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Intro to the Lore: London isn’t what it used to be, but who would expect it to be what it used to be after a 4 mile wide hole opened up on the outskirts of the city on all hallow’s eve 1862 and King and the Wild Hunt led an army out of the wound in the earth and attempted to conquer Britain? Fair old London quickly fell to the Unseelie armies and it seemed that all hope was lost, but emerging from St. Michael's church, atop Glastonbury Tor, came the hero Britain was promised centuries ago. Returning from Avalon, King Arthur led the remnants of the British forces on the Island and the reinforcements coming in from around the Empire against the fae. Under Arthur’s leadership the Unseelie Court was pushed back into the depths from which it came.

Of course, London was not the only city beset by the Unseelie. St. Petersburg, Berlin, Paris, New York, New Orleans, Beijing, and Constantinople all faced the full force of the Unseelie invasion. While Arthur forced the Unseelie to depart from these lands when he defeated Finvarra, that didn’t undo the damage done by the invading armies.

It’s now 1900 and while London is no longer the capital of the British Empire, Arthur choosing to rebuild Camalot in Somerset and what not, the city is one of the most important locations in the world. Magical artifacts and materials that have revolutionized the way we live (and die) are now pulled up from the great breech, creating vast industries and a degree of lawlessness in Deeper London (the new expansions of the city along the sloping walls of the cavern). But it isn’t London all the way down. The vast demilitarized zone marks the border between the the realm of man and the kingdom. Here a great deal of profit can be made by lone prospectors willing to brave the dangers of this land, and my oh my are there dangers. Beyond the demilitarized zone lies the lands of the Unseelie Court. It’s best not to try and go there

After Westminster fell into the Breech and the Unseelie emerged into our realm, Britain was left leaderless, but King Arthur’s return reversed that with his defeat of the Unseelie. So one really batted an eye when he took the throne. Of course that was nearly 40 years ago and parliament hasn’t been called back into session since. While King Arthur is globe trotting, looking for the Holy Grail, the Deep London Trading Company runs vast swaths of Deeper London, and Ser Bedivere and the not so secret police, the Knights of Avalon, rule over the British Empire with a velvet gloved iron fist, very literally in Ser Bedivere’s case. So it goes without saying that there are a few people who are less than satisfied with the state of things.

-- Stats:

The iconic Wheel system from our classic campaigns Fallen London, Ubergrupen III, and Stranger Personages makes a comeback. The stats of a character are broken up into two categories: primary stats, and secondary stats. The four primary stats (big text) are Speech, Finesse( Skill on this unchanged version), Body, and Mind(S, F, B, M). Each of these primaries governs four secondaries, but three of those four are shared with another primary. That means that of the 10 secondary stats, only 4 are solely improved by a primary.

Every one point in a primary is worth one point in all three of the secondaries it governs. Thus, one point in Body is worth one point in Strength, Agility, Willpower and Intimidate. One point in Finesse is worth one point in Agility, Dexterity, Perception, and Bluff. A character with 1 Body and 1 Finesse would have 2 points in agility, since there's overlap between the two primaries. This is a stat synergy, and is useful in planning a character and picking a class. Most of the rolls you make in this game will be governed entirely by the stats on this wheel.

A list of secondaries and what they do: (B) Strength: The primary stat for determining the power and endurance of the body, strength is one of -if not the most important- stats for melee combat. It increases HP and melee damage.

(BM) Willpower: Will increases HP alongside strength as well as increases your mana pool alongside INT. It can also be used to push through difficult times like torture and situations that might send any sane person running for the hills. It will also protect you from foreign influences upon your mind.

(M) Intelligence: Reading, writing, analyzing, and understanding, are the primary uses of Intelligence outside of combat situations, but the stat provides half of what goes into determining your mana pool, which governs how many magical spells you can cast.

(MS) Education: A stat determining the breadth and depth of one's knowledge, education is used both in checks for understanding esoteric material, recalling academic knowledge, and provides scholarship points used to unlock greater understanding of different fields of study as well as being used to learn new spells.

(S) Eloquence: Used for convincing and arguing one's case, as well as creating works of art, eloquence is useful for argumentative, clever characters who can construct their own viewpoints and essays.

(SF) Bluff: You lie like a dog. Although a somewhat narrow range, bluff will be important to the Great Game being played by the many factions within the setting.

(F) Dexterity: you’ll be using Dex for rolls that involve fine motor control, stealth, use of a firearm, and attack speed. High enough dexterity can translate into multiple attacks per turn.

(FB) Agility: This stat governs your gross motor control, agility can be used for dodging, acrobatics, flexibility, movement speed, throwing skill, and bows.

(MS) Perception: A narrow stat, perception is used to spot all manner of hidden or distant objects, sizing up people, sniffing out a lie, and overall accuracy. High perception can give bonuses to hit, and every eight points past five lowers the crit threshold on attacks by 1.

(BS) Intimidate: Terrify your enemy into surrendering or running away. It might seem like a rather narrow stat, but it’s going to feel great grimacing at someone and sending them running into the night.

An ability of 1 is so low that it borders on being subhuman or childlike, an ability of 5 marks you as being perfectly average, 10 is above average/impressive, 15 is peak human, and 20 is essentially superhuman, once in a generation levels of ability. Every stat point past 10 adds a boost of 1 to any roll governed by that stat.

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Connection Points:

London and Deeper London are filled with factions competing for power and support, many of which have interests that are diametrically opposed to one another. Cultivating connection points with these factions is important to being a major player in the city.

Connection points are divided into “Knowledge” points which equate to the players understanding of a faction, of how it works, who’s who in the organization, what it’s goals are, ect. You generally won’t lose Knowledge after you’ve dedicated points to that faction. The other area that connection points go are into Favor with a faction. Favor is a currency like any other, it can be gained through trading services and can be spent similarly. Some factions have a lot more to give for favor than others, but all can help you out in some way for the price of a little favor. You will begin with 10 connection points to place as you see fit and will gain 3 new points every odd level after that. In addition you can gain connection points from doing faction aligned quests. Connection points in any specific faction max out at 20. Factions you can gain connection points with include:

1. The Knights/Government: The Secret Police, the government, and the protectors of the realm. 2. High Society: Socialites of the highest order, and the elites of London can be very influential friends and very terrible enemies. 3. The Public: maybe they can’t send hitmen to rip you in half or blow you up with a magic beamu, but it’s probably a good idea to have the common folk on your side. 4. Les Apaches: When things went south in Paris, a large number of people fled to Britain where they would establish to Blue Quarter in Deeper London. Along with such icons as Jules Verne came one of the most dangerous gangs of the era, Les Apaches. Inventive and ingenuitive, it’s best not to get on their bad side. 5. The Fisher Kings: One of the big three gangs of Deeper London, the Fisher Kings is filled with half mad social rejects that are cripplingly addicted to Snuff of Heaven (ground up mana crystals which they snort). They collect items most would sell for massive profits and are generally unpleasant. 6. The Deeper Blinders: A loose confederation of small gangs that somehow manages to be fairly organized in their crimes and how they execute them. A great web seems to connect them together. One wonders who or what might have built that web. 7. The Republicans: The least revolutionary revolutionaries you will ever meet. They’d very much like to go back to when (the right) people could vote for their government rather than being ruled by an absolute monarch. If a friend found you with Republican propaganda, they might tell you that you should be ashamed of yourself and that they don’t want to catch you with such things again, but they probably wouldn’t turn you over to the Knights of Avalon. 8. Mordred’s Men: Anarcho-Communists that have strongly identified with Mordred’s rebellion against his uncle, King Arthur. Very few people like them, and most view them as terrorists. They have loose connections to the Commune of Paris which makes the government come down very hard upon them when they manage to catch them. 9. Morrigan’s Disciples: A loose organization that tries to make it possible for isolated Druid Covens to communicate. They appreciate discretion as their activities are highly illegal. 10. The Most Devoted: Most people aren’t fond of the Fae, but there are a few that choose to revier and worship them. These people are generally frowned upon by society to the point that even Mordred’s Men are looked upon more favorably. 11. The Church Militant: The messiah showing up an defeating an army that came out of the earth did a lot for religious fervor. The Church Militant likes to keep people acting in accordance with God and Arthur’s will. They have more or less become the main champion of laborers now that labor unions are illegal. They aren’t a big fan of the Victors and they aren’t fond of the burning of mana crystals to power the Empire either. 12. Management: Few have ever seen the management for the Miner’s Abyss, but they seem to have a lot of fingers in a lot of pies, and they always make sure that a debt to them is paid in full. 13. The Deeper London Trading Company: a shadowy cabal of capitalists that hope that they are too important to the government to be killed in their sleep. So far they’ve managed to be right. 14. The Crystal Legation: the Unseelie Court’s Embassy to the British Empire. Here you will find the Lady Medb, ambassador to Britain, lover of men, and hater of cheese. 15. The Order of Merlin: London’s largest and most prestigious theoretical magician society. The Order boasts some of the most accomplished theoretical magicians in the Empire; men of good birth and good social stand.

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Education & Scholarship: Scholarship points are awarded to a player every point in education past 5. These points can be spent on a number of academic subjects, skills, and on learning new spells from your grimoire (assuming you have one). There is no uniform scale of expertise with scholarship points, for instance it will only take 3 points to master a language or too pick most locks with ease, but 5 points in Fae Cosmology, or the Historiography of Elpham may only provide you with an above average level of understanding. Fields that can have scholarship points dedicated to them include, but aren’t strictly limited to:

Major Fields of Science: Chemistry, Psychology, Physics, Biology, Geology, Engineering

Languages: French, Unseelie, Welsh, English, Hindi, Coznage, ect.

Applied Skills that provide statistical bonuses to rolls: Swordsmanship (various), Medicine (INT), Mechanics (Dex), Sleight of Hand (AGI), Stealth (Dex), Firearms (Various), Courtly Love (various), Sense Motive (PER), Forgery (Bluff)

Social Studies of Deeper London and The British Empire: Anthropology, Archeology, History, Streetsmarts

DEEP SHIT a.k.a the stuff that’s gonna cost you, but will open up a number of doors (some of which you might wish you’d kept closed): Fae Cosmology, Historiography of Elpham, Magic and Mana studies (note that this is not new spells, this is the study of Magic itself) --

Health, Death, and Menaces: Death comes for all in London, though how it comes for you has become a lot less certain, what with some people living into their hundreds while others are carried off by and Jenny Greenteeth.

HP is determined by ((Strength + Willpower)/2 + Lvl + 10). At 0HP, you slip into unconsciousness and must take a difficult strength check every turn (or five seconds) to see whether you lose (1-13), do not lose (14-19), or gain (20) 1 additional HP. Upon reaching (-10 -(Str/2)) HP, your character dies or is incapacitated.

SCIENCE! Has determined that the soul leaves the human body 7 seconds after death, so you have 1 turn after reaching -10 health to be brought back above that threshold by one of your party members, it’s curtains for you. This 1 turn can be prolonged through an increasingly difficult will check. This check is not every one of your turns, but every turn after you hit -10 (including enemy units’ turns). Turn 1 rolling 1-10 equals death while 11-20 gives you another turn to be healed, turn 2 is 1-12 equals death while 13-20 gives you another turn, turn 3 is 1-14 equals death 15-20 is another turn, turn 4 is 1-16 is death and 17-20 is another turn, turn 5 is 1-18 is death and 19-20 is another turn, turn 6 is 20 or death.

For cats, death is less permanent, after all they have 9 lives. They aren’t supposed to spend these lives, but they can. After hitting -10 a cat that hasn’t had its entire body obliterated can do a willpower roll to resurrect and manifest its next life. Cats can do this 9 times with each willpower check being more difficult than the last.

For Victors, reaching -10 equals incapacitation, so long as their artificial animus survived the fight. They can be rebuilt by a Boffin at a chop shop so long as cash is exchanged and body parts are on hand.

For Fae, the 4 myth cycles manifest themselves into four conversations with the Battle Crow. Like a cat you will have to pass a willpower check to resurrect during each of these conversations, but as payment you lose 1 Primary every time you resurrect.

In addition to their health, Victors also have Essence. Essence exists, in part, to prevent you from popping out a party member’s artificial animus and putting them in a top tier body. As a Victor levels up, it gains essence (this rate varies between Victors), this allows them to go to Chop Shops to, for a price, add improvements to their bodies, like another arm, hippo skin, or tusks.

Hostility (abbreviated to Hos on your character sheet) determines how negative a view a faction has of ​ you. Up until you have 60 Hos with a faction, your hostility points will naturally decay at 5 per week, but you can speed this up by doing quests or bribing the faction that you’ve gained Hostility with. You ideally want to be at 0 Hos with a faction that you are dealing with as every 10 points of Hos that you have with a faction will result in penalties to your verbal interactions with that faction. That is until you reach 60 Hos, in which case members of that faction will be hostile to you on sight. For the Knights this translates into any officer that runs in to you will try and arrest you. Once you’ve reached 60 Hos with a faction, your Hos with said faction no longer decays. Instead you will have to accept your punishment to reduce your Hostility. For the Knights this means spending a week in jail (losing out on your weeklies) and for most of the other factions this means taking a beating. There’s no going back from reaching 100 Hostility with a faction. At this point, expect assassins in the dark or Knights of Avalon hunting you down.

Nightmares measure how much the Abyss and its denizens have affected your sanity. At lower levels ​ you’re a little jumpy about the shapes in the water and the shadow that creeps across your bedroom ceiling in the night. At middling levels, you’ve come to understand that there is something very wrong with the world. At high levels you know that they are after you and are almost consumed by this knowledge. At 100 you are too insane to function. From 1 to 99, Nightmares decay naturally by 5 a week. This can be doubled with a weekly WILL based roll. At 100 the PC must either spend a week at Hanwell Pauper and ​ Lunatic Asylum or in a first floor room at the Miner’s Abyss. ​

Follower Devotion Gauge: For the man/woman/corpse with a legion of sycophants it’s important to know ​ what you can and can’t get away with asking them. While not a sure thing (critical failures and what not), the Follower Devotion Gauge gives you a good idea what you need to roll to get your lovely peon to do your bidding. 1. Interested: reduces roll requirement by 1 for WILL checks ​ ​ 2. Infatuated/Inspired (depending on just what sort of relationship): reduces roll requirement by 5 for ​ ​ WILL checks 3. Love (of whatever sort): reduces roll requirement by 10 for will checks ​ ​ 4. Devotion: reduces roll requirement by 15 for WILL checks ​ ​ 5. Worship: no roll necessary for anything short of taking their own life ​ ​

AC System 1 AC slow a knife and reduce damage taken (solid clothing armor) 2 AC deflect a knife at the right angle (reinforced clothing armor or low quality metal armor) 3 AC turn away a sword (unless it’s enchanted or sticking with an immense amount for force) (chance to stop small arms fire, won’t stop a rifle) (Plate 4 AC stopping swords and small caliber fire and chance to deflect larger caliber fire. (layered mundane) 5 AC chance to stop buffalo gun and stops smaller rounds (mostly magic and or all the best mundane layered) 6 AC Stops anything that isn’t AC piercing, massive damage reduction (has to be magic)

--- Races: You can’t have an invasion of the Victorian Era world by extradimensional immortals and not expect there to be at least a little bit of bleed over between the realms. For the Fae Realm that means that there are humans held captive by members of the Unseelie Court. For the Realm of Man that means that the creaking floor boards in your aging mansion might be the sound environmental stresses or something far more nefarious.

Humans: A classic of PnP, the setting simply wouldn’t work without this most of races. Being a ​ human you can move about freely (somewhat) through the streets of Deeper London and Old London without being having to worry about anything other than needing your papers… or being accused of witchcraft… or vanishing without a trace if the Knights of Avalon suspect you of crimes against the state. Humans also have the ability to mutate when exposed to near lethal levels of raw mana for more on this see the Mutation section. Racial bonus: +1 Primary and Secondary point of their choice on creation ​

Victors: When the Unseelie weren’t eating the dead, they were using necromancy to add them to their ​ legions. When the Unseelie were defeated they left behind thousands of reanimated corpses which people weren’t quite sure what to do with. The Deeper London Trading Company quickly put them to work mining artifacts from the Breech to minimize having to pay workers and reduce the risk of the workers having sticky fingers. Of course that was was several decades ago and that original disposable workforce has long since fallen to pieces. Through a combination of science and magic, an artificial animus has been crafted to and cobbled together flesh golems have been given new life as Victors. These scabs aren’t exactly looked fondly upon by laborers, nor are they viewed favorably by the religiously inclined, but that hasn’t stopped them from being used in other aspects of life. Racial bonus: +3 Body, -1 Mind, cannot faint even when health has reached 0, takes no bleed or poison ​ damage.

Fae: Ancient and unaging, the Fae of the Unseelie Court had been separated from the realm of man for ​ millenia. They found that time rather boring, and decided to make mischief once again. Though the Unseelie armies have been cast back into the pits from whence they came, the hellish wounds in the world have not been sealed and the Unseelie maintain ties to the human world. Though they are fair looking and well mannered one must never forget that the Unseelie range from being mischievous to malevolent. They look upon man as slaves at best and cattle at worst. Racial bonus: +2 Body, +1 Finesse, +Speech and +1 Mind on character creation, Talons (adds bleed ​ damage to hand attacks) +5 to appearance roll, all spells cost 25% less (does not apply to Divine Artifacts).

Cats: Everyone knows about the King of the Cats has his wondering court of talkative felines. No man ​ knows how they talk or do magic, or even how to tell the difference between the average feline and one that’s taken lessons in the wondering Scholarium of the King. Racial bonus: +3 Shadowy, -2 Strength, -5 HP, all spells cost 25% less (round up), all cats start with all ​ base spells unlocked and a grimoire, x2 bleed and crush damage modifier, 9 lives (must pass an ever increasing will check to resurrect). --- Magics: Strictly speaking, magic isn’t illegal in Arthurian Britain… but it’s heavily legislated against and its use is tied to acts that have been defined as seditious by the government. To the broader public, the distinction between the various forms of magic and how they are practiced doesn’t really matter. When they read “Orphanage raised to the ground by magic” they don’t ask, “Well was it Runic Magic, True Magic, or the use of a Divine Artifact?” But you can guarantee that the Knights of Avalon will be asking that question.

(WIP) Divine Artifact: These are objects pulled up from the Abyss that were forged centuries ago, only ​ ​ capable of being used by humans, these artifacts draw mana out of the wielder for an explosive blast. As with True Magic, a mana burst can be fueled by HP, and as with True Magic, it costs double when cast from HP. -- (WIP) Runic Magic: ​ Runic Magic has a number of trade offs that make it very distinct from True Magic, mainly that it requires no mana to cast and can be used by anyone with a rune. While someone must use scholarship to learn how to create a rune, once that rune has been created, anyone can use it, making selling or stockpiling runes for party use, viable options.

A learned Rune can be used as either a consumable one time use spell or a permanent enchantment. The ability to create a permanent version of a rune unlocks with the learning of the tier 2 version of that rune. Permanent Runes do not stack on items so be mindful of that. If you find a really neat sword that you want to keep with you, it is advisable not to enchant it with the first tier 2 enchantment you can think of otherwise you won’t be able to place a better rune on it down the line. In addition to this, the strength of the bonus’ provided by the enchantment change based on the size of the enchanted object.

Accessories i.e. Jewlary can at max receive a +1 enchantment from a tier 2 Rune and a +2 from a tier 3 Runes. Minor Articles can at max receive a +2 enchantment from a tier 2 Rune and a +4 from a tier 3 Runes. Major Articles can at max receive a +3 enchantment from a tier 2 Rune and a +6 from a tier 3 Runes.

While the ingredients for preparing a rune may vary, the time for each tier is standardized Tier 1 runes 30 minutes ​ Tier 2 runes 2 hours ​ Tier 3 runes 8 hours ​

Runes

Ainoelas Ink requirements: 1 feather, alpine anemone, apple seeds Tier 1. You’re a face in the crowd. When you are in a crowd, people have to roll a perception check to ​ notice you. (10 minute duration) Ink requirements: Copper and hair ​ Tier 2. The Night is your friend, you blend into shadow. If you are in the shadows the perception check ​ must be high to notice you. If there is a commotion it will be virtually impossible to notice you (roll a 20) ( 20 minute duration) Ink requirements: Gold and Bile ​ Tier 3. You aren’t invisible, but you might as well be, no one is going to notice you. (30 minute duration ​ -10 minutes for every hit inflicted upon an enemy.)

Gamanruna: Ink requirements: Wheat, Primrose oil, and Cat spit Tier 1. +2 Eloquence +2 attractiveness ​ Ink requirements: Copper and fur Tire 2. +4E +6A ​ Ink requirements: Gold and scales Tire 3. +6E +10A ​

Uruz Ink requirements: Primrose Oil, alpine anemone, Adler root Tier 1: Slight Nightmare resistance for 10 minute duration ​ Ink requirements: Copper and Grindylow claws Tier 2 : moderate Nightmare resistance for 20 minutes ​ Ink requirements: Gold and Succubus Venom Tier 3 : for a 30 minute duration you are protected from Nightmares and your current number of ​ Nightmares is halved.

Thurisaz Ink Requirements: Barley, toadstool, human blood Tier 1: A minor explosion, no fire, heat, or electricity, may knock someone off of their balance ​ Ink Requirements: Copper and Blood Tier 2 : An explosion with enough force behind it to splinter wooden doors. ​ Ink Requirements: Gold and Wurm venom Tier 3 : A burst powerful enough to shatter concrete and bend steel with a circumference of 20 ft ​

Ansuz Ansuz governs our mental capacities including reason, analysis and good advice. Ink Requirements: Mistletoe, apple seeds, hawthorn Tier 1: Improves INT checks effective to 3 ​ Ink Requirements: copper and Mandrake root Tier 2 : Your reading comprehension has gone through the roof, halving the time it would take for most ​ studies and increasing the chances of you writing something truly astounding and enlightening. Improves INT checks effective to 3 and lowers crit threshold for on INT checks. Ink Requirements: Tier 3 : ​

Ehwaz: Ink Requirements: Motherswort, Psilocybe cyanescens, mint Tier 1: temporarily causes panic, uncertainty, and unease in the person touching the ruin stone ​ Ink Requirements: Copper and Pixie Jelly Tier 2 : causes vivid hallucinations and creates an impending sense of dread and distrust in anyone ​ within a 10 square foot radius. Once outside of the affected area the victim must roll a WIL check to regain composure. Ink Requirements: Gold and blood Tier 3 : causes insanity and incoherence in those affected. The initial effect is 10 square foot radius, but ​ those affected are in this state for 4 hours before they can begin rolling a difficult WIL check to snap out of this state (can only roll a WIL check once every hour).

Raidho: Ink Requirements: Mint, Barley, Garlic Tier 1: 3 turn boost to AGI rolls of 1 ​ Ink Requirements: Copper and Pixie Bile Tier 2 : 6 turn boost to AGI by 3 ​ Ink Requirements: Gold and blood Tier 3 : 9 turn boost to AGI by 9 ​

Kenaz: Ink Requirements: Pine seeds, Primrose Oil, Rooster Blood (has to be rooster not hen) Tier 1: causes a small eruption of flame ​ Ink Requirements: Copper and Fire Salamander eggs Tier 2 : tendrils of flame emerge from the rune stone and lash out at anything within their grasp (6ft) they ​ have no mass. Ink Requirements: Gold and Wurm Venom Tier 3 : manifests a fire drake for 3 turns that is at the command of the summoner ​

Gebo: Ink Requirements: Green willow, Eglantine rose, human blood Tier 1: Transfer 3 health from caster to target ​ Ink Requirements: Copper and Pixie Jelly Tier 2: Transfer 25% of caster’s health to target, if target was suffering from bleed or poisoning remove ​ these effects and transfer them to caster. Ink Requirements: Gold and Dearg-Due Blood Tier 3: Deals all damage the caster has sustained in the fight to the target and regenerates that much health.

Wunjo: Ink Requirements: Pear blossom, White Lilac, Yellow Tulip Tier 1: creates a calming sense of bliss in the holder, reducing their perception by 3. ​ Ink: Requirements: Copper and Mandrake Root Tier 2: creates a soothing and calming effect in a normal room sized area reducing the perception, agility, ​ and dexterity of all those affected by 4. Ink Requirements: Gold and Blood of someone with Dancing Sickness Tier 3: puts everyone within a 2 block radius to sleep (especially loud noises, and physical harm will awaken them)

Isa: Ink Requirements: Thistle, Oak leaf, Bay Leaf Tier 1: creates a cold snap chill capable of dealing minor damage and temporarily lowering the target’s ​ dexterity. Ink Requirements: Copper and Fuar Wraith bandages Tier 2 : creates a localized dust devil-like frost whirlwind that obstructs vision, reduces the dexterity of ​ those affected, and deals mild to moderate damage. Ink Requirements: Gold and Banshee Blood Tier 3 : manifests a 20ft tall ice golem for 3 turns to be commanded by the summoner. ​

Nauthiz: Ink Requirements: White Heather, Stinging Nettle, Borage Tier 1: creates a minor field (+1 physical AC) around the holder for 1 turn. ​ Ink Requirements: Copper and skin Tier 2 : creates a translucent wall-like barrier with 3 AC for 1 turn ​ Ink Requirements: Gold and Wurm Scales Tier 3 : For 5 turns, creates a bubble field around the point cast with a radius of 8ft and an AC of 7. Allies ​ can move through, but not allied projectiles.

Hagalaz: Ink Requirements: White Rose, Orange Lily, Anemone Tier 1: creates a small burst of wind capable of knocking someone down from a precarious position or ​ slowing someone’s approach. Ink Requirements: Copper and Grindylow blood ​ Tier 2 : unleashes a torrent of wind, rain and mist from stone easily capable of knocking people to the ​ ground and creating near blinding conditions. (radius of 20ft) Ink Requirements: Gold and Kelpie blood Tier 3 : Manifests a storm drake under the control of the summoner for 3 turns ​

Jera: Ink Requirements: Mistletoe, olive, Mullein Tier 1: when planted this will double yields for anything planted within a 10 ft radius. (effective for a week) ​ Ink Requirements: Copper and sap Tier 2: When planted halves time necessary between harvests and double yields for anything planted ​ within a 10 ft radius. (effective for a week) Ink Requirements: Gold and blood Tier 3: Summons a facsimile servant permanent (unless it is killed), produces Dryad Sap and its ​ presence cuts the time necessary between harvests by ⅔ and quadruple yields for anything it’s planted.

Perthro: Ink Requirements: Bells of Ireland, Buttercup, Mayflower Tier 1: reduced crit threshold on all attacks by 1 for 1 turn also lower accuracy of enemy attacks by -3 for ​ 1 turn. Minor boost to luck when gambling Ink Requirements: Copper and Royal Pixie Jelly Tier 2: reduces crit threshold on all attacks by 2 for 1 turn and lower accuracy of enemy attacks by -4 for ​ that turn, major boost to luck when gambling. Ink Requirements: Gold and Gold Tier 3: The caster cannot be hit by attacks for 1 turn and reduces crit threshold on all attacks by -5 for that ​ turn. When used while gambling, flip a coin. If heads treat it as a natural 20 roll. If tails… well wouldn’t you like to know.

Algiz: Ink Requirements: Stinging Nettle, Mint, Melissa Tier 1: grants the user the ability to speak to non-magical animals for 10 minutes ​ Ink Requirements: Copper and Cat fur Tier 2 : grants the user the ability to control non-magical animals for 10 minutes and speak to magical ​ creatures. Ink Requirements: Gold and Tatzelwurm tongue Tier 3 : ​

Sowilo: Ink Requirements: Rosewood, Lobelia, Motherswort Tier 1: creates a bright flash of light that may blind or disoriant ​ Ink Requirements: Copper and Salamander eggs Tier 2 : creates a brilliant burst of light of great intensity capable of causing severe burns and permanent ​ blindness to anything within a 15 ft radius. Ink Requirements: Gold and ignis fatuu shroud Tier 3: unleashes a powerful concentrated burst of light capable of melting led within a 15ft radius of the ​ detonation.

Tiwaz: Ink Requirements: Borage, Mignonette, Amaranth Tier 1: Increase to WIL checks of 3 for 10 minutes ​ Ink Requirements: Copper and Goblin blood Tier 2: Increase to WIL checks of 6 for 10 minutes ​ Ink Requirements: Gold and Royal Pixie Jelly Tier 3: Increase to WIL checks of 9 for 10 minutes ​

Berkano: Ink Requirements: Green willow, Bay Leaf, Human Blood Tier 1: heal 2 damage and remove 2 nightmares ​ Ink Requirements: Copper and Dryad blood Tier 2: remove effects like poisoned or bleeding. Immediate granting of 2 health and heals and removes ​ nightmares over the course of 3 hours (roll determines by how much) Ink Requirements: Gold and the hair of a ’s horse Tier 3: Revive a target that has been deceased for no more than 2 minutes. ​

Ihwaz: Ink Requirements: Borage, White Rose,Thistle Tier 1: when activated it allows the holder to go an additional -5 health before dying. ​ Ink Requirements: Copper and Goblin blood Tier 2: when activated it allows the holder to go an additional -10 health before dying ​ Ink Requirements: Gold and the hair of a Dullahan’s horse Tier 3: When activated the holder cannot die for 10 minutes (can still be incapacitated via beheading, ​ dismemberment, bisection, ect.)

Mannaz: Ink Requirements: Lavender, Borage, Arum Tier 1: all parties touching the stone roll a WIL check, the winner can get a brief glimpse into the loser’s ​ mind. This happens instantaneously and if one of more parties is unaware of the spell they will not be alerted or made aware after. Ink Requirements: Copper and Pixie Jelly Tier 2: all parties touching the stone roll a WIL check, the winner can implant an idea in the loser’s mind. ​ This happens instantaneously and if one of more parties is unaware of the spell they will not be alerted or made aware after. Ink Requirements: Gold and Succubus Venom ​ Tier 3: all parties touching the stone roll a WIL check, the winner’s consciousness temporarily ​ overshadows the loser, effectively turning the loser into the winner for at least a half an hour before the loser can roll a to regain control of themself. They do not understand what has happened nor do they have any memory of the time they were overshadowed.

Laguz: Ink Requirements: Mayflower, Green Willow, Borage Tier 1: placed under pillow and activated provides the user with a restful night’s sleep (increased ​ nightmare reduction from sleeping on it for a week) Ink Requirements: Copper and ground pixie tooth Tier 2: placed under pillow and activated provides the user with a restful night’s sleep (double the ​ nightmare reduction from sleeping on it for a week). When constructed with a sister stone the two users may have shared dreams. (often used by couples living apart) Ink Requirements: Gold and Succubus Venom Tier 3: ​

Kenaz: Ink Requirements: Stinging Nettle, Primrose oil, hawthorn ​ ​ Tier 1. perception bonus +3 and night vision(10 minutes) ​ Ink Requirements: Copper and cat’s milk Tier 2. perfect night vision perception bonus +6, see auras through walls (10 minutes) ​ Ink Requirements: Gold and Tier 3. See through walls, perfect night vision, perception bonus of +9, and futuresight (10 minutes) ​

Fehu: Ink Requirements: Acacia, Green willow, hair of both the caster and the target Tier 1: makes a person more open to being loved or loving (generally slipped into the pocket of another ​ as a love charm) effects last between 1 to 2 hours Ink Requirements: Copper and Grindylow claws ​ Tier 2: makes a person more open to being loved or loving (generally slipped into the pocket of another ​ as a love charm) effects last between 4 to 6 hours Ink Requirements: Gold and Succubus Venom Tier 3: ​ --

(WIP) True Magic: The Fae don’t​ need to use silly symbols in long dead languages to do magic. Fae Magic, also known as True Magic, is cast from the mana within themselves, or the mana they steal from others. It’s practice by citizens within the British Empire is illegal, but its study is not. In fact, there are hundreds of theoretical magicians across the empire. The Institute for the Understanding of Magecraft even has several who can claim the title of Wizard… theoretically of course.

As with Runic Spells, knowledge of True Spells is gained through the spending of scholarship points, but unlike runic magic it can be cast on the fly, just know the consequences of such actions. True Magic is very mana intensive and once you burn through your mana pool, you start burning through HP.

Your mana pool is determined by (Will+Int+lvl)/2 (round up). Once you have burnt through your Mana Pool you begin burning through HP directly with each spell costing double its original mana cost in HP.

Tier 1 Spells cost 4 mana Tier 2 spells cost 8 mana Tier 3 spells cost 24 mana

Dóiteán: Tier 1: casts a small fireball, may cause some burns

Oighear: Tier 1: cast a small cold snap capable of inflicting damage and limiting the targets dex by 1

Talamh: Tier 1: liquify the earth in a small 2ft patch.

Gaoth: Tier 1: conjure a dust devil

Scáthán: Tier 1: You look like everyone else, or maybe you look like no one, people have to roll a perception check to notice you. (2 minute duration)

Mún: Tier 1: condenses water in the air into a whip high tensile wip controlled by the casters thoughts. (dispels after 5 minutes

Dathúil: Tier 1: simple attractiveness buff of 3 (2 minute duration) lámh iarann: Tier 1: targeted limb gains a liquid mercury protective shell for 5 minutes (+1 AC -1 magical AC)

Tintreach: Tier 1: casts a small electrical discharge capable of causing minor injuries (or major if combined with Medical knowledge)

Léim: Tier 1: teleport a small object (15 lbs) in your line of sight to another location in your line of sight.

Ceo: Tier 1: create a shroud of black mist around the target. Light cannot escape this mist nore can it penetrate it (duration of 1 minute)

Scoilt: Tier 1: creates a minor explosion, no fire, heat, or electricity, may knock someone off of their balance

Súile réalta: Tier 1: after an easy WIL check, creates a calming sense of bliss in the target, reducing their perception by 2

Méadú: Tier 1: causes thin vines to grow out of the earth and can be controlled by the caster.

Damhsa: Tier 1: Medium WIL check, causes the target to break into uncontrollable dancing for several minutes

Mor-Ri: Tier 1: You speak with the authority of a king, +3 to both Bluff and intimidate rolls for 2 minutes.

Beacha: Tier 1: manifest a swarm of stinging nats from biomater around you.

Cat: Tier 1: gain dark vision for 5 minutes.

Loinnir: Tier 1: creates a bright flash of light that may blind or disoriant. ​

Eagna: Tier 1: boost all WIL check rolls by 3 ​

Lobhadh: Tier 1: causes dead bio-matter to enter an increased rate of decomposition for several minutes.

Scaoileadh: Tier 1: releases a small blast of raw mana from the caster capable of replenishing the targets mana supply by 3 mana.

Puca: Tier 1: causes to target to become translucent (stealth bonus in low light)

Fómhar: Tier 1: rapidly increase the growth of a targeted plant for a few moments (can cause flower to bloom or a seed to germinate)

Beatha: Tier 1: heal for 5 damage

Leacach: Tier 1: transfer 3 health from one person to another

Sceimhle: Tier 1: target must pass a WIL check, if they fail they will see an unnerving apparition that will lower their threshold for Intimidate checks and give them 2 nightmares. --- Professions: Your profession is more than just a job, and more akin to the classes of traditional P&P games. They determine where you work, where you live, where you find yourself on the social ladder, as well as providing some free starting items and bonus starting stats. Most, though not all, profession have a tiered prestige system that will see your character rise up through the ranks as they level up, giving them a new title, access to new weapons, and new knowledge. The second tier is obtained upon reaching level 8. The third tier will be available upon reaching level 16, but will remain storylocked, and require you and the party to go an a unique quest. The third tier is where you will get the most input into shaping your profession as you will be presented with a choice that will define your career path.

Professions are race locked, so no Fae Knights of the Round Table.

Human Professions: Tier One With Humans you have the most variety of professions of any of the four races. Most come with significant trade offs, so do choose wisely.

Page of Avalon: +2 Body Mind The Arthurian secret police under the magnanimous, and immortal, Ser Bedivere, have to start somewhere and a Page is where you’ll be starting at. If you chose to be a Page of Avalon you have a little more choice in your starting conditions. You can be a proper Cadet attending military school. If you take ​ ​ this option you will be from an elite family and start with a dress uniform, a dueling Pariser, a 2 shot over ​ ​ under derringer pistol, free room and board at the Military Academy, and a yearly stipend of £1,500. The trade off for this means that you have no weekly income and a forbidden by the Academy (and social standards as a whole) from having a job. It also means you stick out like a sore thumb when you walk around the streets of Deeper London and don’t really know it’s people (-5 starting connections). Alternatively, you can start as a Hedge Squire. You start with a knife, brass knuckles, and the clothes on ​ ​ your back. You knock heads and make weekly reports to your commanding officer. You receive £20 a week for your reports and are free to keep a small fraction of what you shakedown from potential dissidents. Start with 4 extra connection points to be used as you see fit. Upgrades to Knight of Avalon at tier 2, and Ser at tier 3.

Jack: +2 Finesse Body You are a criminal, a thief, and a ruffian, but most importantly you’re a free agent, a Jack. Powerful gangs like the Deeper Blinders, the Apaches, and the Fisher Kings jockey for control of the criminal underworld in Deeper London and you offer your services to the highest bidder. Receives a razor blade and a .38 pistol(highly illegal). Receives £35 a week, and are free to ask for all the ammunition they could want from their current employer. Upgrades to Springheel at tier 2, Ripper at tier 3. Starting Lodgings is a cot in a saloon which costs £5 a week.

Boxer: +4 Body Boxing is quite illegal in London, a matter that can easily be enforced topside, but among the shanty houses, abandoned buildings, and general lawlessness of Deeper London it’s not all that difficult to find matches and fighting rings. You don’t receive a salary, instead once a week you fight in either the low stakes match (£15 if you win), the mid stakes (£25), or the high stakes (£55). Starts with a pair of boxing gloves. For lodgings you have the option of squatting in an abandoned shack in Deeper London, renting a room in a saloon (£5 a week), or renting a topside apartment (£45 a month). Upgrades to Gladiator at tier 2, and Ironman at tier 3.

Trouper: +2 Finesse Speech People always need a little bit of entertainment, especially when they live their lives doing back breaking manual labor. Some men find this in the embrace of a cheap prostitute, others at the bottom of a bottle, and still others find it at the cabaret. That’s where you come in. Perhaps you were thinking you’d be doing more Shakespeare instead of Vaudeville and burlesque when you felt the call of the theater, but a girl/boy has to make do with what they’ve got, and you’ve got a stage in one of the nicer saloons in Deeper London, the Miner’s Abyss. Receives a full wardrobe conducive to the theater, a one shot derringer, a free room at the Miner’s Abyss, and £35 a week. Upgrades to Thespian at tier 2, and Star at tier 3.

Diver: +2 Finesse Mind Victors aren’t exactly the smartest bunch, what with being undead and all, so the Deeper London Trading Company employs Abyssal Divers to venture down into No Man’s Land and tag sites for excavation by the Victors. As a Diver you have two starting options Company Man and Solo Diver. There is an old ​ ​ ​ ​ adage “Never Dive Alone” and after losing more than a handful of divers in the early days, the company has learned to (mostly) live by that rule, sending Divers down in groups of three for safety reasons. That by no means guarantees survival, but it helps… maybe. If you choose the Company Man route, you will ​ ​ start with a top of the line climbing rig, a pickaxe, access to the Company Store, a map of the explored regions of the abyss, a company apartment ( £10 a month), and a starting salary of £35 a week. It also means your finances are monitored by the company to make sure you aren’t receiving bribes/skimming from the dives, and means that every once in a while you will find yourself under investigation by the Knights of Avalon… just to make sure you’re on the the up and up. If you choose to ignore the law and the fairly common sense reasoning behind “Never Dive Alone” and choose the, often times short, life of a Solo Diver you will be thrust into the blackmarket sale and exchange of magical items. You will start with ​ a 400ft rope, a winch stolen off of a ship, a shovel, a pickaxe, a shack in the Blue Quarter of Deeper London (£5 a week), and 5 additional connection points to be placed in the criminal organizations of your choice. You have no set income, instead you will make money pawning off whatever you can bring up from the breech. Upgrades to Surveyor at tier 2, and Enoch at tier 3.

Shepard: +2 Body Speech A man can be judged by the company he keeps, and you have rather loyal company. As a Shepherd you must choose from a starting faction to serve under and command troops for. These include, but are not limited to the Apaches, the Deeper Blinders, the Fisher Kings, the Republicans, Morrigan’s Disciples, Mordred’s Men, the Most Devoted, and the Church Militant. Receives an Order to Command and four soldiers with the ability to recruit more (can’t bring more than four with you on a quest). Income is dependent on faction aligned with as is lodgings. Upgrades to Chefrégime at tier 2, and Boss at tier 3.

Druid: +2 Speech Mind The practice of magic is illegal, the Messiah walks the Earth as a near demigod immortal searching for the Holy Grail, and Fae hungrily gaze up from titanic holes in the ground waiting to pounce at the best possible opportunity, but none of that really matters. What matters is that the old ways have returned and all things thaumaturgical are within the realm of possibility. As a druid you will be part of a coven starting at 3( yourself and 2 acolytes), but can be increased to 13 by recruiting (be careful not to bring in a spy). Start with knowledge of three tier 1 Runes, a grimoire, a cottage near an unpatrolled patch of no-man’s land, and £15 a week (can be supplemented by work as an apothecary selling remedies). Upgrades to Wood’s Witch/Warlock at tier 2, and High Priest/Priestess at tier 3.

Enthusiast: +4 Mind The Order of Merlin, Merlinus’ Acolytes, the Student’s of Myrddin, are just a few of the societies devoted to the study and understanding of True Magic. Of course with the practice of True Magic being strictly illegal in the British Empire, the men and women of these societies are all Theoretical Magicians rather than Practical ones, you wouldn’t want to break the law, now would you? Start with membership in the Order of Merlin, access to a grimoire, knowledge of two tier 1 spells, a home on New Baker’s Street, a position at the Royal London Hospital for £45 a week, 1 scholarship point in Medicine, access to the hospital’s medical supplies, access to the medical school’s library, the ability to publish papers in both the Royal Medical Journal and the Order of Merlin’s newsletter.. Upgrades to Boffin at tier 2, and Wizard at tier 3.

Pamphleteer: +4 Speech The masses are silent, the literal iron fist of the Lord Protector stifles freedom of speech and expression. As a person of letters you must decide whether to put your education to work decrying the state or championing it. Choosing to align with the state gives you access to an industrial printing press (print as much as you’d like for free), a stable wage of £25 a week, government final say over anything you write, and a rent controlled flat in the Ministry for Decency in topside London( £10 a month). Choosing to be a Pamphleteer for either the Republicans or Mordred’s Men gives you an old Remington No. 2 typewriter (you have to buy or steal your own ink and paper), an abandoned home in Deeper London, £10 a week. Upgrades to Author at tier 2, and Minister at tier 3.

Cutpurse: +4 Finesse One of the few professions that has an age range, a Cutpurse is an orphan pickpocket between the ages of 11 and 15. You have no gang affiliation for now, but that doesn’t mean you are alone. You start with a straight razor you stole, ratty looking clothes, and a small spot in between five other children living in an abandoned shack. You receive £10 a week and take more ​ damage from blunt force trauma. Upgrades to Grim at tier 2, and Windwalker at tier 3.

Human Professions: Tier Two You’re more than just a rare individual, you’re an extraordinary one. You can easily best most other humans in a one on one fight, and with the rest of the party, you can do things that most would think impossible.

Knight of Avalon: +4 Body Mind Whether you started as a Cadet or a Hedge Squire, it matters not, for you have reached the point where you have been elevated to the position of Knight, a low level Knight, but a Knight all the same. +2 connection points to the Knights of Avalon and the Church Militant, lose all connection points to Mordred’s Men, the Most Devoted. Salary becomes £40 a week. Receive a gambeson (+1 AC), a Cuirass (+2 AC to the chest, a the full set of armor is dedicated for government approved purposes (+2 AC everywhere) and a Divine Artifact (Choose between a hand and a half sword, a bow, a shield, and a lance). If you started as the Cadet, you will need to find a new home. Upgrades to Knight of the Round Table at tier 3.

Springheel: +4 Finesse and Body Being a free agent was fun while it lasted, but everyone need to settle down eventually, including you. Tales of your exploits have reached the ears of men in very high (and low) places. You have received invitations from leaders of the Les Apaches, The Fisher Kings, and the Deeper Blinders, all offer unique incentives. Le Terror (access to Les Apaches workshop, a rent free apartment in The Blue Quarter increase nightmares loss), The Fisher King (access to Snuff of Heaven, a cot with the Kings, and Dagger from the Abyss [pierces 3 AC]), and The Professor (+1 extra connection points every 2 levels, a Schwarzlose Model 1898 pistol, and suspicion reduction modifier). Receive £45 a week.

Gladiator: +6 Body You’ve been noticed by a shadowy group calling themselves the Coraíocht Association of the Abyss. They have invited to you to accept a sponsor and fight in the Murkwater Ring (£85 for winning a match). Receive Fae Body Paint (+2 AC and a stat bonus depending upon pattern), Cold Iron gauntlets (+5 AC physical and magical). Upgrades to Ironman at tier 3.

Thespian: +4 Finesse Speech “All the world’s a stage, and all the men and women merely players”. Your talents on the stage are almost without parallel and you’ve begun to headline shows, bringing in crowds of fans. This hasn’t gone unnoticed by Management, who have seen fit to upgrade your position, giving you a full suite in the top floor of the Miner’s Abyss (double nightmares reduction), an increased salary (£65), a wardrobe with a little more flair (Many Coloured Dream Cloak that+1 AC against magic based attacks, Dappled Greys that add to stealth rolls, either a Fine Bodice or a Fine Suit [reduces suspicion gained and +1 Bluff, can’t be worn together). +2 extra connection points per level.

Surveyor: +4 Finesse Mind There’s a note on your door. It’s a handwritten letter, signed by Ser Percival himself, saying “Your activities have been noticed and your services are required at the Ministry of Abyssal Surveillance, post haste.” You’re being impressed into the Surveyors Corp, but don’t worry, you’ll be well paid (£60) and well equipped (sniper rifle with a magnified scope, survarior’s uniform +1 AC stealth bonus+2), after all you’re going places no one has ever gone before. Upgrades to Enoch at tier 3.

Chefrégime: +4 Body Speech Word of your work for the organization has continued to grow, and with its growth so too has grown your reputation. The men and women who follow you are filled with a deep sense of courage and strength of will when they are around you (+1 BM to all followers when they are around you). Gain ten new followers and make one of your original followers a shepard (+2 SM). Other gains are dependent upon faction chosen at tier 1. Upgrades to Boss at tier 3.

Wood’s Witch/Warlock: +4 Speech Mind You’re putting down roots, and becoming part of the community by opening up a shop and building a garden to more easily produce ingredients for runes. Your first two acolytes have progressed to the point that they can now produce tier 1 runes for you and for sale in the shop. You now make £55 a week (most of that will go into investing in your shop and garden). Upgrades to High Priest/Priestess at tier 3.

Boffin: +6 Mind So much to do with so little time. Your forte for theoretical magic has catapulted you ahead of your peers and pushed you further into the London social scene +2 connection points High Society. In addition to having to entertain guests, teach at the Royal London Hospital, and attend meeting with the Order of Merlin, you’ve now been commissioned to translate an archaic grimoire and bestiary written in Welsh, the first page of which is partially torn out, leaving only beautifully ornate letter M. Upgrades to Wizard at tier 3.

Author: +6 Speech Crimes can be forgiven with service, whether you’ve chosen to side with the government or rebel against it, it’s easy to see that you have talent. The government is willing to put any prior indiscretions aside if you choose to become part of the team. If you chose to support the government as the Pamphleteer, little will change, you will be given a nicer office, better pay (£50), and be expected to put our more work. If you initially chose to work with the Republicans or Mordred’s Men you have the choice of turning on your former comrades and accepting that 2+2+5 or working against the government from the inside. Upgrades to Minister at tier 3.

Grim: +6 Finesse A time for choose has come upon you, now choose. Joining Les Apaches gets you a lock picking and safe cracking set, a home in the Blue Quarter, and access to the forge. With the Fisher Kings you get a Divine Artifact (a bronze throwing knife that returns to your hand at the end of turn), Snuff of Heaven and a cot with the Kings. With the Deeper Blinders you get a Dad who can teach you a great number of things and provide you with a great many opportunities,and a room in his townhouse. Salary bumps up to £40 a week. Upgrades to Windwalker at tier 3.

Cat Professions: Tier One “A Cat’s the Only Cat that knows where it’s at…” Nine lives last a long time, and you’ve spent a good portion of yours specializing as all learned cats do. Cats don’t exactly have jobs as they don’t really need money, as such they are significantly more limited in the number of “professions” that they can choose from. All of these professions being a combination of Mind + another stat.

Cat Burglar: +2 Finesse Mind Who would have thought that a naturally sneaky race would make good thieves? Settling down to become a plump house cat for the next two hundred years simply isn’t your thing. You’ve got an eye for precious things and a knack for finding your way into tight spaces. Start with a dagger, a space in the rafters of the Miner’s Abyss Saloon, and 4 extra connection points for the Deeper Blinders, Les Apaches, and the Fisher Kings.1 scholarship in mechanics and 1 in sense motive. Upgrades to Feline Phantom at tier 2, and Eyes in the Night at tier 3.

Felis Armis: +2 Body Mind “Cat’s aren’t supposed to be warriors.” “Nonsense,” you reply. “It took Arthur and his magical sword to slay Cath Palug”. Perhaps leaving the Scholarium as soon as you finished your education was not the best idea, but you have big dreams. Start with a feline sabre, a pair of boots, and a doublet (+1 AC). I hope for your sake some of the people you save offer you a coin or two or a meal. 2 scholarship points in swordsmanship. Upgrades to MusCateer at tier 2, and Monster Slayer at tier 3.

Wondering Scholar: +4 Mind A professorship at the Scholarium was a nice position, and even now you look upon it with fond memories, but a sense of adventure exists within your heart, or maybe it’s just a desire to be known. Either way, you have taken your genius on the road, which has led you to the greatest city in the world. Start with a cloak, boots, a walking stick, £45, and an empty flask. 2 extra scholarship points. Upgrades ​ ​ to Magister or Magic at tier 2, and Librarian at tier 3.

Pampered Persian: +2 Speech Mind Your time at the Wandering Scholarium of the King of the Cats was a pleasant enough experience, but the life of a cat on the move just isn’t for you. You much prefer the sedentary, caviar filled life of a house cat for the wealthy. You are owned by... or rather you live with an elderly, childless, widow who devouts far more than she probably should to you. You have access to her slowly depleting fortune(£1,000), her mansion near the mouth of Deeper London, two bodyguards, and a palinking. 2 scholarship points in law. Starts on life number 2. Upgrades to Lovely Lord/Lady at tier 2, and London Princeling at tier 3.

Cat Professions: Tier Two Cat’s don’t have jobs, they have life styles. Of course sometimes, those lifestyles require a bit of settling down and providing services for a reward. At tier 2 you’ve gained more that a bit of notoriety which has led to people seeking you out of your unique abilities.

Feline Phantom: +4 Finesse Mind Management at the Miner’s Abyss has taken notice of your stay in the hotel, as well as your talents. They are offering you better accommodations so long as you become an employee of the establishment. They require your talents and even come with a gift, a cat sized crossbow and several hypodermic needles filled with less than savory liquids. Gain extra connection points with Management when you do jobs for them and burn favor for new tools and toys only available in Suite 123. Upgrades to Eyes in the Night at tier 3.

MusCateer: +4 Body Mind With so few warrior cats roaming around it isn’t had for one with a particularly good reputation to be noticed. Receive a penpal, a feline crafted rapier (ignore 3 AC) and a new doublet (2 AC). Upgrades to Monster Slayer at tier 3.

Magister of Magic: +6 Mind It’s time to put an end to your wandering, at least for now. The Order of Merlin has come to you, offering a job as a speaker and a writer in their newsletter. The Order’s lodge becomes your home, you are now paid £40 a week, and have access to the full library of the Order (+1 Education point every other level to be used for non-magic related topics). Upgrades to Librarian at tier 3.

Lovely Lord/Lady: +4 Speech Mind A business opportunity has arisen. The Deeper London Trading Company has decided to open up a mining operation at the Dacca Abyss in Bengal and they are looking for investors in this most expensive yet lucrative undertaking (lose £900 as your initial investment, gain anywhere from £4 to £400 every week). +2 connection points to the DLTC opportunities to gain more based upon management of the mine. Upgrades to London Princling at tier 3.

Victor Professions: Tier One You’re a made man, constructed with a purpose that you largely follow. Limited by the fact that they are reanimated corpses made for specific jobs in mind, Victors have fewer professions than humans, but more than cats. Of course these professions aren’t exactly professions given that you’ve got no say in them and are more or less a slave.

Company Man: +2 Body & Finesse You’re the cobbled together remnants of a half dozen men with an artificial animus where a heart should be. You don’t think much, you hardly even feel, except when you see strange flashes of the lives of different men, but you probably shouldn't talk about that stuff. The last time you saw one of your brothers say something about “missing his family” he was vivisected by the company physician. So, from now until the day you finally fall apart or get eaten by a dragon in the abyss, you do your job. For now, that means moving crates in from one of the lower level warehouses to one closer to the mouth where the contents can be graded and shipped off. Occasionally, you will be rented out by to those that can’t afford to build their own laborer. You start with a pair of heavy leather bracers, a heavy craftsman’s hammer, and a ratty pair of clothes. +2 Body, -1 Mind, -1 Speech, starts with 6 Essence and gains 1 every 2 levels. Upgrades to Diver’s Partner at tier 2, and Abyssal Monstrosity at tier 3.

The Help: +2 Body Speech It’s so hard to find good help theses days… it’s a good thing people can make their own. Cobbled together from aesthetically pleasing (almost certainly illegally harvested) parts, you are a bellhop/attendant at the Miner’s Abyss. You can be trusted not to steal, or at least that’s what management thinks, and you aren’t going to do anything to the guests without their permission (or without management’s say so). Attractiveness is 10 plus 2 D6 roll cap of 22, a room in the Miner’s Abyss, +2 connection points Miner’s Abyss, 6 Essence +1 every 3 levels, a wardrobe fitting your station, a leather sap, and an adoring fan (and the ability to acquire a new fan every level). Upgrades to Butler at tier 2, and Spell Binding Concierge at tier 3.

Pit Fighter: +4 Body To say that you were built with a purpose is an understatement. You are designed to fight in the bloody underground fighting scene, hopefully working your way up to the same level as giants like The Gorilla Knight, and the Thrasher. -3 Mind, -3 Speech, +1 natural AC, 7 Essence and gain 1 every 2 levels, -6 to attractiveness roll. Live with your owner in the Blue Quarter, Upgrades to Heavyweight at tier 2, and King of the Ring at tier 3.

Sleeper Agent: +2 Speech Finesse “The dumbest class” Workers of the world rise up, all you have to lose are your chains! Screaming this from the top of your lungs seems like something you should, do, but you’ve been informed by your makers, that a bit more subtlety is needed for the task of fomenting revolution within the ranks of the Company Men. Built in Paris, and smuggled out under the cover of darkness, you are a Victor designed to work your way into the Deeper London Trading Company so that you may one day liberate your brainless brothers. You start with a stolen ID tag (picked up at great cost in the the Abyss), a heavy craftsman’s hammer, a ratty pair of clothes, a copy of the Communist Manifesto, 6 essence and +1 every 3 levels, a runic grimoire and one tier 1 rune, +2 connection points to Mordred’s Men. Upgrades to Infiltrator at tier 2, and Incendiaire at tier 3.

The Mad Scientist: +4 Mind “It’s Alive! It’s Alive!” You are the progeny of a madman who sought to leave his mark upon the world, a man who sought to have his perfect son. Though your father is dead, he willed you his decrepit Estate and his dilapidated basement laboratory (partially destroyed when you were created and upgradable) with the hope that you would carry on his work and revolutionize the world. Start with two extra brains (costing 2 essence each), 10 essence and +1 every 3 levels, -5 Body, -2 to attractiveness, Nightmares taken are halved, Nightmares lost are halved, +1 Mind for every 20 Nightmares, 1 manservant (doesn’t know your true nature), grave digging supplies, the title of Earl of Buckinghamshire, and a meager inheritance of £250 (no legitimate business will accept investments from you because of your father’s experiments). Revealing your identity to the public or to anyone that would reveal it to the public should be avoided as it will automatically put your Suspicion to 100 and you will have an angry mob showing up at your door. Your creations can max out at level 4 and every odd level they receive a primary and every even level they get a secondary and an essence point. Upgrades to Genius at tier 2, and Modern Prometheus at tier 3.

Victor Professions: Tier Two

Diver’s Partner: +4 Body Finesse Your increasing Essences and hardiness has been noted by the company in your last physical checkup. No more monotonous work in the shipping yard for you. It’s time to send you into the abyss, not as a grunt meant to hall materials up, but as a companion to two human Divers. To make you more combat capable for your roll, the company is upgrading you. +2 Essence to be used on the embedding of iron scutes under your skin (+2 AC), and the reinforcing of your bones with rebar (flat damage taken reduction and prevents crippling outside of limbs being removed). Receive a mountain axe and a Alpenstock. Upgrades to Abyssal Monstrosity at tier 3.

Butler: +4 Body Speech Customers like you which translates to Management liking you, which means they have chosen to invest more capital into you. Your attractiveness cap is now bumped up to 25, retroactively gain Essence every 2 levels. Gain five new adoring fans of quality to be determined by the dice and one Exceptional Fan. Physical modifications such as the addition of new limbs is now acceptable. Upgrades to Spell Binding Concierge at tier 3.

Heavyweight: +6 Body The Coraíocht Association of the Abyss has reached out to your owner, they feel that you would make a fine addition to the Murkwater Ring. Along with greater risk comes greater reward, including the ability to keep the exotic body parts of those that fall by your hands. +1 Essence.

Infiltrator: +4 Speech Finesse Your fine motor skills and your ability to regurgitate commands has gotten you noticed by the Company, and they feel it's time to move you out of warehouse work in an office alongside human beings. This move puts you in the heart of operations and gives Morrigan’s Disciples and Mordred’s Men a greater reason to be interact and communicate with you. Gain a tier 2 grimoire from Morrigan’s Disciples, 1 connection point to Morrigan’s Disciples and 1 to Mordred’s Men with a greater number of opportunities to gain connection points. Upgrades to Incendiaire at tier 3.

Genius: +6 Mind All of your work has helped you advance considerably in your construction of Victors (your Victors can now reach a maximum level of 8 ). With your desperate need for cash to expand your facilities and elaborate upon them, you sell off much of your research to the Deeper London Trading Company, through a contact that still has some love for your deceased father (gain £700). Upgrades to Modern Prometheus at tier 3.

Fae Professions: Tier One The fae are to humans what wolves are to sheep. They are stronger, swifter, many times more dangerous, and in a fair fight would win most of the time. But that’s not how balance works and you aren’t going to be getting a fair fight. If you choose to play as a fae, there will be a whole host of in game factors that will keep you shackled and force you to behave in a society that fears and loathes you. The law people are frightened of you and hate you, the Government only begrudgingly accepts your presence, and your government is more than willing to toss you into the trash if you fail them.

Top Side Trader: +2 Speech Mind Fae aren’t exactly a common site in London, but it is possible to find a handful of them out and about. You’re one of those few Fae legally allowed to walk the streets; you are a Top Side Trader. On the surface you’re there to purchase goods from the human world to ship them down into the Abyss. Fine China, tea, and a whole host of other goodies simply can’t be found in Elphame and it’s up to you to try and acquire them. Of course there’s a darker side to this whole affair, as the delicacy which the Fae are most fond of can’t be purchased. You are given a stipend of £50 a week to live off of and purchase gooddies to be sent down that will act as cover for the less than legal items you mean to export from London. You must report to your Overlord once a week as well as give a full manifest of what you are sending into the Abyss to the Knights of Avalon. Start with a full Wardrobe, a grimoire, all basic spells unlocked, a home on New Baker’s Street(paid for by the Crystal Legation), 50 Suspicion, a Fae dueling dagger. In addition, you you have a x2 modifier to all suspicion gained. If you reach 100 you aren’t going to jail, a Knight of the Round Table will be sent to dispatch and you will lose access to the Crystal Legation and all the amenities that it provides you. You start with 5 connection points rather than 10. Upgrades to Menace in the Night at tier 2, and Wild Hunt at tier 3.

Household Guard: +4 Body The Fae army is forbidden by treaty to step foot in the human realm, but you’re not in the army. You are one of several bodyguards for your feudal Lady, the Unseelie Court’s Ambassador to Britain. Outside of being a security guard you are also tasked with making sure that subversive elements do not find their way into Elphame. You follow up rumored sightings of revolutionary elements and deal with them. You are tolerated by the Knights because you share the same goal, but if you step over the line and word of you harming a human gets out, that tolerance with vanish. Starts with a fae gambison (+1 AC), a fae dueling saber, residence at the Crystal Legation, and a tier one offensive spell of your choosing unlocked. Upgrades to Far Dorocha at tier 2 and Marbhtach at tier 3.

Jacobine: +2 Finesse Mind For eons the feudal society of the Fae has gone unchanged, but after the defeat of the Fae armies at the hands of a race that was generally thought of as being cattle all that began to change. Paris, a hotbed for revolutionary discontent against the French Empire, became a conduit with which radical human ideas began to filter down to Elphame. Discontent Fae serfs began to coordinate and communicate with revolutionary Parisians, and in December of 1878 Paris and Elphame ignited in revolution. Unfortunately, the revolution didn’t go as hoped. In Elphame, the revolutionary forces were smashed at the Battle of the Twelve Spires, and in France the Parisians were unable to call the countryside to rise with them against Emperor Napoleon III. Faced with extermination in Elphame, the revolutionary Fae fled to Paris, where they could bolster the cities defenses against the French Empire. Protected from the full force of the Fae army by the Treaty of Camelot, the revolutionaries created their anarcho-communist utopia/dystopia. As a Jacobine you are tasked with spreading the revolution to Fae and human alike. You may not be as well versed in the ways of magic as a Fae noble, but you start with the tier one Ainoelas Rune and the tier one Fehu spell. You start with a Waxen Death Mask (a one time use Divine Artifact that allows the wearer to look like the deceased who it was imprinted upon). In addition, you have a typewriter, an ice pick, an apartment in the Blue Quarter (£10 a month), a salary of £15 a week, and 3 extra connection points to the be distributed as you see fit between the Republicans and Mordred’s Men. If you are unmasked your suspicion goes up 100 and will not go down until you have procured a new Waxen Death Mask. Upgrades to Communard at tier 2, and Sanglant Murmurer at tier 3.

Fae Professions: Tier Two At tier 2 you’ve truly started to distinguish yourself, you might even be included as a footnote in your lord/ladies Personal Histories.You are a thing to be feared and respected.

Menace in the Night: +4 Speech Mind Your careful work has been rewarded by your Lady, and you’ve been given a small shop to buy and sell goods from to help integrate you into the community. In addition, your ability to acquire certain topside delicacies has not gone unnoticed in Elphame. No longer are you expected to send as many of these delicate morsels as possible, now you are receiving custom orders from those with very specific tastes. Completing orders will net you favor with the Crystal Legation which can be spent on gear and building up your shop. Upgrades to Wild Hunt at tier 3

Far Dorocha: +6 The Lady Medb appreciates your service to her and has seen to raise you to the rank of Far Dorocha. With you raising, you are expected to aid in her acquiring of nocturnal playmates as well as to take more initiative in hunting threats to your Lady and to Elpham. Receive a kerchief from Lady Medb, and choose between be a Fae Mortuary Sword (ignores 3 AC) and a Fae parry buckler (5 AC) or two Fae spears (one ignores 3 AC and the other deals poison damage). Also receive one new spell (can be tier 2 of the spell you started with or tier 1 of an entirely new spell). Upgrades to Marbhtach at tier 3.

Communard: +4 Finesse Mind Paris wants to push the revolutionary spirit further than ever before. The Syndicates are no longer content with spreading pamphlets, they want action. Prepare to start receiving orders pertaining to sabotage, theft and perhaps even murder. Gain an education point in Chemistry, a lock pick set, and a Smith & Wesson Model 10 .38 revolver. Upgrades to Sanglant Murmurer at tier 3.

Mutations: miracles, and monstrosities

Minor Mana Poisoning, is a common ailment in among those working in Britain’s great power plants where mana crystals are used to superheat water and power the titanic turbines that provide power to the great and bountiful British Empire. Symptoms usually include, but are not limited to: vomiting, severe desquamation, Osteogenesis imperfecta, leukemia, osteoporosis, chronic wasting, and sudden inexplicable death. This is usually a result of spending 14 hours a day, every day, exposed to high levels of raw magic, either in ray form or through the breathing in of mana microparticles in the steam…. I’m sure the constant pumping of mana infused steam into the skies above Britain won’t have any adverse effects in the future.

Other avenues for Mana Poisoning include natural explosive events in the Abyss (though these are exceedingly rare), and injesting lethal amounts of mana (this is more common among the drug addled Fisher Kings and others who use and abuse Snuff of Heaven).

Sometimes mana poisoning doesn’t kill you and leaves you with more than just a weaker constitution. Sometimes it alters your body in strange and sometimes horrifying ways. These are mutations, and they are generally considered Miracles (blessings from Arthur and God) or Monstrosities (horrible deformities that turn you into a social pariah)

If you chose to do something stupid and try and obtain a mutation, you will have to expose yourself to a situation where you would contract Mana Poisoning. Once you have Mana Poisoning, take a -5 to all of your primaries until the sickness is done, and halve your health regen rate (this also cuts the effect of all healing spells, drafts, and medicines in half). When your Mana Poisoning begins to subside you can roll for a mutation.

Lore wise, mutations are completely random, but here you will be presented with two options.

The first option is to roll with your class affinities. If you choose this option you roll a twenty sided dice. If you roll a 15-20 you choose one of the Miracles from your class affinity group. If you roll a 1-5 you must choose a monstrosity from your class affinity group. If you roll 6-14 then pat yourself on the back, because you nearly killed your character and didn’t get anything to show for it.

The second method will guarantee you get a mutation of some sort, but it will be truly random and will be weighted much more heavily in favor of you getting a monstrosity if only because there are far more monstrous mutations than there are miracles. You could be a charismatic conman and rolling in here could get you a bird beak or give you a slight tan that makes you glow in the dark. You almost certainly should not do this, but this is how I determine what mutations NPCs have, so if you want to live dangerously, or if you feel that the first method isn’t true to the lore.

Mutations are only available to humans as both Cats and Fae are inherently magical and aren’t affected by mana poisoning, and Victors are dead.

Miracles: Often times these mutations don’t have any visual cues, making them go virtually unnoticed by society. Those that do, are generally looked upon favorably for their visual aesthetics.

1.Tougher than you Look: I’m not saying you look like you have a glass jaw or anything, just saying I didn’t expect you to take getting hit by that glass pitcher of beer so well. +1 natural AC [Body]

2. Get well soon: Kind of funny how we live in a disease ridden horror show and yet you never seem to get sick. Also kinda funny that you heal so quickly. Cut the time it takes to heal in half and halve damage taken from poison. [Body]

3. Heavy hitter: Handshake is a bit firm there isn’t it, lad? It’s almost like the bone density in your hands in four times that of a normal human. Increased chance of landing a crit when unarmed +1DR. [Body]

4. Iron horseshoe: remember when the Celts invaded the British Islands and believed the natives were magical monsters that could be kept away with iron horseshoes on the front door? Maybe one of your ancestors was one of those horseshoes. +1 natural anti-magical ac [Body and mind]

5. Muffled step: I’m not saying you’ve got small feet, but your sneak rolls are easier [skill]

6. Angelic: Did you always have big fluffy angel wings? Well you have them now. +1 favor with the Church. [Skill and Speech]

7. Fluoridated water: You’ve got really nice teeth. +1 ac to teeth and +1 ac piercing to teeth and +1 eloquence. [speech]

8. Your eyes are lovely: I can’t quite place it, but their something almost otherworldly about your eyes. They’re the loveliest shade of platinum I’ve ever seen. +1 perception and +1 attractiveness Weak Hypnotic ability based on eye contact. [speech]

9. What a lovely voice: I didn’t know a person could sing like that… weird, my ears are bleeding. +1 Speech, weak hypnotic ability based on voice. [speech]

10. Sun Kissed: Look a bit tan for someone who has spent their entire life on a fog covered island in the North Sea. You’ve got a tan… and you have slight glow and have fire resistance. [meme]

11. Empath: call it a sixth sense, but you’ve just got a really good ability to read people’s emotions and intentions. +5 perception for applicable rolls. [speech and mind]

12. Quadruple jointed: Have you ever thought about gymnastics? Because you’re so flexible, you could give a gibbon a run for its money. +2 AGI, +1 Stealth. [Skill]

13. Light on your feet: Bit of a featherweight aren’t you? +1 agi fall damage reduction. [skill]

14. Unchained: Wow, it’s like you’re magician, you’re always managing to come out of the cuffs you get placed it… I wonder how that works [SKILL and Mind]

15. Stone cold sober: gain resistance to all mind altering effects. +5 to all applicable rolls [Mind]

16. Photographic Memory: Your ability to recall what you’ve seen is unparalleled. +1 scholarship point gained every other scholarship point. [Mind]

17. That Face: People frequently mistake you for someone else. +2 bluff and get random encounter. [Speech]

18. Doesn’t look like anything to me: reduce sanity damage taken by half, but also be unable to recall anything that is intrinsically terrifying and damaging to your psyche [mind]

Monstrosities: These are almost always visible and depending on how easily hidden they are, you will face penalties when dealing with the Church and the Knights.

19.Chitinous: Good news… you’ve got +2 natural AC… bad news is that it’s because you skin has started to harden into an arthropod like exoskeleton -4 attractiveness. [Body]

20. It’s not a tumor: You’ve tried cutting off the bulbous fleshy growths that have appeared all over your body, but they just keep grow back and now you can’t even seem to get drunk enough to ignore them. Quarter the time it takes to heal and halve damage taken from poison. [Body]

21. Manus Ferreas: your hands are a bit cold and stiff their lad almost like they’re made of iron… might want to consider putting lotion on them. Increased chance of landing a crit when unarmed, +1DR, +1 Physical AC, +1 magical AC, and -1 Dex.

22. Lightning in a bottle: those glowing bio-luminescent spots on your body look really strange. Do they do something? Deal increased melee and magical damage the turn after being struck by a spell and you replenish mana from being struck. Also the rolls needed for sneak checks are raised.[ Mind and Body]

23. Cloven hooves: dude, you’ve got goat legs. Reduce fall damage and can scale difficult terrain more easily. +1 AGI. [Skill]

24. Bat outta Hell: Those giant bat wings sprouting out of your back look positively demonic. You might want to get that checked out. Bat Wings allow for aerial maneuvers based on agility +2 Intimidate. [Skill]

25. Bird brained: I don’t know how to tell you this, bro, but you’ve got a beak. +1 ac to beak and +2 ac piercing to beak. [Meme]

26. Eyes like a Hawk: I don’t think a person’s eyes are supposed to look like bird eyes. They don’t look natural. +1 perception, -1 attractiveness, perfect night vision, can’t see color. [Skill and Mind]

27. Banshee: your voice is really shrill… have you tried a losange or maybe rinsing with salt water? Develop a raspy voice (+1 Intimidate) but also a sonic scream capable of shattering glass. [speech]

28. Crag skin: You ever seen pyroclastic rock? If not, just look in the mirror and you’ll get a good idea of what it looks like. +1 AC, Fire resistance, but also you look like a charred piece of toast. [body]

29. Sympath: Hey you got one that doesn’t turn you into a grotesque monster. There’s just something about you that makes everyone around you feel the same way. You can talk to someone and they could be incredibly happy only to be overtaken by misery or vice versa. [Speech and Mind]

30. The amazing boneless man: I don’t think you’ll be breaking any bones, ever again… in fact I don’t think you have bones anymore. How are you even managing to stand with those legs? +2 AGI, +2 Stealth, +3 STR -2DR, -20 attractiveness, - 1 crit threshold against you. Due to the severity you can choose to reroll, or potentially change classes instead. [body and skill]

31. Goo: you secrete a strange clear goo from all of your pores. +1 AGI escape from pins and bindings are much easier (+5 AGI for applicable rolls) [skill]

32. Big Brained: oh the back of your head looks kinda gross… have you considered wearing a hat? The back of your skull is kind of soft and gross and bulbous and has allowed your brain to continue to grow. +2 INT and a lower crit threshold for your [Mind]

33. The Mind Flayer: Please don’t look at me with those eyes, I get the heebe jeebes when you give me that glare. Lower Nightmare threshold, when you make eye contact with a person (automatically) there is an opposed check between your Will + Intimidate verses their Will and you deal sanity damage based on the degree of your success. [Mind and Speech]

34. Forgettable: you are more likely to be forgotten and people struggle to know who you are. +1 stealth and permanent reduction to suspicion gain. [speech and skill]

35. Talons: You might want to clip those claws that have sprouted out of your fingers… no I don’t think I want to shake your hand. Inflict bleed damage with unarmed attacks. +2 Unarmed Damage, -1 Unarmed Crit Threshold.[Meme]

36. Tears of Blood: You know how Horn toads can shoot toxic blood out of their eyes, well now you have very noticable and unpleasant looking bags under your eyes that allow you to do that. [Meme]

37. Spikes: being a human porcupine will certainly knock you a peg or two down the social ladder, but now you had spikes coming out of your back and arms, so at least there’s that.[Meme]

38. Mini-me: It’s just a small second face coming out of the side of your neck. Increase nightmares taken, but also +1 perception.[Meme]

39. Tentacle: You might have been worried when your fingers fell off your right hand and suction cups appeared on your hands, but you’ve mostly gotten over it. -3 to all rolls that involve fine motor skills since you are lacking fingers.[Meme]

40. Minotaur: it’s a good thing Theseus is long since dead, because you’ve sprouted horns, grown out a fluffy mane, and you skull has thickened several fold. Increased crit threshold on head, horns, -1 Int. [Meme] ---

(WIP) Welcome to the Chop Shop: ​ You’re either undead or you own an undead. Either way, you’re looking for a body parts to mix and match with. You won’t find prices here, that’ll change from shop to shop, but you will find the Essence requirements and the stat effects a modification will have.