eye skills and all coordination rolls
(including all combat rolls) are performed at a -5. It is
hard to be taken seriously when you're clumsy.
* Poor (1 Point) You don't own land or a house.
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 bathe in streams. 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. Start with no money.
* Unknown (1 Point)
You begin play as an orphan of unknown pedigree. 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.
In Drakoria, being illegitimate bears such a heavy stigma that the
Furre or Wyrmme will most likely try to find somewhere they are
unknown and can hide their shame.
You may drop this Disad if you find an IC parent later. However,
they can only be a Noble if your character also purchased that
Advantage during character generation.
* Mindmute (1)
You cannot be *sent* Mindspeech. Empathy can read you just fine.
Mind powers that do not involve speech still work on you. (A
Psion may not possess this Disad.)
* Mindwhipped (2 Point)
A Potion of Binding left you with a permanent strange
condition in which *any* Psion may now use the Kajutar Mindscourge
ability upon you. This Disadvantage means that
your character is (or at one time, was) a Drakorian slave.
* Mindslave (3 Points)
You are the property of a Psion slaver, most likely a Wyrmme.
You've been under their influence so long that you are fanatically
loyal to your owner.
* Drone (2 Points, Male Bugges Only!)
You are a male Bugge, genetically adapted for carrying things about.
You're smaller than a female Bugge and smaller than the typical
Furre, yet you're very strong. You may not have the Advantage
"Followers". You have small vestigial wings and cannot fly. 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 ("Ads")
Pet/Lackey (1 Point)
You have a typical devotee or pet. If it is a pet, it can be
clever for one of its kind, but it cannot really talk. Its
main distinguishing feature is its loyalty to you. A pet
or follower may NOT attack someone, but MAY grant you a +1
to your roll. This Advantage may be bought up to 2 times.
Followers (2 Points)
You have 2 to 10 NPCs that follow your instructions no matter
what. However, they are strictly "off camera". They could
be your ship's crew, your family's personal mercenary force,
your relatives, a gang of slaves you bought and freed, etc.
(They may only be your tribe if your tribe was approved by
the Factions Sphere Wiz.)
Attractive (1 to 5 Points)
This represents a combination of exceptional physical beauty
and personality. A character with 1 point of Attractiveness
is more physically attractive than a character without it;
a character with 4 points of Attractiveness is more handsome
or beautiful than a character with 3 points, and so on.
(This Advantage belongs in the character's Desc. as
[Attractive=+1], or whatever number is appropriate.
To go beyond Attractive 1 or 2 requires displaying positive
personality characteristics. Kindness, politeness,
chivalry, etc. are required of this character. These traits
can be a total front-- the character might be the most
loathsome and despicable villain-- but while in public,
they must keep up appearances.
Property (1 Point)
Your character has some kind of safe haven. It can be
a small keep, an underground cave complex, a farm, a
secluded forest valley, and so forth. Anything like a
"security system" needs to be approved by Staff.
(If you want servants or guards, you need to buy the
"Followers" Advantage separately.)
Without this Advantage, you may only own a plain
house. All action there is considered NOT
in-Continuity.
Skyship (1 Point)
You own a flying ship. If you also purchased the "Followers"
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.
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.
Noble Born Kasurian (1 to 3 Points)
This is specifically for Furres from Kasuria (or the Olde World.)
The possible Houses are listed here:
Noble Houses of Kasuria
(Drakorian Furres don't have nobles.)
At 1 point, the character probably grew up in a wealthy family.
At 2 points, the character is the child or sibling of the head
of a noble family. At 3 points, the character is the heir to that
noble family. (Being a noble requires sending an application to
the Kasurian Furre Nobles Sphere Wizard.)
Wyrmme Nobility (1 to 3 Points; must also purchase Psion)
This could not be a Furre, since the Wyrmmes look down upon
them. For 1 point, the character is well-to-do, has a
position of prestige in a Drakorian city-state. For 2
points, the Wyrmme is recognized in court at Ssi'Ssaron,
Great Graa, and J'Voon alike.
For 3 points, the Wyrmme is a member of the Royal Family.
They will be recognized instantly by any Wyrmme, and
treated with deference. (Failure to do so in the major
Wyrmme City-States is treason, and fair grounds for
execution.)
Psion (2 points)
(see details here: WORK IN PROGRESS...)
Psions include those who perform ritual magic to permanently link minds (Shamans),
those who have odd "ESP" type talents, and those who are linked to their Psi-pets,
including Dragon Riders and Raptor Riders.
Possible Pets include: Dragonmounts, Scarhawks, Watchwyrmmes, Oxtrixes, Kiwis,
Diatrymas, and Minidragons. Shamans sometimes link to snakes.
Mage (2 Points)
(see details here: Mages)
Vampfurre (2 Points)
(see details here: WORK IN PROGRESS...)
Lycanthian (2 Points)
(see details here: WORK IN PROGRESS...)
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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 Combat rolls are at -7 for
the next 4 RL hours.
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. If you don't get one,
your next course of action will be to go somewhere where you -can-
have a drink.
* 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. And
to you, "old things" means something you wore yesterday...!
* Addiction_Collectibles (1 Point)
You like something so much, it's hard for you to talk about anything else.
Your hobby drives you to spend your money buying that thing and
your dwelling is devoted to housing your collection. Anybody can be
an enthusiast but when you have "Collectibles" as your Disad, you
bore even the other collectors.
* 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.
Anytime you are involved in combat, you must first roll a d6. On a 1,
you were "indulging" earlier, and you are at -10 for the rest of the
scene.
* 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. You make all Combat rolls at -1.
* 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 some sort of racetrack at least once a week.
* 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. Who are these devotees? They're "wannabes", non-Psions.
It's fairly common for boys and young men to go through a "raptor phase",
and perhaps the "raptor-struck" didn't outgrow it.
In Kasuria, 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 behind
someone else, soaring, you know how rare and magical this really is, you
know you're up above it all... (Being "raptorstruck" is not available to
Psions.)
* Age_Kid (1 Point)
You're age 5-12. You don't have the legal rights of a grown-up,
and IC, you must have a legal guardian. You can't legally own
property, and you don't start with any real employees.
In Drakoria, children must work from the time they are old
enough to dress themselves. Tribesfurres view them as the most
precious thing the tribe has; if there is a famine, it is the
children and nursing mothers who will get food first. But
in important matters, Drakorian children are expected to be
"seen and not heard". Both Wyrmmes and Furres of Drakoria
follow the custom that if one child misbehaves, they are all
punished. Outside of the big cities, orphans are rare
because survival alone is close to impossible.
In Kasuria, if you haven't got a legal guardian, you might
be made a warden of the state, to be raised by officers of
the local Garrison. Kids who are out past sundown are usually
rounded up and locked up for the night in the Orphanage.
* 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.
Unfortunately, the medieval world of Furcadia does not have sign-language.
(If you are a Psion, this Disad is worth only 1 point.) Tribesfurres
from the harshest environments shun you. They consider you unlucky
to the point of passing your bad luck to others!
* In_Debt (1 Point)
You live in a rented room, and have but a
handful of coins. Your story begins with you already in need of money.
When money shows up, so do your debtors. 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 Drakorian or Olde Worlder is illiterate, but the average
Kasurian is literate. Player characters are literate as a default
and may take this Disadvantage if their character is not.
* 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 a
Kasurian Garrison usually have this disadvantage, codifying their devotion to
the wellbeing of their city. 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 have
an eye patch, or you might squint. You take a +1 penalty to all
actions at-range. *A Kasurian character that wears glasses to correct
vision may not take this Disadvantage.
* 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.
* One-legged/Slowed Move (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).
Your odds in a fight are decreased; make Combat rolls at a -2 to
represent this.
* 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 EVERY 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 (1 Points)
You don't speak Therian. You can learn it eventually but you'll
have an accent, and there are features about you that mark
you as a non-native. (This Disad is most appropriate for
somebody from the Olde World.)
* Uneducated (1 Point)
This Disad describes various possible isolated backgrounds. You
might be a Tribesfurre who is naive about life in the city. Or you
might be a slave who was never allowed to do anything beyond
pulling a plow. Or you might be a pampered child of a noble,
kept in a scented garden all your life.
* Unattractive (1 to 3 Points)
The combination of your physical features and your charisma mark
you as exceptionally unattractive. At one point, the character
is not as attractive as the typical furre, and their appearance
might be politely referred to as "interesting." Strangers are
unlikely to strike up conversation, but will generally try to
be polite.
At two points, the character has notably ugly features. If
someone said, "Did you see an ugly furre walk by?" and this
character had passed, people would reply, "Yes." Some will
react with scorn, and others, with pity. Either way, it's hard
to get taken seriously.
At three points, the character's whole life is colored
by their unattractiveness; they are probably alone and lonely.
This level of Unattractive MUST be accompanied by unpleasant
speech and mannerisms. For whatever reason, there's some
amount of "inner" ugly here, too.
"Unattractive" should be noted in the character's Desc as
[Unattractive=-1], [Unattractive=-2], or [Unattractive=-3].
* Repulsive, 4 Points
Repulsive takes up where Unattractive left off! (So
a character can not have both.) At 4 points, Repulsive means
the character is not allowed into public establishments.
They are treated with open loathing, revulsion and/or fear.
In Hyooman terms, this Disadvantage describes the Elephant Man.
To be 4 Points of Repulsive, the character must be beyond
merely "unsightly". They should look contagious (pustulent
sores for example), or very asymmetrical, or alien in an
explainable yet disturbing fashion (burn scars over the
entire body and ears missing, etc.). (A character that is
outright alien must take "Repulsive, 5 Points.")
This Disadvantage should be represented in the character's Desc
* Repulsive, 5 Points
5 points the character is so hideous that they are taken for a
monster, and attacked on sight by all but their closest friends
and relatives. To represent this-- Each time the character goes
out into public, and they are not attacked by at least one PC,
the player must consult a Staffer to make a Quickie Roll versus
the "fearful mobs". This Disad is noted in the character's
Desc as [Repulsive=-5]
* Dense (2 Points)
Physically, you are unattractive. You may have repulsive physical
limitations which are further Disadvantages.
All rolls made involving smarts are at -5. If
there is a question of being surprised, you are automatically
surprised. If there is a question of noticing something, such as
being pickpocketed, you make the conflict resolving die roll at -5.
* Fragile (3 Points) When injured, normal penalties are doubled.
You have a medical condition that makes you very frail. Perhaps
you are a hemophiliac, or severely malnourished. You may take
this Disad to represent a very very old furre with brittle bones
(osteoporosis).
* Clumsy (1 Points) All hand-eye skills and all coordination rolls
(including all combat rolls) are performed at a -5. It is
hard to be taken seriously when you're clumsy.
* Poor (1 Point) You don't own land or a house.
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 bathe in streams. 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. Start with no money.
* Unknown (1 Point)
You begin play as an orphan of unknown pedigree. 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.
In Drakoria, being illegitimate bears such a heavy stigma that the
Furre or Wyrmme will most likely try to find somewhere they are
unknown and can hide their shame.
You may drop this Disad if you find an IC parent later. However,
they can only be a Noble if your character also purchased that
Advantage during character generation.
* Mindmute (1)
You cannot be *sent* Mindspeech. Empathy can read you just fine.
Mind powers that do not involve speech still work on you. (A
Psion may not possess this Disad.)
* Mindwhipped (2 Point)
A Potion of Binding left you with a permanent strange
condition in which *any* Psion may now use the Kajutar Mindscourge
ability upon you. This Disadvantage means that
your character is (or at one time, was) a Drakorian slave.
* Mindslave (3 Points)
You are the property of a Psion slaver, most likely a Wyrmme.
You've been under their influence so long that you are fanatically
loyal to your owner.
* Drone (2 Points, Male Bugges Only!)
You are a male Bugge, genetically adapted for carrying things about.
You're smaller than a female Bugge and smaller than the typical
Furre, yet you're very strong. You may not have the Advantage
"Followers". You have small vestigial wings and cannot fly. 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 ("Ads")
Pet/Lackey (1 Point)
You have a typical devotee or pet. If it is a pet, it can be
clever for one of its kind, but it cannot really talk. Its
main distinguishing feature is its loyalty to you. A pet
or follower may NOT attack someone, but MAY grant you a +1
to your roll. This Advantage may be bought up to 2 times.
Followers (2 Points)
You have 2 to 10 NPCs that follow your instructions no matter
what. However, they are strictly "off camera". They could
be your ship's crew, your family's personal mercenary force,
your relatives, a gang of slaves you bought and freed, etc.
(They may only be your tribe if your tribe was approved by
the Factions Sphere Wiz.)
Attractive (1 to 5 Points)
This represents a combination of exceptional physical beauty
and personality. A character with 1 point of Attractiveness
is more physically attractive than a character without it;
a character with 4 points of Attractiveness is more handsome
or beautiful than a character with 3 points, and so on.
(This Advantage belongs in the character's Desc. as
[Attractive=+1], or whatever number is appropriate.
To go beyond Attractive 1 or 2 requires displaying positive
personality characteristics. Kindness, politeness,
chivalry, etc. are required of this character. These traits
can be a total front-- the character might be the most
loathsome and despicable villain-- but while in public,
they must keep up appearances.
Property (1 Point)
Your character has some kind of safe haven. It can be
a small keep, an underground cave complex, a farm, a
secluded forest valley, and so forth. Anything like a
"security system" needs to be approved by Staff.
(If you want servants or guards, you need to buy the
"Followers" Advantage separately.)
Without this Advantage, you may only own a plain
house. All action there is considered NOT
in-Continuity.
Skyship (1 Point)
You own a flying ship. If you also purchased the "Followers"
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.
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.
Noble Born Kasurian (1 to 3 Points)
This is specifically for Furres from Kasuria (or the Olde World.)
The possible Houses are listed here:
Noble Houses of Kasuria
(Drakorian Furres don't have nobles.)
At 1 point, the character probably grew up in a wealthy family.
At 2 points, the character is the child or sibling of the head
of a noble family. At 3 points, the character is the heir to that
noble family. (Being a noble requires sending an application to
the Kasurian Furre Nobles Sphere Wizard.)
Wyrmme Nobility (1 to 3 Points; must also purchase Psion)
This could not be a Furre, since the Wyrmmes look down upon
them. For 1 point, the character is well-to-do, has a
position of prestige in a Drakorian city-state. For 2
points, the Wyrmme is recognized in court at Ssi'Ssaron,
Great Graa, and J'Voon alike.
For 3 points, the Wyrmme is a member of the Royal Family.
They will be recognized instantly by any Wyrmme, and
treated with deference. (Failure to do so in the major
Wyrmme City-States is treason, and fair grounds for
execution.)
Psion (2 points)
(see details here: WORK IN PROGRESS...)
Psions include those who perform ritual magic to permanently link minds (Shamans),
those who have odd "ESP" type talents, and those who are linked to their Psi-pets,
including Dragon Riders and Raptor Riders.
Possible Pets include: Dragonmounts, Scarhawks, Watchwyrmmes, Oxtrixes, Kiwis,
Diatrymas, and Minidragons. Shamans sometimes link to snakes.
Mage (2 Points)
(see details here: Mages)
Vampfurre (2 Points)
(see details here: WORK IN PROGRESS...)
Lycanthian (2 Points)
(see details here: WORK IN PROGRESS...)
LINK
Some of this is already covered on the current site, but this is from Talz's and I thought recording it here might be helpful.
Alliah wrote:
Oop sorry it's late here and my brain started rambling. I'll remove my rambles and maybe make a new thread just for thoughts in the morning to keep everything on topic. Sorry!
Oh no that's not what I meant at all! You're the admin anyway! We've been using this thread to discuss and post information since the beginning, I more meant we would have been smart to separate it initially but it is late now. No worries!
It only seems largely informational because I am spamming it with stuff I've been able to scrounge up in the past day or too. The first and second pages are largely discussion based.
Speaking of discussion, I know it was mentioned Talz was basing everything off Pern but I did find a relevant post by her talking in depth about dracosaurs in reference to how they differ.
Pern vs Dracosaurs
(I posted the 'relevant' portion first.
Almost forgot this; it's important.
After 1996, all online RP of Pern *was* banned by the holders of the Pern copyright and patent. Existing games that had been granted official permission are grandfather-claused, and therefore permitted.
http://www.annemccaffrey.org/BookPages/FAQ.html#Answer1
For future reference, "Canon" Furcadia is distinguished from patented Pern by the following:
1. There's no magic in Pern. There's lots of it in Furcadia.
2. Physically, the dragons look different. Furcadian dragons look much like traditional European dragons. Pern dragons have smooth skin. Furcadian dragons have scales. Pern dragons have heads with eyebrow ridges and knobs. Furcadian dragons have cheekfins and fin-like crests that they can use to express themselves. Pern dragons' eyes change colors to show their emotions, Furcadian dragons' don't.
3. Pern dragons come in 5 colors. Furcadian riding-dragons are wildly varied.
4. Pern dragons choose their riders telepathically, consistently discriminating on the basis of gender and sexual-preference. Furcadian riding-dragons don't choose.
5. Pern dragons die without a Rider. Furcadian riding-dragons move on and don't even wonder what might have been.
6. Pern dragons can only bond to riders of a certain young age range. Furcadian riding-dragons can have a rider of any age.
7. Pern Impression requires only an appropriate rider. Furcadian riding-dragons are Bonded in a magical ceremony developed by the Wyrmmes, and it requires a secret musical tune.
8. Pern Dragons have the intelligence of 3-5 year old humans. It's rare but Furcadian riding-dragons can live for centuries, and can eventually be as intelligent as an adult human.
9. Pern Dragons die if their Riders die. Furcadian riding-dragons don't.
10. A Pern Rider can have only one Dragon. A Furcadian Rider can have as many as he/she can get. (The historical Furcadian record is six, and upon attempting to Bond with a seventh, the rider was driven insane.)
11. Pern dragons were genetically engineered by Kitty Ping. They are endotherms. Furcadian riding-dragons (sometimes called "True Dragons" by Furres) were created by Chim and Patrilius, to fool Dyarra into thinking they were re-creating the Wyrmmes. They are ectotherms-- preventing invasion of Kasuria by Drakoria because the region where they come close is in the cold north.
And if that isn't enough to distinguish Furcadia from Pern,
12. Pern is populated by humans (and some sentient dolphins), who came from Earth. Furcadia is populated by funny-animal guys in a universe where Earth never existed.
Almost forgot this; it's important.
After 1996, all online RP of Pern *was* banned by the holders of the Pern copyright and patent. Existing games that had been granted official permission are grandfather-claused, and therefore permitted.
http://www.annemccaffrey.org/BookPages/FAQ.html#Answer1
For future reference, "Canon" Furcadia is distinguished from patented Pern by the following:
1. There's no magic in Pern. There's lots of it in Furcadia.
2. Physically, the dragons look different. Furcadian dragons look much like traditional European dragons. Pern dragons have smooth skin. Furcadian dragons have scales. Pern dragons have heads with eyebrow ridges and knobs. Furcadian dragons have cheekfins and fin-like crests that they can use to express themselves. Pern dragons' eyes change colors to show their emotions, Furcadian dragons' don't.
3. Pern dragons come in 5 colors. Furcadian riding-dragons are wildly varied.
4. Pern dragons choose their riders telepathically, consistently discriminating on the basis of gender and sexual-preference. Furcadian riding-dragons don't choose.
5. Pern dragons die without a Rider. Furcadian riding-dragons move on and don't even wonder what might have been.
6. Pern dragons can only bond to riders of a certain young age range. Furcadian riding-dragons can have a rider of any age.
7. Pern Impression requires only an appropriate rider. Furcadian riding-dragons are Bonded in a magical ceremony developed by the Wyrmmes, and it requires a secret musical tune.
8. Pern Dragons have the intelligence of 3-5 year old humans. It's rare but Furcadian riding-dragons can live for centuries, and can eventually be as intelligent as an adult human.
9. Pern Dragons die if their Riders die. Furcadian riding-dragons don't.
10. A Pern Rider can have only one Dragon. A Furcadian Rider can have as many as he/she can get. (The historical Furcadian record is six, and upon attempting to Bond with a seventh, the rider was driven insane.)
11. Pern dragons were genetically engineered by Kitty Ping. They are endotherms. Furcadian riding-dragons (sometimes called "True Dragons" by Furres) were created by Chim and Patrilius, to fool Dyarra into thinking they were re-creating the Wyrmmes. They are ectotherms-- preventing invasion of Kasuria by Drakoria because the region where they come close is in the cold north.
And if that isn't enough to distinguish Furcadia from Pern,
12. Pern is populated by humans (and some sentient dolphins), who came from Earth. Furcadia is populated by funny-animal guys in a universe where Earth never existed.
The full LINK has a fair bit more on the topic.
MAaaaaan all the updates rock I have been reading like craaay
Again I'm not really sure if this has been covered here or not, I may have posted a snippet of it, but this is from a post by Talz on her Genie's Lamp site. LINK
Geography of Magic
Dear friends,
I've noticed the controversy over magical healing here. Speaking as Harshlaw's creator,
there's a clear answer as to what role magical healing plays in Drakoria. When the
Dragonlands were created, a lot of thought went into this topic, and I have longstanding
definite answers here.
This isn't me giving new rules; you're free to RP as you see fit, and more power to ya.
This is just me expressing what magic in Harshlaw was meant to be like, and the way that
it's portrayed in any canon fiction.
1. In Both Drakoria and Kasuria, Magic is Common
That means that the typical furre, when they're hurt, may cry out for the healer-mage or
the shaman-herbalist before they ask for a mundane medic. Magic works better than mundane
healing. With magic, bones don't set crooked and cuts don't leave scars.
If you're a non-magical healer, you're second fiddle, at best. Furres don't come to you
unless they have to, and you might even be regarded as a quack, because what you do isn't
viewed as much better than just cleaning the injury and letting the body take its own
course. Kasurian "Chirurgery" or "Physicking" involves leeches, smelly mundane potions,
small branding irons for cauterization, needles strung with fine ostrix-sinew filaments to
sew things up. (The commoner's view is that wounds go septic because the Dark Primes can
then send small evil spirits into your breached hide- and some guy thinks pouring rum into
the wound, and sewing the cut up will be enough? That's just crazy-talk.)
2. Disease is Rare
Most Drakorian deaths are due to violence. If they make it through a fight, and a magical
healer gets to them, they will most likely live.
If a furre reaches old age in Drakoria, they usually view it as extra opportunity to find
glory through death in combat. They don't hang back hoping to eke out a few more years.
They're likely to view themselves as a burden to the tribe-- they can't work, they can't
bear and raise children anymore. What else are they for, if not to save the rest of the
tribe in heroic sacrifice?
Disease in Drakoria is very rare. Because it seldom happens, plagues are very terrifying
to furres there. To be successful, a disease usually needs a big population concentration.
Superstitious Drakorians (Furre but not usually Wyrmmes) view putting numerous people all
in one place as very dangerous. It's just inviting the powers of evil to smite you all at
once! Drakorians know plenty of true stories in which mighty cities arose long ago, and
were brought down by diseases, for the hubris of making tall permanent structures.
According to Drakorians, it's good hygiene to abandon where you are living and make a new
house every three or four years. A castle-- a big PERMANENT structure full of a zillion
furres all sweating and spitting in the same place-- are you MAD?! To the free-living
nomadic Drakorian furres, Harshlaw is a terrifying prospect.
To the slave-born furres, used to the confinement in the underground pens of the Wyrmme
strongholds, though, and very frightened of the above-ground dwellings where slavers
mounted on Dracosaurs might net them up or sennibals* might shoot them with bows at any
time... Harshlaw is paradise.
*A sennibal is a sentient who'll eat another sentient. If a Wyrmme has roast Furre (a
delicacy!), they are a sennibal. The wilds of Drakoria abound with sennibals: the
Eetroxes, the Leotaurs, the Wolventaurs, etc. In the big picture sennibalism is prevalent
because cannibalism is usually kept in check by risk of disease if you eat your own kind.
The typical Drakorian furre has a superstitious horror of cannibalism well-founded in a
medical reality.
Dragonlands Bestiary
3. In Drakorian Magic, Plants Hold Inherent Powers
According to canon, Jujinka placed the healing effects into the plants. Herbalism is an
integral part of healing magic. Herbs are used in other spells, too, for example, Sheesah
Paka uses them in a spell to choke an attacking Raukor. Authentic Drakorian magic is very
"tribal" or "stone age" in feel.
Compared to Kasurians, Drakorians are very superstitious. In modern parlance, well, they
do alot of stuff that's unnecessary because they don't dare to diverge. They have contempt
for experimentation and research into how a spell works because their spells, as they've
been taught, work just fine. If it ain't broke, why fix it?
When a shaman-herbalist teaches their craft to their successor, it's full of injunctions to
think certain thoughts, feel certain emotions. (Exactly like in real Hyooman history)
there's a widespread belief that the effectiveness of a spell is linked to the
psychological self-discipline of the caster.
The weakness of superstition is that, if an effect fails to happen, they assume it's
because they weren't doing what they know to do, enough. If you throw a virgin in the
volcano and then there's plentiful fish in the springtime, and one year the fish don't
arrive, the superstitious tribe's only conclusion is that they must have a) thrown in the
wrong virgin, b) not thrown enough virgins, c) somehow thrown the virgin in the wrong way,
or d) chosen the wrong volcano. According to their spiritual leaders, it will be
considered evil, blasphemy, to wonder if maybe virgins and fish migrations aren't really
related.
Since Drakorian superstition includes the need for "the right emotions", they are most
likely to assume that their virgin wasn't thrown in with enough feeling. Their most likely
response is to throw MORE virgins into volcanos. It's all they know how to do.
If "The Enlightenment" ever happens to the Dragonlands, and they were to experiment, they
would be able to discover that feelings and emotions are utterly irrelevant to the plant
effects. You and I, being modern people, can know that OOC. IC, though, Drakorians are
locked into arbitrary superstitious assumption, a.k.a. 'faith'.
Example: The Pakas
4. In Kasurian Magic, Symbols and Incantations Hold Power
By contrast, the magic of Kasuria is more mechanistic and refined, and doesn't have an
accent on any form of belief or emotion. It's based on esoteric symbollist theories.
Here, again, it's something about the shapes of scrawls and scratches-- it's "rote"
learning. This effect was placed there by The Dragon, a primal cosmic creature that
created the world.
Writing itself is held in superstitious awe-- it's "magical" enough to be able to look at
markings on a piece of parchment and recite words of furres far distant and long dead.
Many furres of the Olde World know how to read, but most Kasurians and Drakorians can't.
(Wyrmmes usually make their Wyrmme scribes do it for them; their writing system takes years
to learn.)
What separates the mage from the non-mage is a good memory and power, as if they were
"batteries". Kasurian magic is as tiring as biking in the top one hundred racers in the
Tour de France, BECAUSE the power comes directly out of the furre. Magical energy of
this kind cannot be STORED. Focuses like crystals are lenses, not batteries. (Compare
this to Lanacele/Leirune, where energy can conceivably be moved around like a "charge",
saved up in an artifact, etc.)
That power is hereditary, and, to put it in modern genetic terms, a recessive trait. How
did it begin? Ultimately, all magic is traceable to the Primes or Dark Primes, and,
whether they know this or not, all mages are descendants of half-Prime half-mortal furres.
This principle is so important that mages secretly practice eugenics. In addition to
mages, there are non-mage children who can, in cooperation with a mage, produce
extra-powerful effects. These siblings to sorcerors and sorceresses are called Consorts.
Mage families track the bloodlines even more zealously than the nobility.
You can diagram out how non-mage parents, children of many generations of non-mages, could
possibly give birth to a mage child. That is so rare that when that happens, the mother is
usually bluntly accused of infidelity. A "Magesports" may consequently be treated as the
unclean product of an affair.
In a mage family, a child born out of wedlock may suffer the double stigma of illegitimacy
and being of non-mage blood (not unlike ye olde Harry Potter wizarding "purebloods").
Mages who father or bear children in secret are suspected of planning treason-- because
those children may still turn out to be spellcasters, and could be used as a secret power
later. So heads of mage families are very zealous in destroying half-breeds-- but not
openly; in secret. If mages aren't careful with their seed, assassins will find a thriving
business opportunity here.
And, that's one very good reason a Kasurian Mage or Consort might flee to Harshlaw.
This is my outline for adapting
Kasurian magic to a simple paper/pencil/dice tabletop game. If you want to say
there are other kinds of magic in your version of the Dragonlands, GREAT!!!! If you're
uneasy about doing non-canon stuff and would take satisfaction in having a game that was
"authentic", you might want to follow this document instaed.
5. Psionics Also Exists
Complicating the study of magic for Kasurians is the fact that there are powers that are
not exactly magic, but "psionics." Psionics and magic are different in that, while magic
always always always happens with a visible clue (you see somebody wave their hand, or hear
them incanting, etc.), psionics "just happens".
They can read minds; they can attempt to implant suggestions the receiver would not
consider harmful. They can inflict terrible pain, and condition the recipient to
obedience, a practice known as "mind-scourging". Brain-washing is a common Wyrmme pastime-
not only is it useful to psychically torment Furres and low-status Wyrmmes, but they enjoy
it.
Psionic healing is empathic, and consists of transfering the wounds from one person to the
psionic healer. A high-level Wyrmme practitioner can simultaneously transfer the injury to
a restrained slave. (Another reason not to love the Imperial Drakorians.) It is a slow
process, requiring touch (so Wyrmmes can't just point at someone and give them a nasty
wound from across the field).
There is also a rare psionic talent that transfers physical features from one creature to
another. It can be used to disguise someone by trading someone else's face, hair, fur,
scales, claws, etc. Given a year or two, a furre can be made to look like a Wyrmme and
vice-versa! These disguises wear out after six years, as a body puts itself back the way
it was. If the disguise was too extreme (and giving a furre the wings of a Wyrmme is in
this 'too extreme' category), however, the disguise wearing off will kill them.
Psionic ability can only occur in a descendant of Wyrmme blood. Yes, Wyrmmes and Furres on
rare occasion produce offspring. Most are sterile. A very rare few are fertile. Psionics
is the norm for Wyrmmes and rare in Furres.
Wyrmmes find half-furre offspring very abhorrent. (It's not unlike, what if a scientist
crossed a Hyooman and an armadillo? That just ain't right!) Underlying their hatred is
FEAR. Wyrmmes obviously don't want their slaves running around with psychic talents. The
most likely escapee is a half-Wyrmme furre.
Tribal Drakorian furres also hate and fear psionic furres. They know that it means they
are tainted with the hated Wyrmme blood. In Harshlaw, a psionic character might be
tolerated, but out in the wilds, a furre with psionics will KEEP IT SECRET.
Focusing psionic powers can be done with the aid of music. The Wyrmmes know songs that act
as a magnifying glass lens. The songs are ancient, from long before the time of the
Furres.
6. Furre Slaves Are Not Allowed Magic
Furres in the Drakorians' slave pens are destroyed if they seem to magic. The Wyrmmes
know it is hereditary. Even stories about mages are highly forbidden. Slaves grow usually
grow up never having seen Kasurian-style (symbol-based) magic, and most don't even know it
exists.
Wyrmmes have generally heard about shamanic magic, and wouldn't let a furre keep their
little bag of weeds. Kasurian mages probably fare better here. Most Wyrmmes don't know
about scrawling magical diagrams with blood and a piece of haystraw, or drawing with
charcoal on one's own skin. Should a Kasurian mage somehow find their way far enough west
to be taken prisoner by the Wyrmmes, they would probably escape.
Wyrmmes who patrol the northeast tell tales of "super-furres" who came out of the tundra
where Wyrmmes cannot survive. As cold already means pain and fatal paralysis for Wyrmmes,
these tales are generally dismissed as horror tales, embodiments of a fear of the bleak
frigid desert that surrounds Harshlaw.
7. Ban Healing Magic?
It doesn't make sense to me to ban healer magic. For one thing, there's far too much
precedent set; if you banned it, you'd create something that wasn't much like Furcadia or
the Harshlaw many had come to know.
Most furres RP by an unspoken "rule of reverse engineering". We assent to the existence
of a power if it doesn't, absolutely/of necessity, imply a game world different than the
one we know. Can somebody instantly mind-control everyone else? No, because if they
could, it means they'd be running the world within a week. Can a vampire turn infinite
others into vampires? No, because if they could, it means they'd be running the world
within a week.
Applying "the rule of reverse engineering" to healing magic... It isn't always
automatically twinky. It makes more sense to ask all players to have healing magic come at
an immediate cost.
Healing magic is controlled by a few things. It does tire the healer out, especially if
it's the Kasurian chant/wave-your-paws/wave-a-taro-card/read-a-scroll variety. If it's
native Drakorian, it isn't as tiring, but it uses up precious herbs--
Remember that Harshlaw is a very cold place-- green growing things are RARE. They are
either shipped in or gathered up during the two weeks of mad flowering that passes for
Spring+Summer+Fall up here. Perhaps they could be grown through the use of magic that lets
someone coax a White Sage into growing in a dank cave next to a lamp, but that would
require other herbs or a mage's precious personal energy, too.
An additional price of magic in Drakoria is that, if they find out, the conditioned furre
agents of the Wyrmme Empire are going to try to kill you.
Oh, didn't I mention them? Oops, forget I said anything. Shhhhh! There are no
conditioned agents of the Wyrmme Empire. Everything is just fine and cozy. You can go on
about your life, don't worry.
Dear friends,
I've noticed the controversy over magical healing here. Speaking as Harshlaw's creator,
there's a clear answer as to what role magical healing plays in Drakoria. When the
Dragonlands were created, a lot of thought went into this topic, and I have longstanding
definite answers here.
This isn't me giving new rules; you're free to RP as you see fit, and more power to ya.
This is just me expressing what magic in Harshlaw was meant to be like, and the way that
it's portrayed in any canon fiction.
1. In Both Drakoria and Kasuria, Magic is Common
That means that the typical furre, when they're hurt, may cry out for the healer-mage or
the shaman-herbalist before they ask for a mundane medic. Magic works better than mundane
healing. With magic, bones don't set crooked and cuts don't leave scars.
If you're a non-magical healer, you're second fiddle, at best. Furres don't come to you
unless they have to, and you might even be regarded as a quack, because what you do isn't
viewed as much better than just cleaning the injury and letting the body take its own
course. Kasurian "Chirurgery" or "Physicking" involves leeches, smelly mundane potions,
small branding irons for cauterization, needles strung with fine ostrix-sinew filaments to
sew things up. (The commoner's view is that wounds go septic because the Dark Primes can
then send small evil spirits into your breached hide- and some guy thinks pouring rum into
the wound, and sewing the cut up will be enough? That's just crazy-talk.)
2. Disease is Rare
Most Drakorian deaths are due to violence. If they make it through a fight, and a magical
healer gets to them, they will most likely live.
If a furre reaches old age in Drakoria, they usually view it as extra opportunity to find
glory through death in combat. They don't hang back hoping to eke out a few more years.
They're likely to view themselves as a burden to the tribe-- they can't work, they can't
bear and raise children anymore. What else are they for, if not to save the rest of the
tribe in heroic sacrifice?
Disease in Drakoria is very rare. Because it seldom happens, plagues are very terrifying
to furres there. To be successful, a disease usually needs a big population concentration.
Superstitious Drakorians (Furre but not usually Wyrmmes) view putting numerous people all
in one place as very dangerous. It's just inviting the powers of evil to smite you all at
once! Drakorians know plenty of true stories in which mighty cities arose long ago, and
were brought down by diseases, for the hubris of making tall permanent structures.
According to Drakorians, it's good hygiene to abandon where you are living and make a new
house every three or four years. A castle-- a big PERMANENT structure full of a zillion
furres all sweating and spitting in the same place-- are you MAD?! To the free-living
nomadic Drakorian furres, Harshlaw is a terrifying prospect.
To the slave-born furres, used to the confinement in the underground pens of the Wyrmme
strongholds, though, and very frightened of the above-ground dwellings where slavers
mounted on Dracosaurs might net them up or sennibals* might shoot them with bows at any
time... Harshlaw is paradise.
*A sennibal is a sentient who'll eat another sentient. If a Wyrmme has roast Furre (a
delicacy!), they are a sennibal. The wilds of Drakoria abound with sennibals: the
Eetroxes, the Leotaurs, the Wolventaurs, etc. In the big picture sennibalism is prevalent
because cannibalism is usually kept in check by risk of disease if you eat your own kind.
The typical Drakorian furre has a superstitious horror of cannibalism well-founded in a
medical reality.
Dragonlands Bestiary
3. In Drakorian Magic, Plants Hold Inherent Powers
According to canon, Jujinka placed the healing effects into the plants. Herbalism is an
integral part of healing magic. Herbs are used in other spells, too, for example, Sheesah
Paka uses them in a spell to choke an attacking Raukor. Authentic Drakorian magic is very
"tribal" or "stone age" in feel.
Compared to Kasurians, Drakorians are very superstitious. In modern parlance, well, they
do alot of stuff that's unnecessary because they don't dare to diverge. They have contempt
for experimentation and research into how a spell works because their spells, as they've
been taught, work just fine. If it ain't broke, why fix it?
When a shaman-herbalist teaches their craft to their successor, it's full of injunctions to
think certain thoughts, feel certain emotions. (Exactly like in real Hyooman history)
there's a widespread belief that the effectiveness of a spell is linked to the
psychological self-discipline of the caster.
The weakness of superstition is that, if an effect fails to happen, they assume it's
because they weren't doing what they know to do, enough. If you throw a virgin in the
volcano and then there's plentiful fish in the springtime, and one year the fish don't
arrive, the superstitious tribe's only conclusion is that they must have a) thrown in the
wrong virgin, b) not thrown enough virgins, c) somehow thrown the virgin in the wrong way,
or d) chosen the wrong volcano. According to their spiritual leaders, it will be
considered evil, blasphemy, to wonder if maybe virgins and fish migrations aren't really
related.
Since Drakorian superstition includes the need for "the right emotions", they are most
likely to assume that their virgin wasn't thrown in with enough feeling. Their most likely
response is to throw MORE virgins into volcanos. It's all they know how to do.
If "The Enlightenment" ever happens to the Dragonlands, and they were to experiment, they
would be able to discover that feelings and emotions are utterly irrelevant to the plant
effects. You and I, being modern people, can know that OOC. IC, though, Drakorians are
locked into arbitrary superstitious assumption, a.k.a. 'faith'.
Example: The Pakas
4. In Kasurian Magic, Symbols and Incantations Hold Power
By contrast, the magic of Kasuria is more mechanistic and refined, and doesn't have an
accent on any form of belief or emotion. It's based on esoteric symbollist theories.
Here, again, it's something about the shapes of scrawls and scratches-- it's "rote"
learning. This effect was placed there by The Dragon, a primal cosmic creature that
created the world.
Writing itself is held in superstitious awe-- it's "magical" enough to be able to look at
markings on a piece of parchment and recite words of furres far distant and long dead.
Many furres of the Olde World know how to read, but most Kasurians and Drakorians can't.
(Wyrmmes usually make their Wyrmme scribes do it for them; their writing system takes years
to learn.)
What separates the mage from the non-mage is a good memory and power, as if they were
"batteries". Kasurian magic is as tiring as biking in the top one hundred racers in the
Tour de France, BECAUSE the power comes directly out of the furre. Magical energy of
this kind cannot be STORED. Focuses like crystals are lenses, not batteries. (Compare
this to Lanacele/Leirune, where energy can conceivably be moved around like a "charge",
saved up in an artifact, etc.)
That power is hereditary, and, to put it in modern genetic terms, a recessive trait. How
did it begin? Ultimately, all magic is traceable to the Primes or Dark Primes, and,
whether they know this or not, all mages are descendants of half-Prime half-mortal furres.
This principle is so important that mages secretly practice eugenics. In addition to
mages, there are non-mage children who can, in cooperation with a mage, produce
extra-powerful effects. These siblings to sorcerors and sorceresses are called Consorts.
Mage families track the bloodlines even more zealously than the nobility.
You can diagram out how non-mage parents, children of many generations of non-mages, could
possibly give birth to a mage child. That is so rare that when that happens, the mother is
usually bluntly accused of infidelity. A "Magesports" may consequently be treated as the
unclean product of an affair.
In a mage family, a child born out of wedlock may suffer the double stigma of illegitimacy
and being of non-mage blood (not unlike ye olde Harry Potter wizarding "purebloods").
Mages who father or bear children in secret are suspected of planning treason-- because
those children may still turn out to be spellcasters, and could be used as a secret power
later. So heads of mage families are very zealous in destroying half-breeds-- but not
openly; in secret. If mages aren't careful with their seed, assassins will find a thriving
business opportunity here.
And, that's one very good reason a Kasurian Mage or Consort might flee to Harshlaw.
This is my outline for adapting
Kasurian magic to a simple paper/pencil/dice tabletop game. If you want to say
there are other kinds of magic in your version of the Dragonlands, GREAT!!!! If you're
uneasy about doing non-canon stuff and would take satisfaction in having a game that was
"authentic", you might want to follow this document instaed.
5. Psionics Also Exists
Complicating the study of magic for Kasurians is the fact that there are powers that are
not exactly magic, but "psionics." Psionics and magic are different in that, while magic
always always always happens with a visible clue (you see somebody wave their hand, or hear
them incanting, etc.), psionics "just happens".
They can read minds; they can attempt to implant suggestions the receiver would not
consider harmful. They can inflict terrible pain, and condition the recipient to
obedience, a practice known as "mind-scourging". Brain-washing is a common Wyrmme pastime-
not only is it useful to psychically torment Furres and low-status Wyrmmes, but they enjoy
it.
Psionic healing is empathic, and consists of transfering the wounds from one person to the
psionic healer. A high-level Wyrmme practitioner can simultaneously transfer the injury to
a restrained slave. (Another reason not to love the Imperial Drakorians.) It is a slow
process, requiring touch (so Wyrmmes can't just point at someone and give them a nasty
wound from across the field).
There is also a rare psionic talent that transfers physical features from one creature to
another. It can be used to disguise someone by trading someone else's face, hair, fur,
scales, claws, etc. Given a year or two, a furre can be made to look like a Wyrmme and
vice-versa! These disguises wear out after six years, as a body puts itself back the way
it was. If the disguise was too extreme (and giving a furre the wings of a Wyrmme is in
this 'too extreme' category), however, the disguise wearing off will kill them.
Psionic ability can only occur in a descendant of Wyrmme blood. Yes, Wyrmmes and Furres on
rare occasion produce offspring. Most are sterile. A very rare few are fertile. Psionics
is the norm for Wyrmmes and rare in Furres.
Wyrmmes find half-furre offspring very abhorrent. (It's not unlike, what if a scientist
crossed a Hyooman and an armadillo? That just ain't right!) Underlying their hatred is
FEAR. Wyrmmes obviously don't want their slaves running around with psychic talents. The
most likely escapee is a half-Wyrmme furre.
Tribal Drakorian furres also hate and fear psionic furres. They know that it means they
are tainted with the hated Wyrmme blood. In Harshlaw, a psionic character might be
tolerated, but out in the wilds, a furre with psionics will KEEP IT SECRET.
Focusing psionic powers can be done with the aid of music. The Wyrmmes know songs that act
as a magnifying glass lens. The songs are ancient, from long before the time of the
Furres.
6. Furre Slaves Are Not Allowed Magic
Furres in the Drakorians' slave pens are destroyed if they seem to magic. The Wyrmmes
know it is hereditary. Even stories about mages are highly forbidden. Slaves grow usually
grow up never having seen Kasurian-style (symbol-based) magic, and most don't even know it
exists.
Wyrmmes have generally heard about shamanic magic, and wouldn't let a furre keep their
little bag of weeds. Kasurian mages probably fare better here. Most Wyrmmes don't know
about scrawling magical diagrams with blood and a piece of haystraw, or drawing with
charcoal on one's own skin. Should a Kasurian mage somehow find their way far enough west
to be taken prisoner by the Wyrmmes, they would probably escape.
Wyrmmes who patrol the northeast tell tales of "super-furres" who came out of the tundra
where Wyrmmes cannot survive. As cold already means pain and fatal paralysis for Wyrmmes,
these tales are generally dismissed as horror tales, embodiments of a fear of the bleak
frigid desert that surrounds Harshlaw.
7. Ban Healing Magic?
It doesn't make sense to me to ban healer magic. For one thing, there's far too much
precedent set; if you banned it, you'd create something that wasn't much like Furcadia or
the Harshlaw many had come to know.
Most furres RP by an unspoken "rule of reverse engineering". We assent to the existence
of a power if it doesn't, absolutely/of necessity, imply a game world different than the
one we know. Can somebody instantly mind-control everyone else? No, because if they
could, it means they'd be running the world within a week. Can a vampire turn infinite
others into vampires? No, because if they could, it means they'd be running the world
within a week.
Applying "the rule of reverse engineering" to healing magic... It isn't always
automatically twinky. It makes more sense to ask all players to have healing magic come at
an immediate cost.
Healing magic is controlled by a few things. It does tire the healer out, especially if
it's the Kasurian chant/wave-your-paws/wave-a-taro-card/read-a-scroll variety. If it's
native Drakorian, it isn't as tiring, but it uses up precious herbs--
Remember that Harshlaw is a very cold place-- green growing things are RARE. They are
either shipped in or gathered up during the two weeks of mad flowering that passes for
Spring+Summer+Fall up here. Perhaps they could be grown through the use of magic that lets
someone coax a White Sage into growing in a dank cave next to a lamp, but that would
require other herbs or a mage's precious personal energy, too.
An additional price of magic in Drakoria is that, if they find out, the conditioned furre
agents of the Wyrmme Empire are going to try to kill you.
Oh, didn't I mention them? Oops, forget I said anything. Shhhhh! There are no
conditioned agents of the Wyrmme Empire. Everything is just fine and cozy. You can go on
about your life, don't worry.
Giving this thread a healthy little bump for visibility. This stuff is just informational, and hopefully helpful!
Found a rough draft of the Furre Mage information! Some very interesting things about mage culture here that is likely still relevant to dream politics.
LINK
Mage Culture, Disads & Advands
--an excerpt from the game "Furre!", a tabletop RPG with dice. This is a draft, so, rules may (and most likely will) change before the final is released.
============================
THE MAGES OF FURCADIA
Being a Mage is more than just having the potential to do magic. Since potential to be a mage runs in the family, most Mage families practice the custom of arranged marriage even more stringently than the Nobility. They have grown into an elaborate subculture over the centuries. Because they are avidly hunted down by the VampFurres, the Mages of Erth are rarely found outside of the Mage subculture.
Mages can earn far more than the typical furre. This preoccupation with eugenics looms over their lives at all times. Although the magic of Erth does not provide a way to travel, the Mages are wealthy, and can afford to hire the services of riders of Scarhawks and Dracosaurs.
Mage ability is the result of the Primes begetting children with mortal Furres. For the past thousand years, the Primes of Light have not done so. The Primes of Dark will produce a half-Furre child on extremely rare occasions. The Dark Primes are apt to kill one another's half-Prime children because they threaten a balance of power held between them.
Amongst themselves, Mages are referred to as "Attuned". The child of a Mage who is not Attuned is merely "Resonant" and they are referred to as a "Consort". The rest of the population is called "Silent". Both the Attuned and the Resonant are immune to many Vampfurre abilities. Most Mages live in families that are a mix of the Attuned, Resonant, and Silent, and try not to attach such great significance to it. As egalitarian as the might wish to be, however, the fact remains: the Mages wield powers vital to the survival of the family, while the Silent can not fully understand what it is to be a Mage. That the Silent do not have a strong say in Magely family matters is a given. When, for instance, a marriage is arranged, the Silent will not be asked what they think, while every Attuned elder probably will.
By law, a youngster found to be Attuned must attend the Mage Academy west of the king's capitol at Malgrave from the age of six. Magery is like brain surgery-- it's complicated, and cannot be picked up "school of the streets". Consorts are allowed in if the family pays their tuition. Consorts may become herbalists, chirurgeons and other kinds of scholars. There is little pressure on them to do so, however, because the expectation is that they will become parents raising Mage children. The king's original intent was to weaken young mages' attachment to their families, and instill a sense of nationalism. While Mages do tend to be more loyal to Kasuria than the average citizen, the actual result has been to create a separate cultural identity for Magekind.
Mages can, with training, develop an ability to sense magic in other living beings. It is described as a supernatural kind of hearing, or a feeling of vibrations, and it has nothing to do with ears. Mages call it "Listing". To the observer, it looks as if the Mage were listening to a distant song, and while they are doing this, they must concentrate for several seconds. With this sense, Mages can tell apart the Attuned, the Resonant, and the Silent. They may even, on occasion, be able to detect the Undead, who seem to be "more Silent than silence." (In game terms, Listing requires either the Move or the Action part of a Round. The penalty for attempting any action while Listing is a -2. A Mage may attempt to List using their Listing skill. If they succeed and roll doubles, it is a critical success and they can discern any Undead present. If they are unsuccessful, they suffer a -2 penalty on their next roll. Listing is not without potential hazards: a Fumble means the character may not List or perform any magic for the remainder of the scene.)
At the formal gatherings of Mages (which happen twice a year), the festivities are opened with "the dedication", half a minute of Listing. The presence of the Attuned creates a marvellous "hum" to those who can List. During this time, it becomes obvious who is Attuned, Resonant, and Silent. Mages will tend to pay more attention to the Resonant and the other Attuned. The Silent in attendance may find being ignored uncomfortable, especially if they are not from Mage families.
It is most common for an Attuned Mage to be wed to a Resonant Consort, with children taking the surname of their Mage parent, and inheritance of all wealth going to the first-born male child. The children will have a 40/60 chance of being Attuned or Resonant. (Game terms: Roll a d10. On 1-4, they are Attuned; on a 5-10, they are Resonant.)
If an Attuned furre has children with another Attuned, however, there is a chance that a child will be "Discordant", that is, they will produce very disagreeable emanations. (Game terms: Roll a d10. On a 1-2, the child is Attuned. On a 3-6, the child is Resonant. On a 7-8, the child is Discordant. On a 9-10, the mother miscarries a few weeks before they would normally have given birth.) A child of two Attuned parents whose is themself Attuned is no stronger or weaker than any other Attuned.
Sometimes an Attuned furre takes a Silent mate. The odds of an Attuned child are very small in this case. (Game terms: Roll a d10. On a 9-10 the child is Attuned, otherwise, they are Silent.) Attuned children of Silent parents are just as powerful magically as any other Attuned.
There is a long-running cold war between the Mages and the Vampfurres. Furres of Mage blood have good reason not to stray far from the protection of their families. Some Vampfurres have the ability to detect the Attuned and Resonant (but can not tell them apart). Mages can detect Vampfurres, if not immediately, then over time. Their presence keeps Vampfurres out of normal politics.
The Standard Mage "Package Deal"
The character grew up normally in a Mage family in Kasuria. They are Attuned. Standard Mages get Sorcery skill at +0 and Listing skill starts at +1. You may choose two Spell Traditions at +0. One Tradition can be learned for 4 Experience Points.
-1 pt. Advantage: Mage Connections- New Traditions cost one point less.
-1 pt. Advantage: Wealth
-1 pt. Advantage: Listing Sense
-1 pt. Advantage: Resistant to Undead Abilities
+2 pt. Disadvantage: Hunted by Vampfurres
+1 pt. Disadvantage: Mage social restrictions
+1 pt. Disadvantage: Quirk: Isolated Upbringing
The Consort "Package Deal"
You are one of the Resonant. By default, you belong to a Mage family that nurtured you almost as well as they nurtured your Attuned siblings and cousins. This character is most likely either married or engaged to one of the Attuned. The Attuned treat the Consorts with a bit of patronizing ("Oh, your outlook is so simple, isn't it, dearie."), but for the most part, they are respected, loved, and protected.
-1 pt. Advantage: Wealth
-1 pt. Advantage: Trained (Character starts with one level higher starting experience points)
+1 pt. Disadvantage: Mage social restrictions
+1 pt. Disadvantage: Quirk: Isolated Upbringing
The Wild Mage "Package Deal"
Somehow, you grew up without all the Mage "politics" of Attunement, Resonance, and so on. (The Disadvantage "Mage Social Restrictions" does not apply to you.) You also grew up apart from the ease and elegance of Mage society (so, you do not have the Wealth Advantage). You must have had some kind of secret tutor, because magic is far too difficult to just pick up on one's own. At the player's option, you may be Dyslistic (see that Disadvantage), because you were never trained in how to do it. Wild Mages do not attend the Academy all the way through (although you may have spent a year or two there early on). If this character was not removed from the Academy for some reason, their back story should account for why they were not discovered by a Villister. One possibility is that they were hidden far underground, where the Villister's senses could not touch them. Like the Standard Mage, the Wild Mage is Attuned. A new Tradition can be learned for 5 Experience Points. The Wild Mage starts out with Sorcery Skill at a -2. The first point they spend on it will bring it up to a +0. After that it can be raised as any other Skill. Listing Skill starts at +0. The Wild Mage knows only one Spell Tradition at +0.
-1 pt. Advantage: Listing Sense
-1 pt. Advantage: Resistant to Undead Abilities
+2 pt. Disadvantage: Hunted by Vampfurres
The Lost Mage "Package Deal"
You are one of the Attuned yet you never learned sorcery. Perhaps one of your parents was a runaway Mage. Perhaps your father was a Mage who dallied with one of the local girls. You do not possess Listing Skill yet. The first point spent on it will bring it to a +0, after which it is raised as any other Skill. If you wish to learn Sorcery Skill, you must first find a teacher through IC events, then purchase it for experience points. One Tradition can be learned for 5 Experience Points.
-1 pt. Advantage: Listing Sense
-1 pt. Advantage: Resistant to Undead Abilities
+2 pt. Disadvantage: Hunted by Vampfurres
SIDEBAR
Mages and "Heartless" Behavior
Although the Mages themselves will go on about being a breed apart, they still behave just like other furres. They are not lords of organized crime or hardened career-criminals or killers. They aren't ruthless, they are just ordinary people. In general, they tend to be more concerned with ethical behavior than the Nobility. When a Mage goes off the deep end or starts abusing others, the other Mages feel it is their duty to control them. They must be self-policing, lest the Crown start to interfere in their business.
When a Mage furre is required to go into an arranged marriage, they normally do so readily. Their duty to preserve the Mage bloodlines is drilled into their heads from an early age. A Mage father or mother never feels like they are dooming their child to something terrible. It's perfectly normal, and that's how the typical Mage youngster feels about it, too. From time to time it may happen that a Mage or Consort falls in love with another. If that happens, there is a potion that can be taken, to erase such feelings. There is also a potion that can cause a furre to fall in love in the wedding chamber.
Part of the responsibility of the Academy is to discover Mages who are psychologically imbalanced. The Listing emanations of children are much easier to read than those of adults. If, for instance, a young Mageling is secretly catching and torturing baby birds, their aberrant emanations are likely to give them away. Such a student is discreetly removed from the Academy and fostered to another family to prevent them from learning further. Sometimes, agents of the Dark Primes may find such a student, and secretly see to it that their rightful power is not denied.
SIDEBAR
The Mages' Place in Society
Mages are fairly rare. Roughly one in three thousand furres is Attuned, and roughly one in four thousand is a Consort. Magic is the main source of healing for serious injuries, disease, and other maladies. The Attuned are not bound by an oath to help everyone; they can decide who they choose to heal, and charge as much money as they want. With few exceptions, they are an elite, and they act like it.
Over the course of history, it has happened that someone attempted to force a Mage to work for them. Typically, they would capture the Mage or capture an innocent relative. The Mages themselves deal very harshly with this. They have little patience for hostage situations. Mess with one Mage, and you're messing with most, and they have a lot of resources they can bring to bear.
Healing potions are also in short supply. Most are made by Consorts trained at the Academy. It is not likely they would be found in an underground treasure trove because they don't stay "fresh" forever. A shelf life of several months is accurate. The active ingredients are distilled from plants (good Prime Jujinka's gifts to Furrekind). They are rare, and have limited shelf life as well.
As a faction, the Mages can not be the rulers of Kasuria. There are far too few of them to be a serious force in the kingdom. Many commoners envy and resent them. The Mages repeatedly refuse to intermarry with the Great Houses. Nobles can field large numbers of soldiers with a combination of money and feudal oaths, but Mages neither inspire nor command that sort of loyalty.
SIDEBAR
Magic and Drink Don't Mix
Alcohol suppresses the ability to List or cast spells. It can not, however, affect the disharmonious emanations of a Discordant. Mage gatherings do not normally serve liquor. As a Mage gets drunk, the chance of a Fumble goes up; the inebriated Mage is thus a danger to themself and all around them. Drinking is generally frowned upon in Mage society. (Game effect: For each drink they take, a Mage is at an additional -3 to their Sorcery skill roll.)
SIDEBAR
The Mage Gathers
Mages and Consorts are expected to attend these holidays twice a year. The first is Verna, the spring gathering on the vernal equinox. Traditionally, it is when announcements of betrothals are made. Negotiations of arranged marriages take place during the two months before Verna.
The other is Autumna, the fall gathering on the autumnal equinox. Magical items lose their power over time. The recharging of such mystical artifacts is done at this time. This is done by spells that harmonize the collective will of those who participate.
SIDEBAR
Polygamy Amongst Magekind
In western and northern Kasuria, the laws only allow monogamy. A Furre may normally only take one spouse. This is waived for the Attuned, who may take a second. In some families, this means that it may be accepted if they take in a second husband or second wife, who, if the Mage is not born of the Venerable Lineages, can even be one of the Silent. Children are accepted to be the child of all parents in the marriage. It's possible that a character from a Venerable Lineage could have an Attuned mother and two Consort fathers, or (more likely) an Attuned father and two Consort mothers.
In the southeast, it is customary for all wealthy males (Mage or not) to have multiple wives. The women may be given separate households. Offspring are considered the children of their father and their particular mother. Any character from the southeast could have many half-brothers and half-sisters from their father's co-wives, but they would only be considered to have one mother.
SIDEBAR
The Venerable Lineages
A handful of families known as the Venerable Lineages look down upon the Silent and will not even allow them into their homes. Amongst the Venerable Lineages, the Attuned are the ruling class, and the Resonant are second-class citizens. It is Venerable Lineage custom for Attuned children to take the surname of their Attuned parent, and Resonant children to take the surname of their Resonant parent. Inheritance of wealth goes to the first Mage-born (that is, Attuned) child.
Listing is held in very high regard. Venerables will List before they eat, and before they go to sleep. They are exceptionally vigilant against the Undead.
To some degree, the Venerable Lineages Mages are inbred. Although it is not true today, there was a time when the Venerable Lineages secretly practiced brother-sister marriages. As a result, they are more likely to suffer birth defects which have been in the family so long they now "breed true". The line of Tregassian are prone to be clubfooted; the line of Adomartias have eyes which cannot contract so they cannot stand bright light. The Verdazi are tall and beautiful but have no sense of smell or taste.
Mage-related Disadvantages
Discordant (2 pts) (May not be a Mage, Consort, or Silent.) You are the unfortunate child of two Mages. You are sterile. The Venerable Lineages would slay such a child out of hand. Others might give the child up for adoption. Whenever someone Lists in this character's presence (within 9 game inches), they must try to roll their PSYC or less on 2d10. If they fail, they suffer a -1 to all dice rolls for the remainder of the scene, plus, they may not use their Listing ability until the scene is over. Many Mages, even intelligent or kindly ones, will treat this character as if they were some sort of cripple. Mythicals and Ferians are a little uncomfortable around this character. It is as if they emanated a piercing annoying noise, or carried a strong unpleasant odor. Mythicals and Ferians can not get used to it. In the southwestern lands, Mages may tattoo the glyph for 'Discord' on such an infant's cheek. (You may also take the 1 point Disadvantage "Distinctive" if this is the case.)
Mage-biased (1 pt; Must be a Mage or Consort) This character puts the Attuned on a pedestal and is prejudiced against the Silent. This character is probably a member of a Venerable Lineage, or has bought into their ideology for some reason. They may be especially intolerant of a Discordant. This Disadvantage is just a Quirk, and can be overcome at the player's discretion.
Dyslistia (1 pt; Must be a Mage) Although able to perform magic, the character lacks the ability to List. Perhaps there was a traumatic event involving magic. Perhaps the character was just born this way. The Dyslistic Mage can not discern who is and is not a mage.
Disowned (1 pt; Must be a Mage or Consort) You have done something dangerous that profoundly angered your family. Perhaps you secretly killed a Mage who was a rival for your Consort. It could be that you were caught befriending VampFurres. Whatever it was, it was very serious, and you're lucky they didn't kill you outright. You have been stripped of the right to your former surname. This character is not invited to, and may not attend, the twice-a-year Mage gatherings. (The Disadvantages of Poverty and/or Debt may also be appropriate for this character.)
Quirk: Isolated Upbringing (1 pt; part of Standard Mage package deal) This Disadvantage reflects the character's somewhat unusual upbringing as a cozened student at the Academy and a cherished scion of a wealthy and insular Mage family. The Mageling isn't stupid, they just don't have a clear understanding of the commoners' lives. Food comes from kitchens with trained cooks; laundry is what the chambermaid carries away each morning and carries back tomorrow all white and starched. The fairytale character Rapunzel could have this Disadvantage. Nobles can, too: During the French Revolution, Marie Antoinette was informed that the commoners "have no bread." Legend has it that she replied, "Well, then they should eat cake."
Mage-related Advantages
Venerable Lineage (1 pt; Must be a Mage or Consort) You are a member of one of the handful of Venerable Lineages of Mages. Your pedigree is impeccable. As a result, you have one point of resistance to magical effects you do not wish. (This Advantage may only be taken once.) The Disadvantage of "Mage-biased" is especially appropriate to this character but not required. There are a few in the Venerable Lineage households who are unprejudiced- but they keep their mouths shut to avoid being disowned. Those of Venerables Lineage enjoy higher status within Mage society. The Advantage of another point of Wealth is also appropriate but not required.
Winged (1 pt; Must be a Mage, Consort, or Discordant) The blood of the Primes reveals itself through a pair of natural wings. If it is the Light Primes, the wings are feathered, but if it is the Dark Primes, they are bat type wings. At the player's option, the character may be able to make these wings grow and shrink away at will. Although the common furre may associate bat wings with the Dark Primes, there is no stigma to them. (People of Erth assume it was many years ago that your ancestor was born, and you might have nothing to do with any of them.) The Primes have no especial interest in winged characters, but they themselves may feel somehow connected. (It would be something like finding out you were the grandson of a very famous six-fingered guitarist when you yourself were born with six fingers on each hand.) This Advantage comes with a built-in Disadvantage: the VampFurres know what those wings mean, and may attempt to harm such a character.
Villister (1 pt; Must be a Mage; can not have Dyslistia) From time to time a Mage comes along who can List for a ten meter radius around them. They are not necessarily gifted in any other fashion. The name is a shortened version of "village Lister" The Academy employs Villisters to seek out Mage children. Villisters have another potential. It is possible that they will locate Undead. Because the Undead know about them, and will hunt them down, Villisters must travel incognito. They may disguise themselves as bards, traveling salesfurres, frivolous wealthy Silent tourists, etc. This Advantage is a prerequisite for being a Mage Inquisitor of the royal court.
Listing Sense (2 pt; Must be a Consort) On rare occasions, a Consort is born with the ability to List. It is more likely amongst the Venerable Lineages.
Excellent Emanations (1 pt; Must be a Mage or a Consort) This character's emanations are beautiful, like a striking melody. The character gets a +1 bonus to any social check where such a thing would matter. Such a furre is considered highly attractive by anyone who can List. This might confuse the Silent, who perceive only the character's personality and looks. For a Mage or Consort, intimacy with a character with excellent emanations is unmatched.
--an excerpt from the game "Furre!", a tabletop RPG with dice. This is a draft, so, rules may (and most likely will) change before the final is released.
============================
THE MAGES OF FURCADIA
Being a Mage is more than just having the potential to do magic. Since potential to be a mage runs in the family, most Mage families practice the custom of arranged marriage even more stringently than the Nobility. They have grown into an elaborate subculture over the centuries. Because they are avidly hunted down by the VampFurres, the Mages of Erth are rarely found outside of the Mage subculture.
Mages can earn far more than the typical furre. This preoccupation with eugenics looms over their lives at all times. Although the magic of Erth does not provide a way to travel, the Mages are wealthy, and can afford to hire the services of riders of Scarhawks and Dracosaurs.
Mage ability is the result of the Primes begetting children with mortal Furres. For the past thousand years, the Primes of Light have not done so. The Primes of Dark will produce a half-Furre child on extremely rare occasions. The Dark Primes are apt to kill one another's half-Prime children because they threaten a balance of power held between them.
Amongst themselves, Mages are referred to as "Attuned". The child of a Mage who is not Attuned is merely "Resonant" and they are referred to as a "Consort". The rest of the population is called "Silent". Both the Attuned and the Resonant are immune to many Vampfurre abilities. Most Mages live in families that are a mix of the Attuned, Resonant, and Silent, and try not to attach such great significance to it. As egalitarian as the might wish to be, however, the fact remains: the Mages wield powers vital to the survival of the family, while the Silent can not fully understand what it is to be a Mage. That the Silent do not have a strong say in Magely family matters is a given. When, for instance, a marriage is arranged, the Silent will not be asked what they think, while every Attuned elder probably will.
By law, a youngster found to be Attuned must attend the Mage Academy west of the king's capitol at Malgrave from the age of six. Magery is like brain surgery-- it's complicated, and cannot be picked up "school of the streets". Consorts are allowed in if the family pays their tuition. Consorts may become herbalists, chirurgeons and other kinds of scholars. There is little pressure on them to do so, however, because the expectation is that they will become parents raising Mage children. The king's original intent was to weaken young mages' attachment to their families, and instill a sense of nationalism. While Mages do tend to be more loyal to Kasuria than the average citizen, the actual result has been to create a separate cultural identity for Magekind.
Mages can, with training, develop an ability to sense magic in other living beings. It is described as a supernatural kind of hearing, or a feeling of vibrations, and it has nothing to do with ears. Mages call it "Listing". To the observer, it looks as if the Mage were listening to a distant song, and while they are doing this, they must concentrate for several seconds. With this sense, Mages can tell apart the Attuned, the Resonant, and the Silent. They may even, on occasion, be able to detect the Undead, who seem to be "more Silent than silence." (In game terms, Listing requires either the Move or the Action part of a Round. The penalty for attempting any action while Listing is a -2. A Mage may attempt to List using their Listing skill. If they succeed and roll doubles, it is a critical success and they can discern any Undead present. If they are unsuccessful, they suffer a -2 penalty on their next roll. Listing is not without potential hazards: a Fumble means the character may not List or perform any magic for the remainder of the scene.)
At the formal gatherings of Mages (which happen twice a year), the festivities are opened with "the dedication", half a minute of Listing. The presence of the Attuned creates a marvellous "hum" to those who can List. During this time, it becomes obvious who is Attuned, Resonant, and Silent. Mages will tend to pay more attention to the Resonant and the other Attuned. The Silent in attendance may find being ignored uncomfortable, especially if they are not from Mage families.
It is most common for an Attuned Mage to be wed to a Resonant Consort, with children taking the surname of their Mage parent, and inheritance of all wealth going to the first-born male child. The children will have a 40/60 chance of being Attuned or Resonant. (Game terms: Roll a d10. On 1-4, they are Attuned; on a 5-10, they are Resonant.)
If an Attuned furre has children with another Attuned, however, there is a chance that a child will be "Discordant", that is, they will produce very disagreeable emanations. (Game terms: Roll a d10. On a 1-2, the child is Attuned. On a 3-6, the child is Resonant. On a 7-8, the child is Discordant. On a 9-10, the mother miscarries a few weeks before they would normally have given birth.) A child of two Attuned parents whose is themself Attuned is no stronger or weaker than any other Attuned.
Sometimes an Attuned furre takes a Silent mate. The odds of an Attuned child are very small in this case. (Game terms: Roll a d10. On a 9-10 the child is Attuned, otherwise, they are Silent.) Attuned children of Silent parents are just as powerful magically as any other Attuned.
There is a long-running cold war between the Mages and the Vampfurres. Furres of Mage blood have good reason not to stray far from the protection of their families. Some Vampfurres have the ability to detect the Attuned and Resonant (but can not tell them apart). Mages can detect Vampfurres, if not immediately, then over time. Their presence keeps Vampfurres out of normal politics.
The Standard Mage "Package Deal"
The character grew up normally in a Mage family in Kasuria. They are Attuned. Standard Mages get Sorcery skill at +0 and Listing skill starts at +1. You may choose two Spell Traditions at +0. One Tradition can be learned for 4 Experience Points.
-1 pt. Advantage: Mage Connections- New Traditions cost one point less.
-1 pt. Advantage: Wealth
-1 pt. Advantage: Listing Sense
-1 pt. Advantage: Resistant to Undead Abilities
+2 pt. Disadvantage: Hunted by Vampfurres
+1 pt. Disadvantage: Mage social restrictions
+1 pt. Disadvantage: Quirk: Isolated Upbringing
The Consort "Package Deal"
You are one of the Resonant. By default, you belong to a Mage family that nurtured you almost as well as they nurtured your Attuned siblings and cousins. This character is most likely either married or engaged to one of the Attuned. The Attuned treat the Consorts with a bit of patronizing ("Oh, your outlook is so simple, isn't it, dearie."), but for the most part, they are respected, loved, and protected.
-1 pt. Advantage: Wealth
-1 pt. Advantage: Trained (Character starts with one level higher starting experience points)
+1 pt. Disadvantage: Mage social restrictions
+1 pt. Disadvantage: Quirk: Isolated Upbringing
The Wild Mage "Package Deal"
Somehow, you grew up without all the Mage "politics" of Attunement, Resonance, and so on. (The Disadvantage "Mage Social Restrictions" does not apply to you.) You also grew up apart from the ease and elegance of Mage society (so, you do not have the Wealth Advantage). You must have had some kind of secret tutor, because magic is far too difficult to just pick up on one's own. At the player's option, you may be Dyslistic (see that Disadvantage), because you were never trained in how to do it. Wild Mages do not attend the Academy all the way through (although you may have spent a year or two there early on). If this character was not removed from the Academy for some reason, their back story should account for why they were not discovered by a Villister. One possibility is that they were hidden far underground, where the Villister's senses could not touch them. Like the Standard Mage, the Wild Mage is Attuned. A new Tradition can be learned for 5 Experience Points. The Wild Mage starts out with Sorcery Skill at a -2. The first point they spend on it will bring it up to a +0. After that it can be raised as any other Skill. Listing Skill starts at +0. The Wild Mage knows only one Spell Tradition at +0.
-1 pt. Advantage: Listing Sense
-1 pt. Advantage: Resistant to Undead Abilities
+2 pt. Disadvantage: Hunted by Vampfurres
The Lost Mage "Package Deal"
You are one of the Attuned yet you never learned sorcery. Perhaps one of your parents was a runaway Mage. Perhaps your father was a Mage who dallied with one of the local girls. You do not possess Listing Skill yet. The first point spent on it will bring it to a +0, after which it is raised as any other Skill. If you wish to learn Sorcery Skill, you must first find a teacher through IC events, then purchase it for experience points. One Tradition can be learned for 5 Experience Points.
-1 pt. Advantage: Listing Sense
-1 pt. Advantage: Resistant to Undead Abilities
+2 pt. Disadvantage: Hunted by Vampfurres
SIDEBAR
Mages and "Heartless" Behavior
Although the Mages themselves will go on about being a breed apart, they still behave just like other furres. They are not lords of organized crime or hardened career-criminals or killers. They aren't ruthless, they are just ordinary people. In general, they tend to be more concerned with ethical behavior than the Nobility. When a Mage goes off the deep end or starts abusing others, the other Mages feel it is their duty to control them. They must be self-policing, lest the Crown start to interfere in their business.
When a Mage furre is required to go into an arranged marriage, they normally do so readily. Their duty to preserve the Mage bloodlines is drilled into their heads from an early age. A Mage father or mother never feels like they are dooming their child to something terrible. It's perfectly normal, and that's how the typical Mage youngster feels about it, too. From time to time it may happen that a Mage or Consort falls in love with another. If that happens, there is a potion that can be taken, to erase such feelings. There is also a potion that can cause a furre to fall in love in the wedding chamber.
Part of the responsibility of the Academy is to discover Mages who are psychologically imbalanced. The Listing emanations of children are much easier to read than those of adults. If, for instance, a young Mageling is secretly catching and torturing baby birds, their aberrant emanations are likely to give them away. Such a student is discreetly removed from the Academy and fostered to another family to prevent them from learning further. Sometimes, agents of the Dark Primes may find such a student, and secretly see to it that their rightful power is not denied.
SIDEBAR
The Mages' Place in Society
Mages are fairly rare. Roughly one in three thousand furres is Attuned, and roughly one in four thousand is a Consort. Magic is the main source of healing for serious injuries, disease, and other maladies. The Attuned are not bound by an oath to help everyone; they can decide who they choose to heal, and charge as much money as they want. With few exceptions, they are an elite, and they act like it.
Over the course of history, it has happened that someone attempted to force a Mage to work for them. Typically, they would capture the Mage or capture an innocent relative. The Mages themselves deal very harshly with this. They have little patience for hostage situations. Mess with one Mage, and you're messing with most, and they have a lot of resources they can bring to bear.
Healing potions are also in short supply. Most are made by Consorts trained at the Academy. It is not likely they would be found in an underground treasure trove because they don't stay "fresh" forever. A shelf life of several months is accurate. The active ingredients are distilled from plants (good Prime Jujinka's gifts to Furrekind). They are rare, and have limited shelf life as well.
As a faction, the Mages can not be the rulers of Kasuria. There are far too few of them to be a serious force in the kingdom. Many commoners envy and resent them. The Mages repeatedly refuse to intermarry with the Great Houses. Nobles can field large numbers of soldiers with a combination of money and feudal oaths, but Mages neither inspire nor command that sort of loyalty.
SIDEBAR
Magic and Drink Don't Mix
Alcohol suppresses the ability to List or cast spells. It can not, however, affect the disharmonious emanations of a Discordant. Mage gatherings do not normally serve liquor. As a Mage gets drunk, the chance of a Fumble goes up; the inebriated Mage is thus a danger to themself and all around them. Drinking is generally frowned upon in Mage society. (Game effect: For each drink they take, a Mage is at an additional -3 to their Sorcery skill roll.)
SIDEBAR
The Mage Gathers
Mages and Consorts are expected to attend these holidays twice a year. The first is Verna, the spring gathering on the vernal equinox. Traditionally, it is when announcements of betrothals are made. Negotiations of arranged marriages take place during the two months before Verna.
The other is Autumna, the fall gathering on the autumnal equinox. Magical items lose their power over time. The recharging of such mystical artifacts is done at this time. This is done by spells that harmonize the collective will of those who participate.
SIDEBAR
Polygamy Amongst Magekind
In western and northern Kasuria, the laws only allow monogamy. A Furre may normally only take one spouse. This is waived for the Attuned, who may take a second. In some families, this means that it may be accepted if they take in a second husband or second wife, who, if the Mage is not born of the Venerable Lineages, can even be one of the Silent. Children are accepted to be the child of all parents in the marriage. It's possible that a character from a Venerable Lineage could have an Attuned mother and two Consort fathers, or (more likely) an Attuned father and two Consort mothers.
In the southeast, it is customary for all wealthy males (Mage or not) to have multiple wives. The women may be given separate households. Offspring are considered the children of their father and their particular mother. Any character from the southeast could have many half-brothers and half-sisters from their father's co-wives, but they would only be considered to have one mother.
SIDEBAR
The Venerable Lineages
A handful of families known as the Venerable Lineages look down upon the Silent and will not even allow them into their homes. Amongst the Venerable Lineages, the Attuned are the ruling class, and the Resonant are second-class citizens. It is Venerable Lineage custom for Attuned children to take the surname of their Attuned parent, and Resonant children to take the surname of their Resonant parent. Inheritance of wealth goes to the first Mage-born (that is, Attuned) child.
Listing is held in very high regard. Venerables will List before they eat, and before they go to sleep. They are exceptionally vigilant against the Undead.
To some degree, the Venerable Lineages Mages are inbred. Although it is not true today, there was a time when the Venerable Lineages secretly practiced brother-sister marriages. As a result, they are more likely to suffer birth defects which have been in the family so long they now "breed true". The line of Tregassian are prone to be clubfooted; the line of Adomartias have eyes which cannot contract so they cannot stand bright light. The Verdazi are tall and beautiful but have no sense of smell or taste.
Mage-related Disadvantages
Discordant (2 pts) (May not be a Mage, Consort, or Silent.) You are the unfortunate child of two Mages. You are sterile. The Venerable Lineages would slay such a child out of hand. Others might give the child up for adoption. Whenever someone Lists in this character's presence (within 9 game inches), they must try to roll their PSYC or less on 2d10. If they fail, they suffer a -1 to all dice rolls for the remainder of the scene, plus, they may not use their Listing ability until the scene is over. Many Mages, even intelligent or kindly ones, will treat this character as if they were some sort of cripple. Mythicals and Ferians are a little uncomfortable around this character. It is as if they emanated a piercing annoying noise, or carried a strong unpleasant odor. Mythicals and Ferians can not get used to it. In the southwestern lands, Mages may tattoo the glyph for 'Discord' on such an infant's cheek. (You may also take the 1 point Disadvantage "Distinctive" if this is the case.)
Mage-biased (1 pt; Must be a Mage or Consort) This character puts the Attuned on a pedestal and is prejudiced against the Silent. This character is probably a member of a Venerable Lineage, or has bought into their ideology for some reason. They may be especially intolerant of a Discordant. This Disadvantage is just a Quirk, and can be overcome at the player's discretion.
Dyslistia (1 pt; Must be a Mage) Although able to perform magic, the character lacks the ability to List. Perhaps there was a traumatic event involving magic. Perhaps the character was just born this way. The Dyslistic Mage can not discern who is and is not a mage.
Disowned (1 pt; Must be a Mage or Consort) You have done something dangerous that profoundly angered your family. Perhaps you secretly killed a Mage who was a rival for your Consort. It could be that you were caught befriending VampFurres. Whatever it was, it was very serious, and you're lucky they didn't kill you outright. You have been stripped of the right to your former surname. This character is not invited to, and may not attend, the twice-a-year Mage gatherings. (The Disadvantages of Poverty and/or Debt may also be appropriate for this character.)
Quirk: Isolated Upbringing (1 pt; part of Standard Mage package deal) This Disadvantage reflects the character's somewhat unusual upbringing as a cozened student at the Academy and a cherished scion of a wealthy and insular Mage family. The Mageling isn't stupid, they just don't have a clear understanding of the commoners' lives. Food comes from kitchens with trained cooks; laundry is what the chambermaid carries away each morning and carries back tomorrow all white and starched. The fairytale character Rapunzel could have this Disadvantage. Nobles can, too: During the French Revolution, Marie Antoinette was informed that the commoners "have no bread." Legend has it that she replied, "Well, then they should eat cake."
Mage-related Advantages
Venerable Lineage (1 pt; Must be a Mage or Consort) You are a member of one of the handful of Venerable Lineages of Mages. Your pedigree is impeccable. As a result, you have one point of resistance to magical effects you do not wish. (This Advantage may only be taken once.) The Disadvantage of "Mage-biased" is especially appropriate to this character but not required. There are a few in the Venerable Lineage households who are unprejudiced- but they keep their mouths shut to avoid being disowned. Those of Venerables Lineage enjoy higher status within Mage society. The Advantage of another point of Wealth is also appropriate but not required.
Winged (1 pt; Must be a Mage, Consort, or Discordant) The blood of the Primes reveals itself through a pair of natural wings. If it is the Light Primes, the wings are feathered, but if it is the Dark Primes, they are bat type wings. At the player's option, the character may be able to make these wings grow and shrink away at will. Although the common furre may associate bat wings with the Dark Primes, there is no stigma to them. (People of Erth assume it was many years ago that your ancestor was born, and you might have nothing to do with any of them.) The Primes have no especial interest in winged characters, but they themselves may feel somehow connected. (It would be something like finding out you were the grandson of a very famous six-fingered guitarist when you yourself were born with six fingers on each hand.) This Advantage comes with a built-in Disadvantage: the VampFurres know what those wings mean, and may attempt to harm such a character.
Villister (1 pt; Must be a Mage; can not have Dyslistia) From time to time a Mage comes along who can List for a ten meter radius around them. They are not necessarily gifted in any other fashion. The name is a shortened version of "village Lister" The Academy employs Villisters to seek out Mage children. Villisters have another potential. It is possible that they will locate Undead. Because the Undead know about them, and will hunt them down, Villisters must travel incognito. They may disguise themselves as bards, traveling salesfurres, frivolous wealthy Silent tourists, etc. This Advantage is a prerequisite for being a Mage Inquisitor of the royal court.
Listing Sense (2 pt; Must be a Consort) On rare occasions, a Consort is born with the ability to List. It is more likely amongst the Venerable Lineages.
Excellent Emanations (1 pt; Must be a Mage or a Consort) This character's emanations are beautiful, like a striking melody. The character gets a +1 bonus to any social check where such a thing would matter. Such a furre is considered highly attractive by anyone who can List. This might confuse the Silent, who perceive only the character's personality and looks. For a Mage or Consort, intimacy with a character with excellent emanations is unmatched.
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Moderators: Calliste Ahmose (played by FishyFi) Mikhael Solberg (played by minizeries)