Arcane Background (Chimera) Arcane Skill: Special (None, each power has its own skill rating) Starting Powers: 1 Restriction: This Edge is only available during character creation, if you're from the Open Road. Your maximum Accord is half your Spirit die.
Foundlings and wanderers out on the Open Road are often touched by the Land's Wild magic. Usually bearing mild abnormalities, some are instilled with greater gifts. This Arcane Background covers those characters. Whether it's quills, sharpened claws, pheromones, or a sticky tongue; this Edge covers it.
Example Powers: beast friend, damage field, entangle, smite, and anything else you can work out with your GM. Backlash: Where you roll a natural one on either for, make an Accord check at a -1. Also any Folkmade structures in the area start to corrode as the Land reclaims territory.
Pactstone Setting Rule Arcane Skill: Special Powers: Each Pactstone is attuned to a specific power.
Any Wild Card can activate a Pactstone to benefit from its power. You must make an untrained Spirit roll with a penalty as if they were casting a spell under the "No Power Points" rule. The penalty can be mitigated on a one-for-one basis by spending points of Accord. Anyone in the area of effect can spend their own Accord to reduce the penalty.
If you have an Arcane Background then you can use the Pactstone to amplify your magic and affect everyone in a medium template, centered on the Pactstone. You will roll your Arcane Skill and you can use a power you already have, or the one that the Pactstone contains.
Backlash: A roll of 1 on either die is a failure. All points of Accord spent are lost, and this triggers an Accord check at no penalty.
Reminder: Borchardbriar uses the "No Power Points" rules variant found in Savage Worlds Deluxe Edition.
When your Accord drops to 2 or less, replace an Edge with a Drift. To
determine how you transform you draw from a deck of playing cards. Draw a
card for each point lost. When you gain a Drift, it replaces an Edge. Draw a card from the
Action Deck, if it's a black card you gain a Coldblooded Drift and if
it's red you gain a Warmblooded Drift.
A - Your sense of smell becomes incredibly sharp. You gain a +2 on all Tracking and Notice rolls involving scent.
2 - Small quills grow along your arms and back. With effort you can sprout more. You gain the damage field power at d6. This can be increased like any other skill.
3 - The night calls to you. You're at home in the darkness. You require half the sleep of normal Folk.
4 - Your jaws and teeth become as deadly as any blade. You gain a bite attack that deals Str+d8, if you already have a bite attack then increase the damage to a d10.
5
- Sound betrays your surroundings, revealing objects and creatures to your incredibly sensetive ears No penalties in low light conditions, suffer a -2 to Resist sonic based attacks.
6 - Your limbs lengthen and taper into long, graceful limbs. Gain +1 Reach & increase your Pace by 2.
7 - From your brow erupts a crown of horns & antlers. This natural weapon deals Str+d6 with AP 4.
8 - Your constitution becomes incredibly robust and your vital organs keep trucking regardless of damage. Called shots deal no extra damage and you're immune to poison.
9 - The dumb Beasts of forest and field acknowledge you as lord among them. Gain the Beast Bond Edge and the animal companion that comes along with it. The companion has 1 Drift so draw a card from the Action Deck.
10
- You grow a prehensile tail or two. Gain an extra non-movement action per round at no multi-action penalty.
J - Wings sprout from your back. Feathers or leather, your choice. Gain the ability to Fly at Pace + 3.
Q - Magic rolls off you. Gain the Improved Arcane Resistance Edge, regardless of requirements.
K - You're a conduit to the darkest parts of the Long History. You can call upon the shades of deceased Folk to aid you. Gain the summon ally power at d10. You can increase this like any other skill.
Outside boundaries of worked stone, the Land is a wild place. The Land's history is filled with forgotten massacres and lost townships overrun. Though the Churches may dispute the history, carving sanctuaries from the Wild Tmes was their greatest act of cooperation. Erecting menhirs and border posts kept out the worst threats, but every Furred Folk holds a seed of savagery in their hearts. As they scrabble to change the future, members of the Resistance must be careful not to become the monsters they fight.
Every Wild Card starts with maximum Accord equal to 2 + half their Spirit die type. As things unfold the GM may call for a Accord check with a modifier based on events. An Accord check is a Spirit roll, the results may modify your current Accord score.
Murder - Killing for any reason, other than self defense, causes an Accord check at -2. Backlash - The GM may call for an Accord roll due to Backlash from Powers. Fear - When you fail a Fear check, lose 1 point of Accord. Cursed Relic - using a cursed relic causes an Accord check. Open Road - Each day you're on the Open Road, make an Accord check. Start with a -2 penalty and add +1 for each companion. Viciousness - Predatory and cruel acts cause an Accord check, with a penalty at the GM's discretion.
Sliding into Savagery
The real risk of losing points of Accord is uncontrolled transformation. As you sink into savagery, your inner monster is made manifest. If you lose enough Accord your character is lost to the Land's madness.
When your Accord drops to 2 or less, replace an Edge with a Drift. To determine how you transform you draw from a deck of playing cards. Draw a card from the
Action Deck for each point lost below 3. If it's a black card you gain a Coldblooded Drift and if
it's red you gain a Warmblooded Drift.
When you gain a Drift, it replaces an Edge. Draw a card from the Action Deck, if it's a black card you gain a Coldblooded Drift and if it's red you gain a Warmblooded Drift.
A - Gills blossom along your neck. You cannot drown in water and get a free d6 in the Swim skill.
2 - A flashy, colorful crest that draws the eye and beguiles the weak-willed. +2 to Trick with Persuasion and Intimidate.
3 - Gecko toes. You gain the Wall Walker trait and can scramble up sheer and inverted surfaces at your full Pace.
4 - Terrible jaws. You gain a bite attack that deals Str+d6, if you hit with a Raise then you deal 2d4 bonus damage.
5 - The skin of your paws become brightly hued with warning. With a successful Touch Attack, the victim must roll Vigor or suffer a level of Fatigue.
6 - Pits open beneath your nostrils, allowing you to sense heat. You gain Infravision, halving low light penalties when attacking creatures that give off heat.
7 - You can shoot blood out of your eyes. Suffer a Fatigue level to cause Fear checks within 10 ft. at a -2 penalty.
8 - Your skin/fur changes color and blends into the background. You add +2 to Stealth checks.
9 - Your tongue stretches out and becomes adhesive. You gain the entangle power at a d8. You can increase it later like any skill.
10 - Lost limbs will regenerate. The regrown limbs are brightly colored and moist. You need to water them. You can make a Healing roll once per day.
J - A tortoise shell hardens around your torso. Gain Armor 2, if you already have a shell it becomes Heavy Armor.
Q - Anybeast with coldblood in their veins can be brought under your sway. You gain the beast friend power at a d10. It even works on Folk, but at a penalty equal to half their Smarts die. You can increase it later like any skill.
K - In time, you could be the King of All Monsters. Increase your Size by 2.
Drifting through space, on the edge of no tomorrow sits mankind’s last and greatest city - BONSAI. Housing a zillion and a half souls, the city is threatened from without (alien warlords, grey goo, interdimensional incursions, etc.) and within (exploitation, oppression, system failure, etc.). As the ZOKU, the city’s freelance guardians, you patrol the skylanes clad in hardlight armor and fight to prolong the future.
SHORT BIT
You’re a sentai of holo-armored space ninjas tackling the Syssiphisian task of defending a humongous arkship that has no destination. Whether that means fighting an alien invasion, handing out vigilante justice, or holding a bake sale.
STRAINS
The citizens of BONSAI fall into four broad categories:
CRISPY - After millennia of compulsive gene editing the CRISPies are on the knife's edge of post-humanity. Build a race using Savage Worlds Deluxe no abilities worth more than +1. Baseline - Normal people with minimal genetic tampering. +1 Edge.
Robotnik - Machines built to serve, their sentience and it’s relevancy are often debated. Hardy but Outsider.
Endling - Alien refugees, often the last of their kind. Build an alien using Savage Rifts. Be weird.
WHAT YOU BRING TO THE TEAM Use Sean Bircher's 5 Man Band roles. Found here. ZOKU KIT
Hardlight Armor - The customizable uniform of the Zoku grants Heavy Armor 4, environmental protection, and low light vision. The armor shuts down if you’re Wounded by a Heavy weapon. Make a Repair check at -2 to get the system up and running in combat.
No Strings- In BONSAI’s reduced gravity you can leap 7 yards horizontal and 2 yards vertical with ease. With a successful Strength roll you can add your Pace die.
Space Ninja Technique - Reduce the required traits for combat edges by 1 die type. Also each sentai member gets one of the following powers at a d8:
These require an activation roll. Jutsu style hand motions grant a +1 to activate. On a raise you get the Mega version. These are just examples, if you wanted a buster cannon then bolt would be an appropriate power.
ZOKU RANKS
S // The highest rank
A //
B //
C //
F // The lowest rank< You start here
The higher your rank the more favor you can pull from those below you.
DISTRICTS -
BONSAI contains countless Districts, they mostly exist to provide some cool set pieces. Also Campaign Rules change based on the District. Some examples below with keywords.
Zigguraut - Temple of Government + Escher staircase pyramids.
Torii - Samurai + Lightcycles. Blood & Guts
Spaghetti Junction - Wild West + Forking. All guns have +2 ROF
Axolotl - Mesoamerica + Waterworld.
Red Velvet - Beyonce's Antebellum. Social Tricks can cause Wounds on a double Shaken result.
Perhonen - Fragile + Sharp + Tron. Everything here explodes in razor edged polygons. Large blast template when you miss, 2d8 damage.
Palace of the Dogs - Asylum
Kamehameha - World turtle + Jellyfish, Cagliostro - Gankutsuo + Old World Opulence
Courthouse -
Zenosyne - Acceleration +
Pixel - 16-bit + Scott Pilgrim
Niffleheim -
Gun Barrel -
Afterlife -
ENEMY FACTIONS -
INNER
Enki Collective - Lingual hackers. Urge the destruction of the Zigguraut District.
Mammon Cabal - Stock brokers and soul traders. Quietly advocate mass upload of the population.
Great Divide - Spin doctors and access merchants. Divide and conquer while reaping rewards.
Can Openers - Anti-Robotnik militants. Feel Lowborn labor is being replaced by tireless servitors.
Also there’s rival sentais within the ZOKU
OUTER
Heart Machine - Swarms of nano machines that seek to reconstruct their eons dead space god.
Uluru - Temporal evacuees from the war that destroyed Earth. Seek to colonize BONSAI.
The Thin Man - Monofilament rubber band alien cat burglar. Seeks a treasure hidden in the depths of BONSAI
REPO - robot lawyers representing alien intelligences that claim controlling interest of BONSAI.
Foxes
Few Folk have it as rough as Reynard's get. Foxes largely fled to Whisper & the Open Road rather than continue barring the brunt of grief stricken rage. Their kits are taken in the Tithe too, but that gets missed in the outrage. In Whisper the Redtails made themselves useful to House Maugrim and received protection. That arrangement ended with the Prophet's rise and the Foxes are once more without shelter.
Sly Like a Fox - Always looking out for #1, Foxes start with a d6 Smarts, rather than a d4. Fast on Their Feet - Redtails keep their heads on a swivel and start with the Combat Reflexes Edge. Universally Hated - Sharing fur with the Mad King is a recipe for woe. Foxes have the Enemy (Major) Hindrance that crops up at the worst time.
Wolves
The founding Folk of Whisper, they built the holdfast from the bones of the Red Rock Cult's worship sites and suppressed the Cult under the guidance of Saint Magna. Following her example they constructed a refuge of culture from the blighted moors. Until Magna Maugrim returned from Far Away, proclaiming a second coming of the Red Rock gods. She then salted old wounds and dismantled her namesake's handiwork. The Wolves are now in their "rightful" place, at the top of the food chain.
Cold as Ice - Wolves start with the Nerves of Steel Edge, regardless of requirements. What Big Teeth - Wolves have a natural bite attack of Str + d6 Everyone's a Meal - Wolves suffer a -4 Charisma when dealing with prey Folk. And Cats.
Beavers
Unified with the Wolves under St. Magna's vision, the Northern Beavers transitioned from sacrificial meals to Whisper's true architects. With the recent upheaval, all their gains have been lost. Many families are discreetly shoving off down the waterways in search of new homes. Some, like the McAvows, have stayed put and resist the Prophet's machinations.
Come From the Water - Beavers are semi-aquatic and can hold their breath for 15 minutes before worrying about drowning. Pulling for You- Beaversstart with the Common Bond Edge, regardless of requirements. Irrepressible Gossips - Big teeth = big mouths. Beavers can't keep the news to themselves. They start with the Big Mouth Hindrance
Hogs
The bane of the Open Road, the Wild Sounders roam, root and rut wherever they like. Only the threat of Reynard's attention causes them to step lightly. Too much ruckus and the Fox King's war bands will pour out of Borchardbriar and raid their litters.
Truffle Hunter - With their sensitive noses, Hogs get a +2 to Notice with their sense of smell.
Thick, Bristly Hide and Temperament to Match -Hogs are Hardy, a second Shaken result does not cause a wound. Pig on Roller Skates - Most Hogs are born with 2 left trotters, it costs 2 points to advance Agility during character creation.
Residents like to joke that if Autumn's entropy poisoned the North, you couldn't tell the difference. Only the most truculent Folk brave the dismal moors. Their pugnacious bravado conceals fear that the world has left them behind, a weakness the Prophet has exploited. Whisper's prodigal daughter, she appealled to that unspoken terror and has struck a secret deal to resurrect the Red Rock Cult, a brutal sect of Tooth & Claw. The nihilistic faith that pre-dates Thumb & Fist, dictating Folks' place as predator and prey. An orthodoxy that bars hope and building for the future. Increasingly attacked by raiders from the Frozen Baronies to the Far North, the Prophet and her inner circle wonder is they should be taking the tithe. Rather than the Old Fox down in Borchardbriar. Places of Interest in Whisper
The Gray Shard - A tall, granite menhir whose base is stained with blood from sacrifices in the distant path. Here the Prophet and her cohort preach their sermons. Red's Rest - A road house and hunting lodge south of Whisper. Red, the Fox proprietor, does what he can to warn visitors about the dangers of Whisper. The Leaky MoonDistillery - Whisper is the only holdfast that allows the legal sale and consumption of snakebite, a distilled liquor made from malted grain. The Leaky Moon is foremost among the local distilleries but they stymie would-be bootleggers by only releasing in small, numbered batches,
High Table - Another worship site from the bad old days. Before the Prophet's ascendance it was the meeting place of city leaders, the First & Equals. Since then, some of the Prophet's zealots have taken to ritual scarification and bloodletting.
Hammer & Tongs - A large smithy in the heart of downtown Whisper, demand outstrips supply considering pressure from the Far North. It also doesn't help that the roads are thick with bandits. Maugrim Manor - Falling into disrepair, the Prophet's ancestral manse holds bitter memories and her decrepit father.
Saltbite Keep - A watch tower on a desolate island to the North, the first line of detection against raiders from the Baronies. The Folk stationed here often want to disappear, or have a death wish.
Beasts of Interest
Hadrian - The captain of Saltbite Keep. He keeps the faith of Thumb & Fist alive out on his lonely rock. Because none of his soldiers are as strong as all of his soldiers.
Lady Windstone- A captured raider from the Frozen North, she claims to be a Jarl with 200 axes pledged to her. In deference to her vaunted title, she's kept in a decent room and the Prophet is trying to ransom her.
Raymond & Dawn McAvow - These Beaver politicos are on the outs since the Prophet took over. Once among the First & Equals, they now seek to parley their previous status into something over in the the Vault.
Fyodor - This Sphynx travelled to Whisper all the way from Clowdertown to sit at the Prophet's feet. He's now poised to become her right paw.
Maeve - Most snakebite distilleries follow the Leaky Moon's example. This erstwhile bootlegger figures she needs to destroy the Leaky Moon as an example in order to get the others to sell to her.
Ignatius -Easily overlooked, this Wolf archivist maintains the oldest depository of knowledge in the Land. He seeks a successor to care for the books once he's gone.
Next up - Furred Wolk of Whisper - Wolves, Beavers, and Bears! Oh my!
Hares
Quick footed and clannish, the Hares of Sunset Hills often clashed with the Ironwood Clans in the past. After the Accord, they're combined efforts created the greatest holdfast in the Land. Since then, their great numbers have gone from an asset to a liability and the Senate of Sky and Soil exclusively sent Hares and Squirrels to Borchardbriar. Though public unrest turned over governing assemblies. The founding families retain their grip on power in the new Committee.
Long Feet - Hares have +2 Pace and increase their Running die one die type. They also jump twice the normal distance. Long Ears - Their big ears give +2 to Notice checks with hearing. Hearts on Their Noses - With floppy ears and constantly twitching noses, Hares haven't got a poker face. They suffer a -2 to deceive others.
Squirrels
Quick to fight and slow to back down, the former Ironwood Clans grasp at traditions long
past before it all slips through their fingers. Visitors flock to the Vault each year for the Battle of Red Branch, when all eligible young Squirrels fight a vicious "King of the Hill" in the boughs of Last Tree. The winner is exempt from the Tithe.
Born Battling in the Boughs - Squirrels start with Fighting at d6, they double the normal jumping distance and can walk on vertical surfaces at normal pace. All in the Reflexes - +1 Parry Higher Than Honor- The former Clans hold to a high standard of personal behavior. They start with the Code of Honor hindrance and a tendency to start duels. Short Attention Span - Squirrels have a hard time focusing. They suffer -1 on Smarts rolls.
Hedgehogs
Known for hospitality and high spirits, Hedgehogs are welcome anywhere. Which is good because they can be found anywhere. It's traditional that upon reaching age of majority, troupes of pricklepigs venture out into the world and fully experience it for themselves. Some love the places they visit so much that they stay, and home becomes a distant memory.
Well Traveled - Hedgehogs start with a free Novice Edge of their choice, all requirements are reduced by 1. Defensive Curl - With a back full of spines and enough body mass to protect their vital organs, Hedgehogs have +1 Toughness However they lose this trait if they wear ill-fitted armor. See below. Awkward Shape - Hedgehogs have an odd shape. Armor needs to be custom designed and fitted. Doubling the purchase and repair prices. You may opt not to, but you lose access to the Defensive Curl trait.
Otters
Where there's water, there's Otters. Born to the river and in love with the sea, they work hard and play harder. Organized into clan-like crews, they fish and revel with no-holds-barred. It's a point of pride amongst the Riverfolk that none of their number have gone to the tottering castle at the heart of the Land.
Play Rough- Otters have +1 Reach and the Dirty Fighter Edge. Riverborn - Otters have a swimming Pace is equal to their normal Pace. Never Back Down - Otters start with either the Heroic or Overconfident Hindrances.
Out in the Sunset Hills of the Land's west coast stands her largest city: the Vault. Built upon, around, and beneath gargantuan ironwood tree stumps, the city was founded after a peace accord was struck between warring clans of Hares and Squirrels. The Accord states that anybeast may find safe harbor in the Vault. That promise draws Folk from the farthest corners of the Land and beyond, and they bring their culture with them. Whether it's Manykings curry, Clowdertown anchovies, Blackheart coffee, Burning Land textiles, or steelwork from the Frozen Baronies, you can find it in the myriad stalls & markets of the Vault.
That individual freedom comes at a cost, the Vault is a democracy and the only Folk with votes belong to one of the two political parties: the Long-Ears and the Long-Tails. Originally legacy associations of the city's founding families. They parties have a love-hate relationship among themselves but presents a united front against interlopers. And that's all immigrating Folk are: outsiders and interlopers.
Municipal policy follows this outlook with curfews and segregation. Divided into three districts: Uptown, Middleground, and Downtown, most of the Vault's populace are relegated to Middleground. Hares and Squirrels are the only ones allowed in Downtown and Uptown respectively, after curfew.Similarly, the city guard often handles party members with a patience and care foreign to Middlegrounders. Riots over food shortages cause a popular coup, replacing the Senate of Sky and Soil with the Public Safety Committee. Though the assembly's changed its name, the game stays the same.
Places of Interest in The Vault
The Accord Memorial - An overlooked shrine to Thumb & Fist. The lone caretaker, Lochlain, isn't long for this world.
Saffron Point - The premier spice shop in the city. Saffron, the shop's Pangolin owner, aspires to join the Long-Tails. Her shop is on a ramp leading to Uptown. Prime real estate. For an Middlegrounder.
Thumper's - Though herbivorous, a surprising number of hares enjoy the spectacle of combat and Thumper attracts top shelf talent. Located in the Middleground you can often find Long-Ear party members slumming among the crowds.
Deeproot Hall - Built from petrified ironwood, the oldest structure in Downtown embodies the Vaulters' commitment to clan and community above all. Here the Senate of Sky and Soil once convened to make hard decisions. Including whose young are sent to Borchardbriar.
This Old Chestnut - This Uptown pub is the personal stomping ground of Setanta Half-Tail, a Squirrel mobster long in the tooth and short on patience.
Allbright Books - A tiny bookshop tucked away in a far corner of Downtown. Its stacks and shelves host myriad secret meetings and cabals masquerading as "book clubs."
Beasts of Interest
Lochlain - An elderly Squirrel monk, he claims to remember the Accord.
Benedict Barkstripe- The disgraced Ironlord-turned-stevedore-boss won't discuss his past. These days he's focused on organizing the Middlegrounders into a new party - the Snub-Tails.
Loyola - Benedict's right hand Hare, she's a true believer in his dream. Too bad her father, Senator Cohen, doesn't share her convictions.
Z. Allbright - She isn't the original "Ms. Albreicht" - she's a pirate from the Blackheart Isles laying low. Ever since she double crossed her crew, a mysterious black spot has appeared on her paw..
Curren - A touring musician from the northern holdfast, Whisper. His songs have a rabble-rousing aspect to them. Making him popular with Middlegrounders and rebellious youngsters from Uptown.
Thumper - This grizzled kick boxer defends what's his. A stance that's put him on a collision course with Tagger, a Squirrel looking to corner the market in combat spectacles.
Farrell - Ambitious Squirrel enforcer, sees his way to the top goes through Setanta Half-Tail. But first he needs to rustle up some cash.
Nadine & the Shakes - A Cat & Roden musical duo, their repertoire largely consists of old folk music. Their ballads often invoke the Forgotten 3 and are often accompanied by spooky events.
Badger
Great in girth and stature, the great lords of Stonebones all belong to different clans, each holding a Book of Sacred Grudges. Ascending to the Iron Council requires erasing a grudge with the perpetrator's blood.
Big Boned- Start with a d8 in Strength and can raie it to a d12+1. Also the Brawny Edge if their Vigor qualifies. Rival - Every clan has bad blood with someone. Ever Badger has the Enemy Hindrance (Major). Sluggish - Badger can be a bit slow, trusting in their mass to prevent injury. -1 Parry
Mole
Before the Badgers came and Stonebones was even a city, the Moles burrowed through theEastmarches. Their shallower tunnels were used by the Ironlors before the strip mining began in earnest. Mole darkseers fear the Pits may release sightless horrors if they go too deep.
Burrowing - Moles can burrow through loose earth and move through it at half Pace Claws - AMole's heavy claws keep him from counting as unarmed. They also deal Str+d6 with AP 2. Bad Eyes - Moles suffer a -2 on any Trait roll to Shoot or Notice something further than 5' away.
Roden
Whether they're Rats or Mice is an internal division, to everyone else they're Roden.Small, quick and always on edge, they've found a niche in Stonebones operating the foundries and furnaces. A dangerous place for any Beast, but there will always be more Roden.
Everybody's Punching Bag - Constant. Vigiliance. Sums up the Rodens' life. They start with the Danger Sense and the Quick edges. Small - Roden just run short. -1 Toughness.
You know you're getting close to Stonebones when the forest withers away under a heavy coat of soot, replaced by hills of cinders and waste. The few trees left stab upward, twisted and barren. A smog choked sparrow or the odd poisoned fish are your only company beyond the Pits. These strip mines encircle the smoke-belching urban beast, worked by a combination of convict labor and freebeast.
The Badgers rule their city in a "gentler" mirror of Reynard's tyranny. The city's majority population are held by indentured servitude, contractually serving the Ironlords and every expense adding to their time. The only way to shorten their time is by volunteering their young for Reynard's Cooking Pot. The Resistance thought the city would be a fertile recruiting ground amongst the Rocen. Unfortunately the Velvet Glove dispenses hefty rewards to informants snitching on demagogues and Resistance operatives.
Places of Interest
Church of the Chain- This church of Tooth & Claw holds to the food chain as it's liturgy.
Rodrig's Box & Tackle - This shop sells fishing gear and other... useful things even if there isn't any real demand for it. Whatever you pull from the streams is too wrong and too poisoned to eat. Rodrig's been dead awhile now. His son, Ronauld, can't bring himself to change the sign.
The Love Below - To escape the crushing work-day, most Roden fall iunto vice. No place caters to their needs with bawdy entertainment or a bottle of Snakebite quicker, or cheaper, than the Love Below.
The Ingot - This upper crust establishment works to maintain a "working class" feel. A gang of Badger roustabouts slum and racketeer surrounding businesses.
Sunny Burrows Golf Course - One of the oldest Pits has since been converted into a sprawling golf course. With high fences and dense security patrols, only the richest make it through the front door. The smoke filled clubhouse has become a center of power.
Beasts of Interest
Rojo- A Hardback smuggler, she usually hustles ore. But for a low price she will transport Roden indentures as well.
Rollosson- The life of the party, this Bear acrobat's smiling face conceals a cold heart. He hasn't come to Stonebones looking for a good time.
Nicolo - A Minister of the Velvet Glove, the Ironlords' secret police. Nicolo feels guilt for his part in Roden oppression.
The Magnificent Aurelius - A "medium" who puts Roden families in touch with their "departed" children. He crosses over 3 nights a week to a packed house. Tickets start at 50 coin.
Alphonsus Sunflash - An Ironlord eager for stories from outside and Far Away. He retains an extensive entourage of exotic Folk to entertain him. Rolloson is one such member.
The Blind Man - Same as any Mole prospector by day. At night she stalks Stonebones' slouching buildings and shadowy alleyways, handing out vigilante justice.
The Murder - Concealed by sooty clouds and blackened roofs, a cabal of Crows wind skeins of secrets and blackmail across the city. See them if you've got pressing business but no starting place.
If you listen to a magician they'll tell you everything has a place and a time, a Great Work woven by the mysterious Spinners. Magic is simply tugging the yarns of Mystery. This oversimple explanation downplays the dangers of Magic. There are limits to how much a cautious magician can accomplish without putting herself at risk. Luckily others have stretched the ties that bind, they just happen to be jealous of their knowledge. Their paranoia is rather justified.
There are rumors that a cabal, the Cradle, is snuffing out magicians and hiding their grimoires. Starting Powers: 3 Available Powers: armor, banish, blind, boost/lower trait, clairvoyance, deflection, detect/conceal arcana, dispel, puppet, slow, slumber, teleport, wall walker Backlash: The Spinners hate it when someone meddles in their Great Work. When the magician's Spellcasting die rolls a 1, the caster suffers 2d6 damage
The Lost History chronicles great wars between numerous Patrons and their followers among the Folk tearing apart the Land. But that time lays beyond anybeast's living memory and now there are only two Patrons: the Fox King Reynard and the Forgotten 3. The miracleworker is a conduit for the Patron's power often directly infusing their Patron's properties upon their bodies.
Miracleworking Folk for Far Away places like the Burning Lands and Manykings bring foreign Patrons with them. Starting Powers: 2 Available Powers: armor, barrier, boost trait, darksight, deflection, environmental protection, healing, quickness, speak language, and more depending on the Patron.
Trappings: The performer requires a totem representing their Patron to connect with their power. Without it, they suffer a -2 to their Channel rolls. If lost or destroyed, a new one can be created in 1d6 hours and costs a level of Fatigue. It will take 24 hours to recover. Backlash: Patrons are greedy. When the miracleworker's Channel die rolls a 1, they lose a Fatigue level. Fatigue lost this way cannot be recovered without making a sacrifice. Reynard's Favors: blast, confusion, lower trait, shape change, speed Forgotten 3's Favors:beast friend, burrow, intangibility, succor
Reminder: Borchardbriar uses the "No Power Points" rules variant found in Savage Worlds Deluxe Edition.
Cat
One of the most populous Furred Folk, Cats are found everywhere. Sizable populations are found in every holdfast in Between as well. Superstitious folk claim Cats are naturally gifted in witchcraft and other Secrets. The aloof Softpaws never provide a straight answer, things just go their way.
Cat's Eye - Low Light Vision Uncanny - Fate just breaks their way, start with the Lucky Edge or a d8 in the Spellcasting if you have the Arcane Background (Magic) Racial Enemy (Prey) Being obligate carnivores, Cats suffer a -4 Charisma when dealing with prey Folk.
Pangolin
From Down South and Far Away in the Burning Lands, the Antseers sense a malady in the North. Young Pangolin warriors head to Clowdertown, seeking their parts in the Great Story.
Prehensile Tail
- A Pangolin's tail can hold most melee weapons, granting an additional
non-movement action per round without multi-action penalty. Also +1
Parry.
Unusual Shape- The Pangolin's strange shape makes it difficult to find armor that fits. Purchases and repairs cost double.
Outsider - Clowdertown is as far North as Pangolins go. They have a -2 Charisma dealing with Folk from elsewhere.
Raccoon
Without a home of their own, the Raccoons thrive in the cracks of society. Forging close bonds of business and friendship, Raccons are less clannish than other Folk. The Masked Syndicate is keen to franchise to anyone willing to pay the fee.
The Right People - Masks make friends easily and start with the Connections Edge. Clever Hands - Games of chance are the official sport of Racoon. They start with a d6 in Gambling. The Usual Suspect
- Raccoons always get rousted as criminals, even when they're innocent.
It's the mask. -4 Charisma dealing with law enforcement.
Turtle
All across the Land, you can find Hardbacks playing the Rivers on their raft. Their transient life has inured to them to the horrors of Reynard's eternal reign. Insisting that things will change, but remain the same. Unflappable - Turtles keep on trucking, regardless of circumstances. They start with a d6 in Spirit instead of a d4.
Thick Shell - Their thick shell provides Armor +2, this can be penetrated. Slow - It's common knowledge Turtles are slow. Their Pace is 5 + a d4 Running die.
Coldblood- They suffer a -2 to Resist extreme heat or cold.
Second largest holdfast in the Land, Clowdertown is a study in contrast.
A semi-communal matriarchy of insistent individualists, the Cats
question the tithe but don't avoid it either. They mediate it through the Lunar Lottery - held on the gibbous waning moon. Cats respect the role played by fickle chance, determining who stays and who goes.
Clowdertown is also notable for the dietary demands of its citizenry. Being obligate carnivores, Cats' demand for meat supports a thriving fish market and an illegal trade in captured birds - "Feathers" being the street name. Cats addicted to the kill are called feather dusters.
Places of Interest in Clowdertown
Abby of the Alley - A church of Thumb & Fist. The sisters here care for beasts unable to care for themselves, particularly cattle. Their cheese is prized throughout the Land.
Fleeting Fetches - A pawn shop located in the Litterbox slums. Calico Jack isn't too interested in the provenance of goods that come through the door.
Ms. Kitty's - In the public sphere Cats adhere to a code of aloofness and disdain, sticking closely to Thumb & Fist. Behind closed doors, they get to cut loose and vent steam. No feralhouse caters so fully as Ms. Kitty's.
The Fishery - On the surface, the Fishery is a fish market and meatpakcing facility. Behind the heavy doors of the curing vaults lies the inventory for the largest Feather trafficking ring in the territory.
Boiling Cauldron - This bathhouse is the place where business really gets done. Whether gangsters or eldermaus, this is where the real movers and shakers meet to make deals.
Horace's - A pie shop in the Colony neighborhood, no one makes a strawberry rhubarb like Horace's. The whole operation is ran by a mongoose named Simon. He reeks of corn liquor.
Beasts of Interest
Mother Superior Felice - The Abbess of the Alley, the Mother Superior keeps a close eye on her congregation. She provides all the help she can for those poor beasts sliding toward the feral savagery of Tooth and Claw.
Calico Jones- The owner and operator of Fleeting Fetches, he has a paw in every pie. If you want to get into the Feather trade, Calico is the gatekeeper
Squeak - A ferret fixer, she connects those looking with.. needs. She harbors a crush on the master thief Mathilda. The money she owes is an excuse to flirt.
Graymalkin, the Warlock - A pallas cat, he was once the court sorcerer of Reynard. Until he attracted the Foxlord's ire. And found himself replaced by Mr. Mephistopheles.
Monsier Dan'Quael - A tremendously fat toad with a coat of shelf fungus. Dan'Quael operates the Boiling Cauldron and keeps his earhorn to the ground.
Shifty-Eyed Billy - Hailing from the Empire of Manykings in the distant East. This Tiger Gladiator is a long way from home, and too comfortable to leave.
Duchess - Flat faced and fluffy, the Duchess lays in the lap of luxury. Ms. Kitty's does well enough that Duchesscan take up pet causes. Like the Resistance.
Sapphire and the Hepcats - A touring jazz band, they work any stage that will take them. Luckily for Sapphire - they's in high demand. Her Feather habit takes up a lot of her time and budget.
Horace and Simon - Business partners, Horace is a copperhead, and the pie recipes are his. Venomous snakes are not allowed in the holdfasts so Simon is the face of that business. Horace usually minds their other business - moonshining.
Inspector Bosch -PC- Mathilda's sister. Bosch desires one thing: bring down the Rat King.
Mathilda -PC- An itty,bitty, kitty burglar, she's one of Papa Ringtail's top earners. Bosch's sister.
Papa Ringtail -PC- A fat raccoon kingpin. He may lie, cheat, and steal. But no one else is bold enough to make a run at the Lunar Lottery.
As long as anybeast can remember, the Foxlord Reynard has lived atop the Heart of the Woods in Borchardbriar, a tottering castle assembled from stone and bone. Lounging on the 4-Sided Throne he laughs at Death, that feeble reaper unable to take him. An unnatural autumn shrouds the Land in perpetual harvest and the crop rots but never ripens, The Furred Folk of the Four Corners pay his levy of youth and march their children into his castle when the Moon hides its face. In his halls they draw painted stones from his cooking pot.
Some draw gold and join his army. Others draw red and join his larder.
Resistance to his tyranny grows in the West and South. They gather in secret and plot; gathering weapons, lost history, & arcane secrets. Killing Old Mad Craw is the goal, but what happens when the Throne sits empty?
The Four Corners
The Vault, the Western Corner- Down below the loam, the Rabbits' warrens grew together into the Vault. The largest holdfast in the Land, everyone who is anyone comes here. Resource management is an ongoing concern and resulted in a coup recently. The Public Safety Committee runs the show now. As long as their youth keep coming, Reynard doesn't care who's in charge. Many believe that without the tithe, the Vault will starve.
Whistler, the Northern Corner- Residents like to joke that if Autumn's entropy poisoned the North, you couldn't tell the difference. Only the toughest Folk brave the harsh tundra. Their bravado conceals fear that the world has left them behind, a weakness the Prophet has exploited. A wanderer returned to her hometown, she's revived a return to the faith of Tooth & Claw. The nihilistic faith that predates Thumb & Fist, when all Folk were born to their place and hope was a luxury. With starvation a constant threat, some among the Alpha Council wonder if they should be taking the tithe. Rather than the Old Fox.
Clowdertown, the Southern Corner - Second largest holdfast in the Land, Clowdertown is a study in contrast. A semi-communal matriarchy of insistent individualists, the Cats question the tithe but don't avoid it either. The Resistance started here and it's control of the local government is an open secret. Which may explain Reynard's escalating demands for kittens.
Stonebones, the Eastern Corner- Known for its extensive mines and foundries, the Ironlords' stranglehold on the indentured Rodens mirrors Reynard's grip on the Land. Promised good and shelter the Rodens risk their lives amongst the leaning buildings, crafting tools of exceptional beauty for their Lord's credit. Outnumbering their masters, the Rodens bear the brunt of Reynard's tithe. The Resistance sought recruits among them, but the rewards for collusion in their own oppression have been too tempting.
Setting Rules
Born Heroes, Blood and Guts, Extra Effort, No Power Points, Sanity