UNRESTRICTED Advantages and Disadvantages -------------------------------------------------------------------------------- DISADVANTAGES ("disads") * Addiction_Alcoholic (2 Points) This is a serious disadvantage. IF you enter a place where alcoholic beverages are served, you WILL try to get one, a potent one. If someone tries to stop you, you'll get irritated, then angry with them. If you have your drink, you feel better but all your physical abilities are at half-power for half an hour thereafter. If you don't get your drink, you will have the urge to go somewhere where you -can- have a drink. While `under the influence', you will NOT `hold your liquor well'; your speech will be slurred; your balance off; your reaction time poor. Your response to stress and emotional difficulty will not be to seek out loved ones, it will be to have another drink. About Addictions: This is something that isn't secret; those who know you well enough to call you by name also probably know your addiction. When you aren't around the object of your addiction, you become irrationally unhappy. Your life is strongly influenced by either your pursuit of the object of your Addiction, and you're drawn to others with the same preoccupation. * Addiction_Clothes (1 Point) Your identity is linked to the things you wear. Buying new garments, perhaps having them custom-designed and tailor-made, gives you a thrill others just can't understand... Wearing old things is depressing. About Addictions: This is something that isn't secret; those who know you well enough to call you by name also probably know your addiction. When you aren't around the object of your addiction, you become irrationally unhappy. Your life is strongly influenced by either your pursuit of the object of your Addiction, and you're drawn to others with the same preoccupation. * Addiction_Collectibles (1 Point) About Addictions: This is something that isn't secret; those who know you well enough to call you by name also probably know your addiction. When you aren't around the object of your addiction, you become irrationally unhappy. Your life is strongly influenced by either your pursuit of the object of your Addiction, and you're drawn to others with the same preoccupation. * Addiction_Euphorics (2 Points) At least three times a week, you indulge in some inhibition-shattering, pleasure-granting substance. The method of ingestion varies; Felines use a form of catnip called 'gareem' that can be sniffed, eaten, baked into cakes, refined into an essential oil that is absorbed by the skin, or injected into the blood. Only Equines are susceptible to an herb called 'chahtoo', which is smoked. 'Black meat', a centipede derivative, is hallucinogenic for all Furres. You may be addicted to one or many different substances. This disad assumes that it is physical addiction, with a heavy dose of psychological addiction layered on top of it. About Addictions: This is something that isn't secret; those who know you well enough to call you by name also probably know your addiction. When you aren't around the object of your addiction, you become irrationally unhappy. Your life is strongly influenced by either your pursuit of the object of your Addiction, and you're drawn to others with the same preoccupation. * Addiction_Smoking (1 Point) Furres have such sensitive senses that they generally don't like smoke. It's a habit associated with the rough side of town, where the seedier bars hold a blue haze that can make your eyes red and watery if you're not used to it. In time it kills the senses of smell and taste, and longtime smokers on the docks may have poor personal habits resulting from the damage to their senses. Smoking isn't permitted in many public and private establishments. About Addictions: This is something that isn't secret; those who know you well enough to call you by name also probably know your addiction. When you aren't around the object of your addiction, you become irrationally unhappy. Your life is strongly influenced by either your pursuit of the object of your Addiction, and you're drawn to others with the same preoccupation. * Addiction_Ostrixes (1 Point) This obsession centers on Ostrix racing and gambling. Maybe it was their speed and grace and pleasant dispositions that endeared them to you at first. But now it's the cash that's riding on their little plumed heads. You've sunk money into bets, and when you're holding a ticket, when the race is on, you're steeped in the fantasy of `the big score', of your Ostrix coming through. You go to the tracks at least once a week. About Addictions: This is something that isn't secret; those who know you well enough to call you by name also probably know your addiction. When you aren't around the object of your addiction, you become irrationally unhappy. Your life is strongly influenced by either your pursuit of the object of your Addiction, and you're drawn to others with the same preoccupation. * Addiction_Raptors (1 Point) The care and training of the Raptor is much more intense than an Ostrix's, and for every Raptor there are at least fifteen Furres devoted to its upkeep. The city guard's Air Cavalry elite ride Raptors; they say that you don't own a Raptor, it owns you- and it doesn't care. So why do you break your back shovelling foul manure out of Raptor aeries, or spend hours going through all the feathers, splicing in new ones if any are broken, and picking out mites? Because, when you're soaring over the city, and you know how rare and magical this really is, you know you're up above it all... About Addictions: This is something that isn't secret; those who know you well enough to call you by name also probably know your addiction. When you aren't around the object of your addiction, you become irrationally unhappy. Your life is strongly influenced by either your pursuit of the object of your Addiction, and you're drawn to others with the same preoccupation. * Age_Kid* (2 Points) You're age 5-12. You don't have the legal rights of a grown-up, and you're expected to have a legal guardian. If you haven't got one, then you can be made a warden of the state by officers of the Garrison. Kids who are out past sundown are usually rounded up and locked up for the night in the Orphanage! You can't legally own property, and you certainly haven't got any real employees unless they're other Kids. Your size is automatically Small*. Kids may not choose to be Tough*, Very_Tough*, Strong*, Very_Strong*, or Scholar*. Kids begin the game knowing -1 Hobby, -1 Apprentice Skill, and -1 JourneyFurre Skill less. * Age_Senior* (TRAIT GRANTED BY AGE SELECTION, should give 2 Points) To qualify as a Senior you have to be age 60 or over. In Furcadian culture, age is venerated, and the elderly are cherished and respected, thus this isn't really a "disadvantage". However, your relatives might dote on you in a condescending fashion, and, well, maybe your joints do get achey when the weather is damp and cold. And perhaps you're at that point where younger Furres are eyeing the inheritance or vying to take over your position. Seniors may not choose to be Very_Strong*, or Uneducated*. Seniors begin the game knowing +2 Hobbies, and +1 Veteran Skill more. * Deaf (2 Points) You can't hear words (but you might be able to hear faint sounds or feel bass vibrations). You probably can read lips, if someone is facing you. In Furcadian cultures, where music is held in such high esteem, your disability is met with pity that might result in low self-esteem. * In_Debt (1 Point) Your story begins with you already in need of money. How did this come to be? Perhaps you have a child, or an ailing relative. Perhaps you are a student, and your money goes to tuition. Or perhaps there's a more sinister reason you just never seem to have any cash on hand... * Hard_of_Hearing (1 Point) It's difficult to make out words, and if someone is behind you, it's even harder. An ear-trumpet is helpful; at least everybody around you knows they should speak up. * Illiterate (1 Point) The average Theriopolitan is illiterate, however, all player characters are assumed to be literate. You cannot be a Scholar* and have this Disadvantage. * Oathbound/Code (1 Point) You've sworn that there are Things You Must Do and Things You Will Not Do. Those who try to talk you out of these dictates lose your respect. Your own self-respect is tied up in your adherence to your Code, and if you break it, it takes you weeks to regain your self-respect. Members of the Garrison usually have this disadvantage, codifying their devotion to the wellbeing of Theriopolis. Mercenary companies, shipping comp any crews, and pirate crews all have codes. So do many Houses, and Guilds. * Poor_Vision (1 Point) This disad means you are either nearsighted, farsighted, or have poor depth perception because you only have one eye. You might wear glasses, or an eye patch, or you might squint. * One_handed (1 Point) You can't use 2-handed weapons. You should have some story behind how you lost your hand (or perhaps you were born this way). In Barabic cities, the penalty for theft is cutting off a hand, so Equines tend to view a one-handed person with a bit of suspicion. * Tailless (1 Point) A Furre without a tail usually wears a prosthetic made from from natural hair. The notorious pirate Dog Stumpfang was caught by Lord Sabarron, a black panther who ordered Stumpfang's tail to be cut off. The dread Captain Stumpfang escaped imprisonment and returned with a mercenary army. Stumpfang captured Sabarron, and cut off his tail, then wore it hanging from the back of his belt as a gruesome trophy. He then went on to collect the tails of a half a dozen lords and rival pirate captains, wearing them all on his own backside. You cannot purchase the Advantage of Very_Graceful* if you have this Disadvantage. * One-legged/Lame (1 Point) You can't run or jump or climb as most folks can. You should have some story behind how you got this way (or maybe you were born this way). * Wanted (1 Point) You are wanted by the authorities. You may not appear in a public place (i.e., one listed as a Hangout) without a different disguise each time. * Mute (1 Point) This disadvantage is more serious than most 1-Pointers but it is not especially encouraged, as it makes roleplaying with others much more difficult. * Foreign (2 Points) You don't speak Therian. You can buy it as a normal skill but that doesn't change the fact that there are features about you that mark you as a non-native. You may not be born a member of a House although of course you could get adopted later in play. * Uneducated* (1 Point) Instead of beginning with an Average_Education*, you only know 3 Hobbies and 1 Apprentice Skill. (Note that if you take the Disadvantage Age_Kid* the Skills are already decreased. If you take Age_Kid and Uneducated, you will have created an ignorant street urchin.) * Unfortunate* (1 Point) You're consistently, predictably unlucky. Furres say that you were "born under the eyes of a Dark Prime." It is said that good deeds can shake this influence. * Homely* (1 Point) Physically, you are unattractive. You may have repulsive physical limitations which are further Disadvantages. * Dense* (1 Point) Your ability to reason is slower than the average Furre's, although your actual conclusions might be just as accurate or not. You are what polite Furres call "simple". It's easy for you to lose things; you don't usually notice small changes around you. You might have suffered brain damage during a breach birth, leaving you with slurred speech (and, very likely, you're left-handed). You cannot be Dense* and a Scholar* as well, although you could be Educated*. * Fragile* (1 Point) Physically, your bones are slender, and your overall constitution poor. You're prone to ailments (perhaps you also have Age_Senior*). Or maybe you're malnourished (and you're Poor* or In_Debt* or even both). * Weak* (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. * Small* (1 Point) This means you are somewhere around half to three quarters of the weight and mass of the typical Furre, roughly fifty kilograms or under. Your reach and your stride are shorter, which makes you less of a fighter or a runner, although you might make up for this with the Advantages of Quick*, Very_Quick*, Graceful*, Very_Graceful*, Dextrous*, and/or Ambidextrous*. All Age_Kid* characters are Small*. * Slow* (1 Point) Your running speed is slower; your reaction time is poor. This Disadvantage overrides Advantages which give you an incidental bonus to running speed. In a fight, you'll tend to act last. * All_Thumbs* (1 Point) Fine manipulations are difficult for you. Scissors, musical instruments, sewing needles, quill pens, and the like just don't seem to do for you what they do in most other paws. Your handwriting is homely at best, and possibly illegible by anyone besides you. * Clumsy* (1 Point) This is overall body awkwardness. You're prone to accidents of running into people and things. Your clumsiness might be a byproduct of Poor_Vision*. * Poor* (1 Point) If you're careful, you'll have enough money to rent a place to sleep and to feed yourself, but homelessness and starvation are always just around the corner! To stay clean, you might have to bathe in the canals. You own the clothes on your back, plus one spare change of clothes. You might have the tools, workspace, and supplies you need for your trade, but you can't craft anything of exceptional materials without an advance from the patron. * Unknown* (1 Point) Unknown Pedigree, that is. The identity of one or both of your parents is unknown. You could be someone's illegitimate heir, or an orphan, abandoned for some mysterious reason. If you're Foreign_Nobility, but you're not aware of it, you should purchase that Advantage during character generation, as you cannot buy it later. (You may not roleplay the discovery of a commoner parent until you have bought off this Disadvantage. You may not roleplay the discovery of a noble parent unless you have bought the same Advantage as the parent possesses.) * Mindmute (1) You can be *sent* Mindspeech but you can't speak back, nor can you project feelings or imagery deliberately in any way. You can be a Telepath and possess this Disad. * Mindwhipped (2 Point) Drinking a Potion of Binding left you with a permanent strange condition in which *any* Telepath may now use the Kajutar Mindscourge ability upon you. (your resistance is still based on your Spark+5) * Mindslave (3 Points) You are the property of a Kajutar Mindscourge. You've been under their influence so long that you are fanatically loyal to them. You have no such feelings for any other Wyrmme, however. * Drone (2 Points, Bugge Only!) You are a male Bugge, genetically adapted for carrying things about. Your Build begins at 9 (Small; can be bought up to 10 for 1 Adv. Pt.) instead of 10. Your Education begins at 9 (Uneducated; this cannot be bought lower or raised with Adv/Disad Pts.) You may not have the Advantage "Followers". You have small vestigial wings. You can mate exactly once, but this would be fatal for you. Even with the mightiest of magics, there is absolutely no way around this tragic fact of Bugge existence. -------------------------------------------------------------------------------- ADVANTAGES * Boss (-2 Points) You are the head of 3 to 20 NPCs. This is purely a roleplayed thing; you don't need the Advantage for an existing organization made up of player characters. This could be your pirate crew, the workers in your tapestry workshop, the children in your gang of thieves, and so forth. NPCs may be invented for RP purposes, but these "fictitious" people may not possess any Advantages of any sort, as this is what makes Player Characters special. * Skyship (-1 Point) You own a flying ship. If you also purchased the "Boss" advantage, then it can be a large galleon but otherwise, you own a craft that you can fly by yourself. Skyships tend to be sailcraft but in Drakoria there are remnants of Furre tribes who live in Skyships pulled by Raptors. The entire tribe may live on a fleet, tethering numerous craft together for the night into a floating village. * Night-vision (-1 Point) Feline Furres still need to purchase this Advantage, or else they are limited to ordinary vision. * Eagle_vision (-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) *** Adjust Social *** At least one of your parents is a Highborn, but not in Theriopolis. They are either from the city of Kohazzah (Equine Barabs) or the city of Spallia (Equines, Canines, other races). * Beautiful Singing Voice (-1 Point) Perhaps you are a baritone with the Theriopolitan Opera. Or perhaps you just sing as you sell flowers in the market. Furres love to sing, and to hear others singing. Rodents sing the deeds of the Primes and heroes in Therian but there are a few cycles still sung in Valgorian. Mustelines favor the folk songs and romantic ballads from the fallen Kingdom of Tellish. Felines still know the battle-hymns and courtly song-poetry from the old Taigorian Empire. Canines of the monasteries preserve manuscripts of chants to the glory of the Dragon and the Primes. And in the taverns near the docks, sometimes catchy tunes can be heard, their bawdy lyrics in Croadan. * Respected (-1 Point) *** Adjust Social *** You have a good reputation about town. At your favorite tavern, the tapster is happy to extend you credit, and when you walk down the street, mothers point you out to their children as a role model. Note that if you are villainous, this respect will only be held by other villains, but if you are upstanding, both villains and good citizens alike respect you. EXAMPLE:* Kasurian Hero ...In the battles between Drakoria and Kasurian, you've distinguished yourself. You have a modest amount of fame, a modest pension from the government, and the right to prefix your name with "Kil" (example: Kil'Tana) You're addressed as a Knight, as Sir if you are male, and with Ladysir if you are female. * Celebrity (-2 Points) *** Adjust Social *** You are a writer, an artist, a sculptor, a gladiator, a performer, an actor, a doctor, a scholar, or -something- that has brought you renown in Theriopolis. Those who meet you are likely to already know your name. * Natural-born Mimic (-1 Point) Sound effects, the voices of political figures, bird calls, all these come easily to you. You can feign the intonations of the other races, and when you speak a foreign language, it tends to be with very good accent. Street puppeteers of Kasuria are famous for this. * Ventriloquist (-1 Points) You can throw your voice, and speak without moving your lips. Some street puppeteers of Theriopolis perform ventriloquism with a live parrot. * Matchmaker (-2 Points) The Matchmaker is important in Dragonlands society. They may arrange marriages. More often, though, they arrange dates between prospective partners. The Matchmaker is trusted with secrets a teen wouldn't tell their own parents, or secrets that could cost a prestigious CouncilFurre their position. Matchmakers don't carry books, therefore; they keep all their information in their heads. They wear special hats, shaped like fezzes and colored blue, with a yellow tassle. On the seedy side of town, a Matchmaker might be a broker for more... unusual... services. All Matchmakers belong to a single Guild, and, with a patron's permission, can share information with other Matchmakers. (** it is intended that Matchmakers will have access to a common database, and a private database.**) * Contortionist (-1 Point) Limber of joint, you can dislocate your arm or curl up into twisty postures that would cause an ordinary Furre great agony. This is not a power that lets you slip your bonds if you are bound, rather, it's an odd talent displayed by marketplace performers. It can give you a little edge if you are wrestling or fighting using Tonboka or Kiraal styles. * Garrison (1 Point) You are a member of the Garrison; you should carry a ceremonial baton, and wear a crescent-shaped throat ornament (gorget). * Lucky* (1 Point) Maybe you don't win every raffle, but you tend to get what you need fairly easily. You've got a number of tales of how things just happened to go your way, and if it's convenient that some common item might be in your pocket, chances are, it *is*. * Charmed* (3 Points) This is beyond luck, it's something uncanny. Nobody can sneak up on you, because some mishap will betray their presence in time to warn you. And when you're in trouble, your friends tend to show up just in time. (If you don't have this you should not page friends just before or during a fight.) * Beautiful* (1 Point) Your physical features are memorable and very attractive by typical Furre standards. * 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* (1 Point) Mathematical games come easily to you; you have a rather good memory. Possibly you're quite alert and it's difficult to surprise you. * Brilliant* (3 Points) A genius. You can reach remarkably accurate conclusions on very few clues; you might be an inventor. You might have an eidetic memory. * 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. * Tough* (3 Points) Your resistance to pain is at a heroic level. Your body is extremely durable; you could fall from two stories up and walk away unhurt. You can take quite a few wounds and still not pass out from blood loss. * Strong* (1 Point) You might be muscular or your musculature might appear unremarkable, but you're stronger than most folks. You can walk easily carrying a typical Furre; you can lift your own bodyweight overhead easily; you can pull yourself up by your fingertips; you can kick down doors. * Very Strong* (3 Points) Your body is very muscular and even wearing baggy clothing doesn't hide the fact that you're built like a weight-lifter or a body-builder. You can run and even jump carrying another Furre. You can hang from a single fingertip; you can punch down doors without breaking a sweat. * Large* (1 Point) You're taller and heavier than the average Furre of your species. Maybe it runs in the family; maybe you're two heads taller than your dear mother. Your leg-length gives you a bit of extra running speed, and your height helps add to your presence. Your size gives you a little bit of extra physical durability. * Very Large* (3 Points) You're unusually big; if you did not purchase the Advantages Strong or Very Strong, then this bulk must be fat. You weigh at least twice what the average Furre of your species does. Your size gives you a little bit of extra physical durability. If you're Very Large, you can't choose to be Very Quick. * Quick* (1 Point) You run faster than most Furres, and your movements are precise, speedy. You might have won many footraces when you attended the academy. * Very Quick* (3 Points) When you draw a weapon, it's a blur. You can outrun a typical Ostrix in thirty meter race (after which the bird gets ahead). You are definitely in peak physical condition. If you're Very Quick, you can't choose to be Very Large. * Dextrous* (1 Point) This means your hand-eye coordination is well above average. You take to weapon skills and handicrafts with equal ease; manipulating tools is your forte. * Ambidextrous* (3 Points) You're equally skilled with either paw, and your hand-eye well above average. With either hand, you are a match for someone who is Dextrous*. * Graceful* (1 Point) 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. * Very Graceful* (3 Points) The way you move might be described with words like "flowing", "fluid," and "liquid". Unless you purchase the Advantages Quick, Very Quick, Dextrous, or Ambidextrous, you aren't faster than others but when you do move, you move with great equilibrium and poise beautiful to behold. You cannot purchase this Advantage if you have the Disadvantage of Tailless. * Wealthy* (1 Point) Were you born with a silver spoon in your mouth (did you purchase the Pedigree Trait of LesserHouse* or GreatHouse*)? Or are you perhaps a self-made Furre (plan to buy Skills)? Or is this a result of sheer chance (a result of purchasing Trait Lucky* or Charmed*)? 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 (see News Work). 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. * 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. * 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. 4 Hobbies, 2 Apprentice Skills, 2 JourneyFurre Skills * 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 knows 5 Hobbies, 3 Apprentice Skills, and 2 JourneyFurre Skills more than the Furre of average education. * 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 (-2 Points) This creature is not known for its smarts. Ostrixes are relatively common, and can be purchased at fairs or town markets. They can only carry one passenger, but if hooked to a small cart it can pull two persons. If hooked to a cart buoyed up by Liftwood, the Ostrix can pull three passengers. Ostrix teams move very prettily, because they have an instinct to synchronize their gaits. Ostrixes are extremely reluctant to fight but they will defend their owner if their owner has this Advantage. Ostrix racing is popular in the largest Kasurian cities. Every Great House has a stable, and the jockeys are traditionally chosen from amongst members of their associated Lesser Houses. * Pet_Minidrake (-2 Points) Sharing a connection similar to a Dracorider's, you are telepathic with your little friend, so long as you remain in line-of-sight of one another. Minidrakes are not in telepathic contact with others. They are about as intelligent as a clever dog. In Drakoria and Harshlaw, a Minidrake not touching its owner may be shot as a common pest. * Pet_Nightdrake (-2 Points, Furres only.) Cousins to the Dracosaurs, these quadrupeds have small wings but cannot fly. On the ground they would be the match of a Dracosaur in a fight if it were not for one serious quirk: all Nightdrakes 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 Dracosaurs are rendered blind, however, the Nightdrake goes about in perfect comfort and awareness of its surroundings. They are physically graceful, with more amiable facial features than Dracosaurs. 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 Nightdrake's keen nightvision in the dark. Villages may not have any Raptor Knights or Dracoriders but they will usually have at least one Watchfurre who keeps the peace and rides a happy-go-lucky Nightdrake to which he or she is bonded. A Nightdrake 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", should not be confused with the power of Empathy. Telepathy doesn't transmit emotions. * Antipath (-2 Points) The Antipath (TM) is cut off from all Telepathy. They cannot be made into a mindslave by a Kajutar Mindscourge, but they also can never be a Dracorider or speak with mindspeech. For all purposes of telepathy, the Antipath is a null zone. * Empathy (-2 Points, Not Available to Wyrmmes) At a range of line-of-sight, you can gather a general picture of someone else's mood. With a close friend, you can actually feel their emotions. The Telepathy power does *NOT* let you do this. * Sidekick (-1 Point) You have a friend and subordinate. They might be a younger sibling, or they might be a paid servant, or they might be a slave. Note that this Advantage specifically refers to a Sidekick who is a Wyrmme, Furre, or Bugge. Sidekicks may *not* possess any Restricted Advantages. -------------------------------------------------------------------------------- "NEUTRALS" These are things that neither cost nor give you Points. * Age_Teen* Teens are age 13 to 17. Rodents tend to view teens as a subset of adults, and parents anxious for grandchildren may begin consulting a Matchmaker if their teenager isn't dating or eyeing a prospective mate. Teens begin the game knowing -1 Hobby, and -1 JourneyFurre Skill less. * Age_Adult* You're age 18 to 30. This is the default age category for a Furre. Many Great and Lesser Houses have rules which say that a Furre cannot inherit their parents' fortunes unless they have married, or even married and produced an heir. Sometimes these rules insist that the bride or groom must also be of noble blood. (See News Marriage) * Age_Established* You're 31 to 40 years of age. At 31, you acquire a higher status in Theriopolitan society. By law, only an Established can sit on the Council. The vast majority of the city's Established are married. An Established person can support one extra Dependent, and usually has at least one full- time servant (who may be a Player Character or a Non-played Character). There are numerous clubs throughout the city whose membership is open only to those age Established and up. The Established begin the game knowing +1 Hobby more than someone who is Age_Adult. * Age_Mature* You're 41 to 59 years of age. You can support one extra Dependent, and usually have two or three servants (who may be Player Characters or Non-played Characters). Council members usually retire when they become Mature. Matures begin the game knowing +1 Hobby, and +1 JourneyFurre Skill more than someone who is Age_Adult. * Average_Education* The average Theriopolitan doesn't attend school, but rather, is sent to learn a trade. You typically begin as an Apprentice, and work your way up to JourneyFurre. A JourneyFurre is someone qualified to do all the usual tasks of a trade except those which require organizing and directing a team (this requires someone with at least Veteran skill level). 3 Hobbies, 2 Apprentice Skills, 1 JourneyFurre Skill * Average_Luck* You've had your ups and downs but nothing especially seems to stand out. Or perhaps you have had amazing streaks of both, but in the end, they balanced out. * Average_Looks* Without spending points to buy an Advantage, you may describe or depict your character as pretty, handsome, cute, lovely, etc. To be physically striking, however, you must purchase the Advantage of Beautiful* or Gorgeous*. * Average_Wits* Not clever; not dull-witted. You have typical intelligence, reasoning, and perception. * Average_Build* You weigh somewhere in the neighborhood of a hundred kilograms. You might be up to ten centimeters shorter or taller than average. * Average_Toughness* Your body is in reasonably good shape. * Average_Strength* With effort you could lift your own weight. You could walk slowly with such a burden, but you couldn't run. -------------------------------------------------------------------------------- RESTRICTED ADVANTAGES These are notes on abilities for non-player characters. Please note that players shouldn't roleplay having the following abilities. * 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. * Winged Flight (-2 Points) In their Luminous and August forms, Primes nearly always have wings. Nearly 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. * Shift_Planes (-3 Points) Primes can go from the Mortal Plane to the Dreaming or to their own personal realm just by willing themselves to that location. This magic is the province of Wevvin and Sek, laid down at the dawn of time. Dark Primes can go from the Mortal Plane to their own personal realm with a minute of concentration. * Natural_Armor (-1 Points) This Advantage should be taken only if the character concept demands it. For instance, the Dark Prime Drossifer's August Form has chitinous exoskeleton. Wyrmmes had this Advantage, as does the Dragon's Avatar. However, it really does mean *armor*, not merely tough skin, and it is never "invisible", is always noticeable. * Artifact (-3 Points) Only Primes may have these; Dark Primes may not. This is a thing imbued with the Prime's own pure life force. It grants up to 2 Points of pre-set Advantages upon the bearer. A Prime can always recall this item to their person. (These Advantages may even be Restricted Advantages.) * Resistant to Magic (-2 Points) This means that potions do not work on you. All Half-Primes automatically get this Advantage. * All_Languages (-2 Points) You automatically understand everything that you hear. This is a magical ability. * Shapeshifter (-2 Points) All Primes have five forms: Luminous, August, Bestial, Avatar, and Object. A Half-Prime with this power has an August, Bestial and Object form. The normal Furre shape is their Avatar form, to which they revert if they are knocked unconscious or slain. All other creatures with this power have one single alternate form (shapeshifting is rare in Furcadia, and we don't have an anything-goes power). * Prime_Hearing (-3) When your name is spoken by someone who reveres and loves you, there's a chance that it draws your attention. Every Prime or Dark Prime with this power defines the conditions necessary before this power works, for instance, a Dark Prime might require the sacrifice of a living Furre, while a Prime's follower might need to be standing in a public shrine to that Prime. * Deathless (-2 Points) There is only one way to destroy you (or, in the case of a Prime or Dark Prime, banish you from the mortal plane). It must be one of the following: a silver weapon; a wooden weapon; a stone weapon; fire; beheading; drowning; sunlight; or the scream of a dying bird. Creatures with this power are always hideous to look upon. * Wingless_Flight (*) This Advantage is very unusual. It's listed here because it's a feature that can be given an object or NPC/creature. Because it gives a rather un-genre "super-heroish" feel, we won't have characters with it. * Invisibility (*) This power is too fraught with potential for annoyance and/or abuse. We won't use it in the roleplaying games, but it does exist in the Furcadia milieu. * 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.