The Underworld

The Breeds

This is a listing of some possible breeds that players can make PCs for, if they wish.

Fairies

(The fae, Shining Ones, the Good Folk)

Fairies have long been a part of myth and legend, dwelling at the edges where our world meets the other world and living in hollow hills, it is no wonder that they exist DownBelow. Even in the under world, though, the Fae are extremely rare, often confused as Legendaries. They seldom do anything to discourage that notion.

Radiance Level: 3

Special Abilities: The fae have one major special ability: glamour. This power allows them to create illusions and confuse others. If the fairy knows the name of the subject(s) they are using the glamour on - names being power, after all - they get 3 coins to affect them with glamour. If they do not, they get 1 coins. (modified by any abilities, naturally) This is resisted as a willpower feat, with bonus coins given to the target at the conductor's discretion based on the believability of the glamour. All fae must take the Radiant trait (and gain no bonus from it) as a result of this ability -- they are part magic.

As well, all fae have 2 minor abilities, the most common of which are flight and invisibility, obviously enough. These abilities can be used only when the fae isn't concentrating on something important as well. I.e. you can't fly and create glamour or fight someone while invisible.

Lastly, the fae have developed a secret method of storing radiance in objects, often rings and necklaces, that work only for them. Permanent objects are highly prised and have a permanent RadCount of 3 or 4. What this means is that the user can go anywhere down below and they have a RadCount equal to the items, not to what the location this. Such items also work in the world above, but the lack of radiance there destroys them over time. Objects imbued with radiance are more common (up to 9 levels) and can be used to increase the RadCount on an area temporarily (1 hour) or put into someone's aura to do the same. Only a Radiance Pool can refresh such items. A dying fae can make a gift of either item to someone who is Radiant -- the price of the gift being that they must aid any Fae who asks it and cannot raise their hands against the fairies.

A Fae character will likely one item (permanent) with a RadCount of 4 and another with 6 starting out.

Defining Traits:
Agile
Artistic
Charming
Friendly
Perceptive
Strong Willed

Skills:
None. They learn their ability to use glamour instead. Also, Fae get one less secondary skill than normal (2 instead of 3) due to learning how to make fae items.

The Hidden

(Mind freaks, Spies, Thought Thieves)

While the freak breed is known for their strange physical attributes, there is another breed of freaks in the UnderWorld, one more insidious and well hidden: the psychics. Hidden among the masses of humanity and no different from anyone else on the streets, they are a source of fear and hatred in Down Below. In a world where secrets are prized and where survival can depend on knowing what someone is at a glance, the hidden exist as a dangerous threat.

Capable of stopping hearts, reading minds, and controlling the wills of others, the hidden breed is predominantly human but is sometimes found among other breeds, especially freaks. Most of them hide their abilities from other, rightly fearing persecution and death if others discover what they are capable of. Others band together into small groups, forming UnderWorld Iluminati’s and striving to control others to their wills.

(Note that making a hidden of another breed involves taking some of the breeds abilities and replacing them with psychic talents. While this wouldn’t be noticed as quickly among freaks, among ferals a dog with no sense of smell would be noticed rather quickly. Non-hidden psychics are only allowed with the Conductor’s express approval.)

Radiance Level: 1

Special Abilities: The Hidden have the ability to use traditional ideas of ESP. broadly speaking, mind reading, empathy, telekinesis, precognition, postcognition and the like. Using psychic powers requires a minimum of 1 head to be able to work, making hem a bit unreliable. Most Hidden begin with one major and/or three minor psychic powers. Teleportation and mind control are always considered major powers, unless very limited. These powers can work Up Above as well, but are very unreliable (3 coins needed on Head Count of 3). DownBelow, the powers work with the psychics will versus a willpower feat by the target. Generally, the target doesn’t know that someone is trying to affect their mind unless they get all heads and the psychic gets all tails, in which case they know for sure.

Defining Traits:
Clever
Intuitive
Jack of All Trades
Perceptive
Resistant
Strong Willed
Veteran

Skills:
Meditation (this skill allows a psychic to focus their abilities better, but they look “spaced out” to others.)

(Note that all psychics should have a minimum of 2 coins to use in their powers (1 default + 1 for meditation). Strong willed is a very good idea. A strong willed perceptive meditating empath would get 1 (base) +1 (strong willed) +1 (perceptive - if they’ve studied the person for a while) +2 (meditation) + 1 (Empathy - secondary skill). In other words, even in the world above, an empaths 6 coins should work well for them.)

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