TEXT:  
  
  Neverwhere the Role-Playing Game 
   
  i 
   
   
   
  Greetings!  
  This is a table-top role-playing game set in the world of Neil Gaiman's 
  novel (and television series) Neverwhere.  These pages have all you need to 
  learn the basics of West End Games' D6 system, create your own 
  characters, and run adventures in the Underside.  
  Setting  
  The world of Neverwhere exists parallel, aside, and under our own.  In the 
  subway systems, forgotten sewer tunnels, the shade of alleys, and the 
  corner of your eye, a whole population of folk eke out a daily existence in a 
  world full of magic, danger and endless, swirling surprises.  These 
  "underdwellers" pass invisible, right in front of our eyes, acknowledged for 
  only a split second, but never recognized nor remembered.  In their world, 
  favors form the only real currency, alliances shift with the hours, and 
  surival requires wits, brawn and more than a little luck.  
  Say goodbye to your boring, mindless job, your bland little cubicle, and 
  your safe predictable life.  You've just fallen beneath the cracks of the 
  everyday world and into the shadows of the Underside.  
  Welcome to Neverwhere.  If you can survive the first day, you just might 
  make it a week...  
   
   
  Neverwhere is copyright Neil Gaiman, the BBC series is copyright the British Broadcasting Service, 
  and the D6 Classic gaming system is copyright West End Games.  No part of these materials may be 
  reproduced for profit. 
  
  TABLE OF CONTENTS: 
  I. WELCOME TO THE UNDERSIDE......................................................................................1 
  II.  THE BASICS........................................................................................................................... 7 
  GAME MECHANICS................................................................................................................. 7 
  The Dice .................................................................................................................................... 7 
  Difficulty Numbers....................................................................................................................... 8 
  Character Points.......................................................................................................................... 9 
  Chi Points.................................................................................................................................. 9 
  III.  CHARACTERS ....................................................................................................................10 
  TEMPLATES............................................................................................................................ 10 
  ATTRIBUTES........................................................................................................................... 10 
  DETAILS .................................................................................................................................. 11 
  CHOOSING SKILLS ............................................................................................................... 12 
  CHI & MALICE........................................................................................................................ 13 
  ADVANCEMENT.................................................................................................................... 14 
  IV.  ATTRIBUTES AND SKILLS..............................................................................................15 
  STRENGTH ............................................................................................................................. 16 
  DIFFICULTY................................................................................................................................ 16 
  DEXTERITY............................................................................................................................ 18 
  CONSTITUTION..................................................................................................................... 21 
  KNOWLEDGE ........................................................................................................................ 22 
  INSTINCTS .............................................................................................................................. 28 
  PRESENCE .............................................................................................................................. 30 
  VI. ACTIONS & COMBAT....................................................................................................... 33 
  TAKING ACTIONS................................................................................................................. 33 
  RANGED COMBAT................................................................................................................ 34 
  SCALE....................................................................................................................................... 35 
  COMBAT MODIFIERS ........................................................................................................... 36 
  MELEE COMBAT................................................................................................................... 38 
  HEALING ................................................................................................................................ 40 
  V.  MAGIC ................................................................................................................................... 42 
  RITUALISTIC MAGIC............................................................................................................. 43 
  MAGICKS................................................................................................................................. 45 
  QUIRKS................................................................................................................................. 45 
  CHARMS .............................................................................................................................. 50 
  KNACKS............................................................................................................................... 56 
  CURSES................................................................................................................................ 62 
  EQUIPMENT............................................................................................................................. 67 
  MELEE WEAPONS................................................................................................................. 67 
  MISSILE WEAPONS ............................................................................................................... 68 
  FIREARMS ............................................................................................................................... 68 
  
  ARMOR.................................................................................................................................... 70 
  STEAMWORKS........................................................................................................................ 71 
  MISCELLANEOUS GEAR...................................................................................................... 73 
  PRACTICAL CONVEYANCES............................................................................................... 74 
  MOTORIZED VEHICLES...................................................................................................... 75 
  APPENDIX A: TEMPLATES................................................................................................. 78 
  BLUEBLOOD (NOBLE)................................................................................................................ 79 
  BRAVO....................................................................................................................................... 81 
  EYEBALL.................................................................................................................................... 82 
  FALLEN GOD............................................................................................................................. 83 
  GRUBBER................................................................................................................................... 84 
  HAWKER.................................................................................................................................... 85 
  RAKE.......................................................................................................................................... 87 
  'TWIXT....................................................................................................................................... 88 
  UNDERDWELLER........................................................................................................................ 89 
  RATING ......................................................................................................................................... 89 
  UPDWELLER............................................................................................................................... 90 
  APPENDIX B: UNDERCITIES OF THE UNDERSIDE......................................................91 
  BANGKOK.................................................................................................................................. 92 
  BEIJING...................................................................................................................................... 95 
  CALCUTTA.................................................................................................................................. 98 
  TOKYO..................................................................................................................................... 100 
  LONDON.................................................................................................................................. 103 
  PARIS........................................................................................................................................ 111 
  ROME....................................................................................................................................... 115 
  CAIRO...................................................................................................................................... 118 
  NEW YORK .............................................................................................................................. 121 
  NEW ORLEANS......................................................................................................................... 125 
  RIO DE JANEIRO, BRAZIL......................................................................................................... 128 
  SAN FRANCISCO....................................................................................................................... 130 
  
   
  Neverwhere the Role-Playing Game 
   
  1 
   
  I. WELCOME TO THE UNDERSIDE 
  Welcome to the Neverwhere D6 role playing game.  If you haven't yet read Neil Gaiman's 
  Neverwhere, I recommend that you run right out and buy a copy.  Call in sick tomorrow and stay 
  home to read it.  These pages will assume a general familiarity with the novel, but should be useful in 
  introducing all players to the Underside.  
  • The World of Neverwhere and London Below 
  o Falling Between the Cracks 
  • The Underside 
  o Hierarchies & Social Structure 
  o Interacting with Fellow Underdwellers 
  o The Floating Market 
  o The Grand Bazaar 
  o Getting Around 
  o Technology in the Underside 
  • Playing Neverwhere 
  o Design Notes 
   
  Neverwhere and London Below  
  The Neverwhere D6 role-playing 
  is based on Neil Gaiman's novel 
  Neverwhere.  Set in London, or 
  rather London Below, the novel 
  follows Richard Mayhew's journey 
  from a regular, cubicle-dwelling 
  working stiff to tunnel-dwelling, 
  beast-slaying hero (even if it is all 
  by accident).  
  London Below, as the name 
  suggests, exists under London 
  proper.  It also exists aside from 
  "normal" London life.  It is a 
  completely different world, based 
  on feudal structures, magic and (apparently) some very divergent laws of physics.  These 
  underdwellers live in the subway tunnels, sewers, and forgotten catacombs that twist beneath the 
  city.  Furthermore, time passes differently there:  Roman centurions can mix with post-modern punk 
  rockers; day slips seamlessly into night, into yesterday and then back into two days from now.  When 
  dealing with the "structure" of London Below, it is best not to think about it too much.  There is no 
  sensible answer and you'll only get a headache.  
  
   
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  London Below is populated with 
  all manner of people and 
  creatures, most of whom have 
  "fallen through the cracks" of 
  what the rest of us see as reality.  
  As such, "normal" folks do not 
  even notice an underdweller 
  unless the he draws attention to 
  himself.  Underdwellers are 
  essentially invisible until noticed 
  and are quickly forgotten once out 
  of site of anyone who does 
  manage to notice them.  
  The world below is harsh, cruel 
  and dangerous.  Everything is for 
  barter and survival demands a 
  combination of luck, wits and brutality.  It's best to make a few friends and secure a few favors in 
  your debt.  
  There are little pockets of old time in London, where things and places stay the same, like bubbles in amber.  
  --Door 
  Falling "Between the Cracks"  
  While many of the residents of the Underside were born into it, many others arrive from the World 
  Above on a regular basis.  Those that do usually fall into two categories:  those that have "fallen 
  between the cracks" and those that have been "exposed" to underdwellers.  
  Those that have "fallen between the cracks" are usually those poor souls that have gone largely 
  unnoticed in the world.  The homeless, the abused, and the chronically lonely may be included in 
  this category.  It may also include those that actively seek to escape the World Above and find 
  themselves in a whole new realm.  
  Those that have been "exposed" to underdwellers for too long may find themselves transformed 
  into an underdweller despite a well-rooted life in the World Above.  This is the case with 
  Neverwhere's protagonist Richard Mayhew.  He had a good job, a fiancé, and many friends.  But his 
  exposure to Door and the marquis de Carabas caused him to fall between the cracks of society and 
  into the Underside.  It's not that Richard ceased to exist Above—his belongings and even his history 
  remained.  Only, no one above remembered him.  The universe simply filled in the gap where 
  Richard once was.  At best, his former friends would vaguely recognize him, though be unable to 
  place his name.  And like all other updwellers, they would forget him as soon as he was out of sight.  
  The Worlds Below  
  In Neverwhere, Gaiman alludes to other "Cities Below" in the world—specifically Calcutta, 
  Bangkok, New York and Berlin.  In this game, undercities exist beneath every major city in the 
  world.  Each shares some characteristics:  it is populated by those who have "fallen through the 
  
   
  Neverwhere the Role-Playing Game 
   
  3 
   
  cracks"; ruled by social structures bordering on anarchy; and is filled with adventure, danger and 
  magic.  But each undercity is also unique, taking on the flavor and history the appropriate city 
  above.  See the Undercities of the World section.  
  The Hierarchies  
  Each City Below has its own system of social order (or lack thereof).  By and large, the dwellers have 
  adopted feudal systems based on the medieval societies of the countries beneath which they live.  
  The Undercities in America are a bit more flexible, with a combination of feudal titles, modern 
  "political" demagogueries, and gang-like mobs.  
  In every part of the Underside, many choose to swear fealty to a particularly powerful force—be it a 
  single, "royal" individual, a guild, tribe or religion.  These loyalties require regular attention—one 
  must pay homage, provide tithes, or come to the aid of one's brethren.  But they also provide a 
  community for support and mutual defense.  Those that choose to go it alone risk greater dangers 
  and more uncertainty.  
  Interacting with Your Fellow Underdwellers  
  By and large, those Below view even their friends with a touch of suspicion.  It's a harsh world, 
  where loyalties shift rapidly;  it's best to rely on one's own wits and resources.  However, a few 
  worthy souls do band together, forming tribes or "families" that provide as much security as one 
  may hope for in any world.  
  But even with close-knit groups, all things are up for bargain.  Food, protection, information and all 
  manners of goods get passed through trade.  Even favors provide the most valuable of currency.  
  An able underdweller will not only be quick with a knife, but sharp in a bargain.  
  The Floating Market  
  There's a truce in the market.  If anyone hurt anyone there, the whole of London Below would be 
  down on them like a ton of sewage.  
                                       -Anaesthesia, one of the Rat-Speakers. 
  Every City Below has a marketplace where all goods and services may be haggled for and 
  purchased.  Markets occur at least a few times a week, never in the same place as the last (hence the 
  term "floating").  The Markets occur in odd places:  the retail floor of a department store, the deck 
  of an old aircraft carrier, or within other public places.  The Markets occur late at night and go 
  unnoticed by updwellers (and their technology) and when the Market closes, it leaves no trace 
  behind.  (No, don't ask how or why...once again, that's just the way it is!).  
  Those Below hold a special connection with the Markets:  they all respect a truce of non-violence 
  and against theft; they pass along the location of the next market, even to enemies; and generally 
  approach the Market with a kind of communal conviviality.  
  Getting to the a Market may require a minor quest or adventure—it may be a dangerous route, 
  guarded by a puzzle or beast, or require some "price" to be paid for entrance.  
  
   
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  The Grand Bazaar  
  The Grand Bazaar exists aside from all the various Cities Below.  It is unclear where it is actually 
  located—in facts, parts of the bazaar simultaneously exist in different parts of the world.  The 
  Bazaar is a nexus where all underdwellers, from all the Cities Below, may come.  As with the 
  Floating Markets, a Truce of non-violence and against theft is strictly enforced.  
  The Bazaar provides the most arcane and rare wares—those only whispered of in the Markets.  
  Need the fresh heart of a long-extinct animal for a spell?  How about information from the guy who 
  built the first tunnels beneath Rome?  Or maybe you just need someone to help you locate the 
  fragment of your soul that was stolen from you last night while you slept.  The Bazaar is the place to 
  go.  
  But getting there is not easy.  Indeed, it is much more dangerous than reaching any of the Floating 
  Markets.  It may take a journey of days or weeks to find out where the Bazaar is, then pass through 
  the labyrinthine requirements to gain entrance.  As always, the effort will be fraught with danger, 
  sacrifice, and dark magicks.  
  Note:  The Grand Bazaar is something of my own creation.  I thought it appropriate to have a place where 
  underdwellers from different Cities Below could convene.  Also, there should be some items too rare to find in a 
  Floating Market.  
  Getting Around  
  For one thing, there's a lot of walking around in the 
  Underside.  Given the surroundings, most motorized 
  vehicles are impractical—and that's assuming that an 
  underdweller could get them to work in the first 
  place.  Furthermore, much of the technology will 
  ignore, or even actively exclude, an underdweller (yes, 
  as if the technology has a mind of its own).  In the 
  novel, Richard could not board a subway train—it 
  slammed its doors on him.  Later, Door explained 
  that they could ride some subway trains, but you had 
  to let the train "know who was boss."  
  That said, the those Below have discovered all sorts of alternative methods for getting around 
  quickly.  Many learn which doors and pathways provide quick connections to other locations located 
  far away.  In its crassest form, it may seem to be a kind of teleportation—but that's pigeon-holing a 
  bit too much.  For the game, the GM may provide these various portals for sake of convenience or 
  (better yet) adventure.  
  Technology in the Underside:  
  Though it is unclear from the novel, it appears that a modern technology functions differently in the 
  Underside than it does Above.  Despite the cutthroats, assassins, and other unsavory types, no one 
  uses modern weapons such as handguns, explosives, or tasers.  Rather, the underdwellers arm 
  themselves with archaic weapons such as swords, clubs, crossbows and spears.  For the game, GM's 
  and players should assume that if an underdweller attempts to use a modern weapon, it simply won't 
  work.  
  
   
  Neverwhere the Role-Playing Game 
   
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  Some more harmless technology may function, at least 
  sometimes.  For example, Hunter uses an electric flashlight.  
  But Richard's digital watch ceases to work when he "falls 
  between the cracks" and becomes an underdweller.  It is easy to 
  propose some strange paradoxes—what if an underdweller 
  attempts to drive a car, for example, will he be invisible, will the 
  car?  In general, GM's should err on the side of simplicity:  the 
  car simply doesn't work, or other drives recognize that 
  someone is driving the car, but just can't seem to recognize the 
  face of the driver.  GM's should allow modern technology that 
  does not imbalance the game—and always reserve the right to 
  say that something ceases to work (without need to explain 
  why).  
  There seems to be some very advanced and elegant forms of 
  technology that have developed in the Underside but gone 
  undiscovered Above.  The holographic diary of Lord Portico 
  (Door's father) is one such example.  These devices resemble 19th Century inventions, apparently 
  pre-electric in design and are likely to be quite valuable.  GM's and players should feel free to 
  develop this divergent "steampunk" technology.  
  Playing Neverwhere  
  The Basics section will spell out the mechanics necessary to roll the dice and do the accounting.  But 
  what's really important is the attitude with which players and the GM approach the game.  
  First and foremost, don't try to make too much sense of the world.  In fact, whenever anything 
  becomes too predictable, the GM should change it.  One of the greatest things about the book is 
  that it makes no sense at times:  Richard may walk through a door on a roof during the daytime and 
  end up in the broom closet of his flat during that night.  
  Second, while combat is part of the game, Neverwhere is much more about storytelling:  suspense, 
  mystery and character development.  There are probably better gaming "worlds" for playing a 
  combat-heavy modern fantasy game.  (Besides, I'm guessing Neil would prefer it.)  
  Finally, as with all the games I've posted (and all games you play, in my opinion), change the rules as 
  you see fit.  These are only guidelines to help the GM and the players have a good time.  
  Experiment, tweak and outright revise!.  
  Design Notes  
  The Neverwhere D6 game is based on West End Game's D6 Classic, specifically as laid out in its 
  Star Wars games.  I will try and point out where I've added my own little twists.  
  I've based the game on the Neverwhere novel only.  The book actually came after a television show 
  that ran in England on the BBC some years ago.  I've never seen the show, so I really can't add 
  
   
  Neverwhere the Role-Playing Game 
   
  6 
   
  much to the game from it (obviously).  A movie has been in various stages of production for years, 
  but I'm not sure of its current status.  If it ever gets made, I'll alter the game accordingly.  
  Because this game is based on a book, I don't really have very many images to go along with the 
  text.  This is unfortunate, since I think images add a lot to a RPG.  I will try to supplement the game 
  with some appropriate images and maps.  But I am going to try an experiment:  instead of posting 
  images to describe some aspects of the game, I'm going to include excerpts from the novel.  I will 
  also add prose descriptions of my own (with my own Neverwhere characters) to spice things up.  
  Let me know what you think.  
  Finally, there is at least one other "modern fantasy" RPG out there—Underworld by Adamant 
  Entertainment.  I have purposely not even picked up the game.  I've read a couple of reviews of it 
  (both were favorable), but decided that I didn't want to borrow from their game (even 
  unintentionally).  That said, it may well add a lot to your Neverwhere game.  Check them at:  
  http://adamant.rpg.net/uw/index.html .  You might also find some useful resources in various 
  "Steampunk" games and comics.  
    
  
   
  Neverwhere the Role-Playing Game 
   
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  II.  THE BASICS  
  This game is based on West End Game's D6 system, specifically its Star Wars Role-Playing 
  Game.  I recommend picking up an old Star Wars rule book (available at some game stores and 
  on many online auctions) or WEG's new Metabarons game to fill in gaps that I don't cover 
  here.    
  GAME MECHANICS  
   
  The Dice  
  The system requires players to roll six-sided dice (D6), which represent a character's attributes 
  and skills.  When appropriate, the Game Master will tell a player to roll a number of dice equal 
  to either the attribute or skill being used.  The player rolls the appropriate number of dice, adds 
  the values together and tells the GM the sum.  If the sum is equal to or greater than the difficulty 
  number, the character succeeds.  If it is lower, the character fails.   
  Example:  Grimm is trying to walk along a thin ledge without falling.  He has a Dexterity of 3D.   
  The GM sets a difficulty number and then the player controlling Grimm will roll 3 dice and sum the 
  results to see if he is successful.   
  Example 2:  Grimm is trying to find a secret door at the end of an old tunnel.  The GM tells the 
  player to roll Grimm's Search skill (2d+2).  Grimm rolls two six-sided dice and adds 2 to the resulting 
  sum. 
  The Wild Die  
  Each player should designate one of his or her dice to be the Wild Die (it is helpful if it's a 
  different color or shape).  
  Whenever the Wild Die comes up with a 2,3,4, or 5, add the result to the other dice as normal.  
  But, if the Die comes up with a 6, add 6 to the dice total and roll the Wild Die again and add the 
  new value to the dice total.  If another 6 comes up, roll and add again.  This continues as long as 
  the player continues to roll 6's on the Wild Die.  
  Example:  Grimm has a Crossbow skills of 4D.  When he fires, he rolls 4 dice.  His values are 
  2,5,3 and on the Wild Die, a 6, resulting in 16.  He rolls the Wild Die again and gets another 6!  The 
  total is now 22 and he gets to roll again.  This time, he gets a 1 and adds that to the sum to get a 23 for 
  his shot. 
  If the Wild Die comes up with a 1 when a character is first rolling a Skill or Attribute Check, roll 
  the Wild Die again.  If the value is 1 through 5, remove the Wild Die and the die with the 
  highest value from the dice to be added.   
  
   
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  Example:  Grimm is firing his crossbow again.  He rolls a 2,5,6 and on the Wild Die a 1.  He 
  rerolls the Wild Die and gets a 2.  He removes the Wild Die and the die that came up 6 and adds the 
  remaining two dice together to get 7. 
  If the second Wild Die roll comes up to be a 6, then the character has Complicated.  He or she 
  has screwed up in a particularly bad way....perhaps dropping his weapon down into a sewer 
  grating or twisting an ankle while trying to dodge.  Complications should make a character's life 
  more difficult, but never kill them outright.   
  Example:  Grimm is running away from a pair of assassins through dark, wet tunnels crowded with 
  old trash.  The GM has him make a running roll with a difficulty of 10 to avoid tripping over a pile of 
  debris.  Grimm, with a Running skill of 4D, rolls 4 dice.  He gets a 2, 2,3 and on the Wild Die a 1.  
  He rerolls the Wild and gets a 6!  He not only fails but complicates.  The GM tells him that he trips 
  over the pile and lands on his face, dropping his weapon into the depths of the muck.  He'll have to spend 
  a round looking for the weapon or leave it behind. 
  The GM could have just as well said that Grimm got a muscle cramp and is -1D to all Dexterity 
  actions for the next 5 rounds, or that he is stunned for the next round--anything that makes 
  Grimm's life a little scarier.  
   
  Difficulty Numbers  
  When a character makes an Attribute or Skill check, they are usually rolling against a difficulty 
  number.  Difficulties are divided into the following categories:  
  Difficulty 
  Difficulty   
  Numbers 
  Description 
  Very Easy 
  1-5 
  Anyone should be able to do this most of the time. Example: Running on 
  a flat, dry surface. 
  Easy 
  6-10 
  Most characters should be able to do this most of the time, though there is 
  still a change for failure. Example:  Running on a flat surface when it's 
  dry, but with a few obstacles around. 
  Moderate 
  11-15 
  Requires a fair amount of skill and/or effort.  Most unskilled characters 
  will fail such an attempt. Example:  Running on a wet surface that 
  provides a bit of traction. 
  Difficult 
  16-20 
  Only highly skilled characters succeed at these with any regularity.  
  Example:  Running through a muck-covered tunnel with obstacles. 
  Very Difficult 
  21-30 
  Even pros have a hard time pulling these attempts off.  Example:  
  Running through a dim, wet, slippery tunnel that is laden with debris. 
  Heroic 
  30-50 
  Only the luckiest and most skilled are successful. Example:  Running 
  through that same dim, wet, slippery tunnel that is laden with debris, only 
  this time while carrying one of your unconscious buddies. 
  Unearthly 
  50-75 
  A character must have magical abilities in order to even think of 
  attempting such an action.  Example: This is the stuff of legends:  firing a 
  crossbow bolt into the minuscule weak point of a god's armor; surviving 
  beneath a massive cave-in, etc. 
  Impossible 
  75+ 
  Requires godlike magical abilities to manage (or at least godlike luck...).  
  
   
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  Example:  It can only be described as altering reality... 
  Opposed Rolls  
  When a character is testing his or her Attributes or Skills against those of another (PC or NPC), 
  the parties involved make Opposed Rolls.  The one with the highest roll wins.   
  Example:  One character tries to shoot another with a crossbow.  The first makes a Crossbow roll 
  while the other makes a Dodge roll.  If the attacker's roll is higher than the others' Dodge, then he hits. 
  Character Points  
  A character may spend his or her Character Points to gain additional dice during an action.  
  They receive an additional die for each point spent.  A character may spend up to 3 CP's per 
  action or attack, and up to 5 CP's for any defensive action (Dodging, Strength rolls versus 
  damage, etc.).  If the die purchased with a CP comes up a 6, the player may re-roll it and add the 
  new value to the total (as for the Wild Die, though there is no penalty for rolling a 1).   
  Example:  Grimm gets shot by a villain with a crossbow for 23 points of damage.  Grimm rolls his 
  Constitution of 3D and gets a 10.  That's 13 points below the damage level, which is Mortally 
  Wounded.  Grimm's player decides to spend some Character Points.  He spends one for an additional 
  die and gets a 5, reducing the difference to 8, meaning Grimm is Wounded.  The player decides to spend 
  an additional CP and rolls a 6!  He gets to roll again and gets a 4, which means his Constitution roll is 
  2 over the damage roll.  Grimm suffers no damage from the attack! 
  Character Points may not be used the same round a Chi Point is used.  
   
  Chi Points  
  Chi represents a character's inner strength and connection with supernatural powers. When a 
  character spends a Chi point, all skill and attribute dice totals are doubled for the round in which 
  the point is spent.  Anything that is not part of a character (a weapon or vehicle), is not affected.   
  Example 1:  Grimm is in hand-to-hand combat with another Bravo.  He decides to spend a Chi point 
  one round.  His Martial Arts is normally 5D.  This round, it goes to 10D!  For purposes of damage, 
  his Strength doubles from 3D to 6D!  
  Example 2:  Grimm is in a  fight with an enemy and decides to spend a Chi Point.  His Crossbow 
  skill doubles from 4D to 8D, but the damage from the crossbow (5D) remains the same. 
  See Characters: Chi for rules about using and regaining Chi. Remember, Chi may not be used the 
  same round Character Points are spent.  
   
  
   
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  III.  CHARACTERS  
   
   
   
  TEMPLATES  
  In order to play Neverwhere D6, you'll need a character.  You can select one from the Templates 
  section in Appendix A or create your own (see below).  The following is a list of common character 
  types encountered in the Underside.  
  • 
  Blueblood (Noble):  a member of a noble family in the Underside.  With the boons of a high 
  social rank, so come greater responsibilities, dangers and enemies.  
  • 
  Bravo:  a warrior, bodyguard, or thug (or all the above), who usually rents out his services to the 
  highest bidder. 
  • 
  Eyeball:  an oracle or fortune teller, usually with a great deal of arcane knowledge. 
  • 
  Fallen god:  a hapless diety that finds herself trapped in the clumsy flesh of a mere mortal. 
  • 
  Grubber:  one of a tribe of scroungers who scour the Underside for lost items, secret 
  information and new tunnels.  
  • 
  Hawker:  a merchant and haggler, through and through.  If he doesn't have it among his wares, 
  he can likely get it...for a price. 
  • 
  Lost soul: one of the undead, damned to continue walking among the living until freed by some 
  quest or a final death. 
  • 
  Rake:  a cad and troublemaker, thief and murderer.  At least that what his friends call him. 
  • 
  'Twixt:  one of the few able to pass between both the World Above and Below Accessing both, 
  but accepted in neither, these middling souls usually make their living as beggars, hardly staving off 
  the hunger, loneliness and ensuing insanity of such a solitary life. 
  • 
  Updweller:  a resident of the World Above who suddenly finds herself "between the cracks" and 
  trapped in the Underside. 
  • 
  Underdweller:  a citizen of the Underside, adept at survival in the tunnels and dangers of the 
  forgotten world, but clueless to the reality above the street. 
   
  ATTRIBUTES  
  Each character has 18 dice to divide among the six attributes Strength, Dexterity, Constitution, 
  Knowledge, Instincts, and Presence.  For Mundane characters, at least 1D must be placed in each 
  attribute and no more than 4D can be assigned to any one attribute.  Supernatural characters may put up 
  to 6D in anyone 1 Attribute, and up to 5D in two others (but only start with 18 Attribute dice, just like 
  Mundanes).  
  Dice may be broken up into 3 "pips", or "+1's", per die (See example below).   
  
   
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      Strength:  measure of physical power.  
      Dexterity: balance, speed, and reflexes.  
      Constitution: physical and mental toughness.  
      Knowledge:    breadth of education and intellectual development.  
      Instincts:  perception and intuition.  
      Presence:  charisma and social abilities.  
  Example:  Paul is making a character named Grimm, a Bravo. He decides to create his own template rather than use 
  the one provided.  He comes up with the following Attributes: 
      Strength:  3D+2  
      Dexterity:  3D+2  
      Constitution:  2D+2  
      Knowledge:  2D  
      Instincts:  3D+1  
      Presence:  2D+1  
     
  Note:  Once an Attribute is raised beyond XD+2, it moves to the next dice level (If Paul had assigned the "pip" in 
  Presence to his Dexterity Skill instead, it would be 4D, not 3D+3). 
  See Attributes & Skills for further descriptions.   
   
   
  DETAILS 
  Now, flesh out a description of your character--history, physical characteristics and motivations.  
  Description  
  Describe your character:  How tall is he?  What kind of clothes does he wear?  Does he have any 
  noticeable marks such as tattoos or scars?  
  Background  
  Give your character a history.  Is she a run way?  Has she lived in the Underside her whole life?  Does 
  she have a family?  Any friends?  GM's should encourage characters to develop a decent background, as 
  the characters' associates will create fodder for future plotlines.  
  Personality  
  Is your character a grouch?  Is she impulsive, always itching for a fight, or is she more thoughtful and 
  cautious?  
  Objectives  
  What does your character hope to gain?  Is she lost in the Underside, just trying to reestablish a live 
  Above?  Is he hoping to be a great hero?  Does she have an quest that affects her every action?  Is he 
  still looking for his place in life?  
  
   
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  Connection to other Characters  
  Usually, the character will be friends or associates.  But the GM may dictate that they are just meeting at 
  the beginning of the game, allowing the characters to get to know each other as they begin their journey 
  through the Underside.  
  CHOOSING SKILLS  
  Starting Skills  
  Characters start with 7 dice to allocate for starting skills.  Skill dice may be broken up into 3 pips, just as 
  Attribute dice.  
  Quirks, Charms & Knacks:  
  Characters may begin with 2D in Quirks or Charms (divided as they wish, but at least 1D must be 
  invested in each choice), or 1D in a Knack.  Players may forego having any magical abilities and gain 
  +2D for Skills.  
  Curses:  
  Characters may choose to suffer from a curse (or a few curses) in order to gain more dice for Quirks, 
  Charms, Knacks or Skills.  For each 1D taken for a Curse, the character may add 1D in Quirks, Charms 
  or Knacks or 2D for Skills.  A character cannot begin with more than 4D in Curses.  
  Specializations:  
  Many skills have specializations which allow the character to focus on a certain aspect of the skill.  If a 
  specialization is taken, a character may advance in that specialized aspect of the skill at half the normal 
  cost of advancement.  However, uses of the skill not covered in the Specialization remain at the base 
  skill level.  
  Example:  Grimm has Melee Weapons at 4D.  He decides to specialize in Melee Weapons: Sword.  It will cost him  6 
  CP rather than 12 CP to advance to 5D.  Any time he uses a sword, he will get to roll 5D, but for all other Melee 
  Weapons he will only roll 4D. 
  Specializations may be selected at Character Creation.  When this occurs, the character's skill increases 2 
  pips for every 1 pip put in the skill.   
  Note:  "Mundane" characters may not start with skills greater than 6D!  "Supernatural" characters (like the undead or 
  fallen gods), cannot start wtih skills greater than 7D.  
  Specializations are independent of the skill from which they are derived.  If the player later increases the 
  skill, the Specialization does not increase.  If the Specialization increases, there is no change in the base 
  skill.  
  Advanced skills:  
  Some particularly complicated skills require two times the normal amount of Character Points to allow 
  for Advancement.  They also typically require some other prerequisite skill.  
  
   
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  CHI & MALICE  
  Chi symbolizes the inner strength of a character and her internal balance between good and evil.   A 
  character may spend a maximum of one point of Chi per round to double the dice values of ALL 
  actions in that round (See Chi).  
  Getting Chi & Malice  
  Every character starts with 1 Chi Point.  As Chi are spent, characters will have opportunities to gain 
  additional Chi Points when performing heroically and may accrue Malice when acting selfishly and evilly.  
  Heroism:  
  When the character spends Chi to perform a heroic act, she gets the point back at the end of the 
  adventure.  Examples of heroic action include:  risking harm to help others; fighting an evil force; 
  making a sacrifice for someone else.  
  Heroism at a Dramatic Moment:  When the character uses Chi to perform an action integral to the 
  success in the adventure or at another very dramatic moment, she will not only regain the Chi point at 
  the end of the adventure but may also be awarded another Chi point.  Examples include: defeating a 
  major villain; preventing the Apocalypse; saving the life of another person.  Characters who do not have 
  any Chi points but who act heroically at a dramatic moment may be awarded a new Chi point at the end 
  of the adventure.  
  Pragmatic Action:  If the character uses Chi in a pragmatic, but non-heroic way, she will not gain an 
  additional Chi point at the end of the adventure.  This includes:  avoiding danger; saving your own life; 
  using it for personal gain (without harming another).  
  Doing Evil:   
  If the character uses Chi in an evil action, she will lose the Chi point permanently and will gain a Malice 
  point immediately.  Examples include:  killing or injuring someone for any reason other than self-
  defense or to aid others; using magic when filled with anger and hate; using magic to accrue personal 
  power over others.  
  Characters should be reminded that a particular action will give them a Malice points and given a chance 
  to act otherwise.  Character's with Malice points will have a tainted aura that will be noticeable by certain 
  sensitive observers.  "Good" characters with Malice will suffer from depression, mood swings, angry 
  outbursts and similar un-fun behavior.  
  Turning Bad: 
  When a character gets a new Malice Point, roll 1D. If the result is less than the number of Malice Points 
  the character has, the character has turned Evil (or, at least, mostly-evil).  The Gamemaster may decide 
  to take control of the character, or should instruct the player that her character is now "in a bad place" 
  to say the least.   
  Being Bad: 
  Characters may spend Malice Points just as they may spend Chi.  However, when they do, they 
  
   
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  automatically regain the Malice Point and will gain another.  Characters so indulging their evil side will 
  quickly turn into soulless animals.  
  Penance:   
  Characters may rid themselves of Malice by doing good acts, talking with friends, fighting the good fight 
  and being nice to small animals.  This will usually take at least 2 adventures of the character "acting nice" 
  and being sorry.  
   
  ADVANCEMENT 
  At the end of each adventure, players will usually be rewarded Character Points at the end of an 
  adventure by the Game Master.  They may keep these CP's for later use or spend them on learning 
  skills.  Game Masters should award no more than 5-10 CP's per adventure.  
  Increasing skill levels  
   Skills increase by "pips" (e.g. from 3D to 3D+1, to 3D+2, to 4D).  For normal skills, it costs a number 
  of Character Points equal to the current dice value of the Skill.  Thus to advance from 4D to 4D+1, the 
  player must spend 4 CP's.  Specializations cost 1/2 the current dice value (moving from 4D to 4D+1 
  would cost 2 CP's).  To learn a new skill, the character must spend 3CP's  to get the skill at a level equal 
  to the controlling Attribute.  
  Example:  Grimm has Crossbow at 4D and wants to increase it to 4D+2.  To do so, he must spend 8 CP (4 to get to 
  4D+1 and 4 more to get to 4D+2). 
  Learning new skills  
  At character creation, the player may choose 3 skills under each Attribute that the character "knows" at 
  a skill level equal to the Attribute.  All other skills under the Attribute will be attempted at -1D.  
   
  To learn new skills, the player may spend 3 Character Points to gain that skill at a level equal to the 
  controlling Attribute.  After that, the skill advances as normal (see above).  
  Improving attributes  
  Improving an attribute by 1 pip costs 10x the current die value.  Thus raising a character's Strength from 
  3D+2 to 4D will cost 30 CPs.   
  
   
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  IV.  ATTRIBUTES AND SKILLS  
  Many of the skills that are used in Neverwhere D6 are exactly the same as those used in West End 
  Games' old Star Wars game, or the new DC Universe.  However, I have made a few changes.   The 
  links below lead to each Attribute and explanations of the skills they control (many of the skills are 
  more completely explained in the West End Games rulebooks).  
  Attributes:  
  Attributes represent a character's physical and mental characteristics.  Each Attribute controls a 
  number of skills whose starting level depends on the current score of the Attribute.  
  Strength:  
  Dexterity  
  Constitution  
  Knowledge  
  Instincts  
  Presence 
  For Magical Skills (Quirks, Charms and Knacks) and Ritual Spells, please see the Magic Section.  
  TERMS  
  Skill name:  Aside from just the skill name, the skill may be designated as (A)dvanced or (S)pecial.  
  Advanced skills usually require prerequisites and are more difficult in which to gain levels.  Special 
  skills are particular for some other reason, usually because there are certain rules that apply only to 
  those skills.  
  Prerequisites:  Any skills and their levels that must be attained before the skill in question may be 
  taken.  
  Time of Use:  Amount of time that passes while the character attempts the skill (regardless of 
  whether or not it is successful).  This can be highly variable and depends on the GM's discretion.  
  An action that takes 1 round means that it is the only skill the character can attempt in that round.  
  An action that takes "1 action" can be attempted in conjunction with as many other actions as the 
  character can perform in one round.  Other attempts may take anywhere from a minute to days 
  (Scrounge, for example).  Difficulty numbers may vary depending on time spent as well.  
  Difficulty:  This gives an approximate Difficulty level to successfully use the skill.  GM's should 
  vary this depending on the situation:  including stress, available tools, amount of time dedicated to 
  the task, familiarity with the situation and other factors.  
  Description:  A (hopefully) brief description of what the skill does includes and other notes.  
  If a skill is listed by not given any other information, assume that it is available in one of West End 
  Games' products (probably the Star Wars books, 3rd Edition). 
  
   
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  STRENGTH  
  Brawling  
  Time Taken:  One action.  
  Specializations:  none.  
  Difficulty:  Very Easy (5)  
      Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but can be 
  equally effective.   A character will do an amount of damage equal to his Strength + 1D per Effect 
  Value.  
  Climbing  
  Time Take:  One action (but GM's may decide to have characters just roll once for an entire 
  "pitch")  
  Specializations:  Different things climbed:  buildings, trees, rock faces.  
  Difficulty:  Moderate (15)  
       While Climbing covers the actual act of scampering up something, it may also be used when a 
  character tries to do things like hold on to the hood of a speeding car (the "TJ Hooker maneuver") 
  or grab on to the struts of a helicopter as it takes off, etc.  The difficulty may be increased if the 
  character is burdened or wearing armor.  
  Jumping  
  Time of Use: 1 action.  Note that "big" jumps may require a certain amount of "hang time."  GM's 
  should consider this in modifying difficulties for other actions that are attempted while the character 
  is in the air.  
  Specializations:  None.  
  Difficulty:  A die result of 3 or higher is a Success.  The distance covered depends on the dice total 
  of the attempt.  See below  
       Jumping is not really an "academic" skill, but it is a talent that may be cultured nonetheless.  You 
  may notice a somewhat strange progression in the distance covered and the number of successes.  
  This is because almost anyone can jump at least a little, but only a few people can really jump far. A 
  roll of 40 is about the maximum that an Olympic jumper could get (assuming he didn't use Wild 
  Dice, Chi or Character Points--all of which, I think, are illegal at the Olympics)--this assumes a 
  Strength of 4 + Jumping skill of 6 (World Class) and a getting an average of 4 or greater on each 
  die.  After 40, the distance increases dramatically.  This is because the jumper will only get this far if 
  aided by technology (cybernetics) or some other "superhuman" means (Chi or Character Points).  
      I would recommend to GM's that a result of 40 be the "maximum" allowed any non-augmented 
  jumper (this includes the use of Chi and CP's) because the laws of physics and gravity have to apply 
  somewhere.  There is simply no way for a "normal" human to jump 50 feet horizontally!  
     
  Difficulty Approximate Distance Covered
  5 
  Horizontal:  about 2.5 feet.  
  Vertical:  about 3 feet. 
  10 
  Horizontal:  about 4 feet.  
  Vertical:  about 4 feet. 
  
   
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  15 
  Horizontal:  about 6 feet.  
  Vertical:  about 5.5 feet. 
  20 
  Horizontal:  about 10 feet  
  Vertical:  about 6 feet 
  25 
  Horizontal:  about 15 feet.  
  Vertical:  about 7 feet 
  30 
  Horizontal:  about 20 feet.  
  Vertical:  about 8 feet 
  35 
  Horizontal:  about 25 feet.  
  Vertical: about 10 feet. 
  40 
  Horizontal:  about 30 feet (this is 
  about the current world record).  
  Vertical:  about 12 feet. 
  50 
  Horizontal:  about 40 feet.  
  Vertical:  about 15 feet. 
  Beyond 50, a jumper may only achieve these 
  distances if aided by magic or technology.  Even 
  Chi and CP's should not be permitted to carry a 
  jumper this far. 
  60 
  Horizontal:  about 75 feet  
  Vertical:  about 35 feet. 
  70 
  Horizontal:  about 100 feet.  
  Vertical:  about 50 feet. 
  80 
  Horizontal:  about 125 feet.  
  Vertical:  about 75 feet. 
  For each additional 10, add about 25 feet to the 
  result. 
  Lifting  
  Time Taken:  1 action  
  Specializations:  none  
  Difficulty:  Depends upon the weight and bulkiness of the item.  
       Lifting represents more an innate ability than a learned skill (though you can certainly learn the 
  "correct" way to lift heavy objects).  Difficulty depends on the weight of the object. The table below 
  indicates the difficulty of lifting a common object of about the provided weight.  Characters will be 
  able to life much more than this amount  if they bench press (approximately 3 x the amount) or do a 
  dead lift (approximately 4x this amount)  
     
  Weight of 
  Object 
  Difficulty 
  20 pounds 
  Very Easy (5) 
  
   
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  50 pounds 
  Easy (10) 
  75 pounds 
  Moderate (15) 
  100 pounds 
  Difficult (20) 
  150 pounds 
  Very Difficult 
  (25) 
  200 pounds 
  Heroic (30) 
  Increase Difficulty by 5 for each 
  additional 50 pounds 
   
  DEXTERITY  
  Acrobatics  
  Time Taken: One round  
  Specializations:  Tumbling, Balancing, Swinging  
       Acrobatics is used whenever a character attempts to make an unusual or difficult maneuver with 
  her body. A character may attempt an Acrobatics check if they fall or are thrown to the ground to 
  roll to her feet or avoid damage (roll Acrobatics versus the damage. If the Acrobatics roll is higher, 
  subtract the difference from the damage taken).  
       Acrobatics may also be used in combat. If a character uses Acrobatics during combat they can 
  potentially reap one of the following benefits:  
  o A successful check versus a Moderate difficulty adds a +1D to either the character's attack or 
  Dodge (but not Parry) attempts.  The Acrobatics roll does not count as an action if successful.  
  If it fails, it counts as an action.. 
  o With a Very Difficult check, the character may get a +1D to both her Attack and Dodge 
  attempts this round and the Acrobatics attempt does not count as an action.  If she fails, it 
  counts as an action. 
  o Whenever Acrobatics is used for one of the above purposes in combat, the character is 
  considered to act last in the round (her attacks will land in the "second segment"). 
  Brawling  
  Time Taken:  One action.  
  Specializations:  none.  
  Difficulty:  Very Easy (5)  
      Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but can be 
  equally effective.   A character will do an amount of damage equal to his Strength + 1D per Effect 
  Value.  
  Dodge  
  Time Taken:  One round.  
  Specializations:  None.  
      Dodge is the art of getting out of the way.  A character need only make one Dodge roll per round.  
  The result becomes the base difficulty for anyone shooting or throwing anything at the character.  
  Thus, if a character makes a Dodge roll resulting in 20, enemies will need at least  a 20 to hit the 
  
   
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  character.  The Dodge result replaces the base difficulty, thus a bad Dodge result can put the character 
  in a worse position than if he had just stood still.  Dodge may also be used to get out of the way of 
  other objects that are not purposely aimed at the character, such as falling boulders, careening busses 
  or out-of-control skateboarders.  
  Drive  
  Time Taken:  One round.  
  Specializations:  Particular types of vehicles, such as Motorcycles, Sports cars, Limousines, etc.  
      Drive applies to the conduction of commonplace passenger vehicles. It won't do you a lick of 
  good in a tank...  
  Fire Weapons [Archaic Weapons/Firearms (Pistols and Rifles)/Light 
  Artillery/Heavy Artillery/Vehicle Weapons/Remote Weapons]  
  Time Taken:  One round.  
  Specializations:  Particular weapons types.  For example, Firearms: Assault Rifle.  
      When choosing the Fire Weapons skill, the player must choose one of the categories listed above.  
  The character is considered unskilled in all the other categories unless they too are selected.  
  Martial Arts  
  Time Taken: One round.  
  Specializations: none.  
  Difficulty:  Easy (10) for standard blows.  Difficulty may be increased for special maneuvers.  
       Martial Arts covers the study of unarmed hand-to-hand combat. At character creation, the 
  character receives one special maneuver for each die they place in the skill.   When the character 
  advances with experience, each special move costs an additional 8 CP's (a character can buy as many 
  as he would like).  
  Example:  Lurker has a Dexterity of 3D and at character creation adds an additional die into Martial Arts 
  (giving him a total of 4D in Martial Arts). He chooses Disarm, Elbow Smash, Multiple Strikes, and Power Block.  
  Later, he increases the Martial Arts skill from 4D to 5D (costing 12 CP's) and decides to purchase  Spinning Kick 
  for an additional 8 CP's. 
      A character who strikes with Martial Arts, but without a Special Move, does damage equal to her 
  Strength +1D per EV.  
  SPECIAL MOVES  
  The standard Difficulty for each move is given in parenthesis.  
  • 
  Disarm (D): if the character's attack is successful and not parried or dodged, the target is 
  disarmed. 
  • 
  Elbow Smash (D)): if successful, attacker may add +1D to the damage roll. 
  • 
  Flip (M): If successful, the attacker throws the target to the ground and does 3D damage.  The 
  target must take an action and an Easy Dex roll to get to his feet. 
  • 
  Flying Kick (VD): If successful, attacker does  STR +2D + 2 points of damage. If she fails, the 
  attacker is off balance and at -1D to all actions in the next round. 
  
   
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  • 
  Foot Sweep (E): Will trip the target who must take an action and make an Easy Dex the next 
  round to stand. 
  • 
  Headbutt (E): Can only be used if the attacker is close to the target (grappling, etc.). Does +1D 
  damage. 
  • 
  Hold/Grapple (M + opposing STR): Once the target has been successfully held, the attacker 
  must make an opposing Martial Arts versus the target's Martial Arts, Brawling, of Strength each 
  round to continue to hold them. If the target is held, he or she cannot attack. 
  • 
  Instant Knockdown (D): If landed successfully, this attack knocks the target to the ground. 
  The target must spend the next round getting up or suffer multiple action penalties. 
  • 
  Instant Stand (M): Allows the martial artist to automatically stand up without taking an 
  additional action. 
  • 
  Instant Stun (D): If successfully landed, this attack stuns the target for one round. 
  • 
  Multiple Strikes (D): A character can make an additional attack this round doing STR damage 
  without a penalty for an additional action. 
  • 
  Nerve Punch (VD): If successful, the attack punches a bundle of nerves on the target and 
  renders a limb unusable for 3D rounds. If the attacker beats the difficulty number by 15, the 
  target is rendered unconscious for 3D rounds.  Note, this will generally not work against 
  inanimate beings! 
  • 
  Power Block (M): A successful Power Block stops an unarmed attack and inflicts STR damage 
  to the attacker. 
  • 
  Reversal (Opposed STR or Brawl or Martial Arts): Only works while being held or grappled. If 
  successful, the martial artist breaks free and renders person holding him or her immobile (see 
  Hold/Grapple above). 
  • 
  Silent Strike (D): If the character sneaks up on a target and also rolls a successful Silent Strike, 
  the attacker does STR +1D damage without making a sound. 
  • 
  Spinning/Power Kick (M) STR + 2D damage. If the attack fails, the attacker is off balance and 
  suffers a -1D to all actions next round. 
  • 
  Shoulder Throw (M): A successful attempt will allow the martial artist to hurl a target to the 
  ground doing 3D damage. The target must take an action and make an Easy Dex roll. 
  • 
  Weapon Block (Opposed Martial Arts versus Melee Combat roll): Allows an unarmed martial 
  artist to parry a weapon used in a melee attack. 
  Pilot Craft [Hovercraft/Aircraft/Marine craft/Spacecraft]  
  Time of Use: 1 action.  
  Specializations: Particular models of machinery within the chosen category.  
      When the player chooses Pilot Craft, he must choose one of the categories within the brackets.  He 
  is considered unskilled in all other areas.  Citizens of Neverwhere rarely take mechanical 
  conveyances.  Only rarely can they hop aboard subway trains or other forms of public transportation 
  and steamwork engines are rare indeed.  However, if a character hopes to drive or pilot any such 
  machines, this skill is required for the attempt.  
  Ride horse  
  Time of Use:  One round.  
  Difficulty:  Easy for simple maneuvers on well-trained steeds.  Difficulty increases for the 
  orneriness of the beast, complexity of actions attempted, and conditions (weather, speed traveled, 
  burdens, etc.).  
  Specializations:  Particular riding styles (Western, English, Bareback, etc.).  
  
   
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      Ride horse includes all the knowledge one needs to train or ride a horse, perform simple animal 
  husbandry, and prepare and maintain the appropriate tackle.  
  Running  
  Time of Use: 1 action.  
  Specializations: none  
  Difficulty:  Easy.  May be increased if there are obstacles or the character is burdened.  
      Running includes not only the ability to move your feet rapidly, but also of avoiding objects and 
  stumbling while you are doing so.  This skill is essential for all those characters who hope to be cops 
  and spend their days chasing down perpetrators though dim alleys and over chain link fences.  
  Throwing  
  Time of Use: 1 action.  
  Specializations:  Particular objects:  grenades, spears, shoes.  
      This covers the hand eye coordination required to pick something up and hit a target.  Difficulty 
  depends on whether the object was designed to be thrown and range (see Equipment).  
   
  CONSTITUTION  
  Endurance:  
  Time of Use: 1 round.  Generally not considered an action.  
  Specializations:  Particular forms of exercise:  Climbing, Running, Swimming, etc.  
      Characters must make Endurance checks when they exert themselves physically and begin to 
  push the limits of their energy.  The GM may decide when rolls are appropriate.  For example, if a 
  character is chasing a thief through sewer tunnel, he will make a Running roll.  If the chase continues 
  for a long time, the GM will ask the character to make an Endurance roll.  If he fails, he will have to 
  stop running to catch his breath.  The difficulty of the rolls should increase with the time of the 
  physical exertion.  
  Resistance:  
  Time of Use:  1 round.  
  Specializations:  Particular forms of duress:  Drugs, Pain, Gravitational forces (good for pilots), 
  etc.  
      Resistance indicates the character's physical resiliency against outside duress, such as pain or drugs.  
  Furthermore, for when a character rolls to establish his Hit Points, he may roll Resistance if it is 
  higher than his Constitution.  Also, as he may roll an additional die each time he increases his 
  Resistance skill level (only to the general skill, not Specializations).  
  Swimming:  
  Time of Use: 1 action.  
  Specializations:  None.  
  Difficulty:  Easy.  Difficulty increases with conditions (current, temperature), burden, and the 
  character's physical condition.  
      When you know how to swim, you generally won't drown.  This is a good thing.  
  
   
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  Willpower:  
  Time of Use:  1 action.  
  Specializations: None.  
      Willpower represents the strength of the character's mind and ability to resist outside influences.  
  Characters must make Willpower checks to avoid temptations, fight the powers of suggestive drugs, 
  and remain conscious when physically weak or in extreme pain.  
   
  KNOWLEDGE  
  Bureaucracy  
  Time of Use: 1 round to several hours.  
  Difficulty:  Easy. May be increased for particularly obscure or secret bureaucratic information.  
       This character has an unfortunately advanced knowledge of how bureaucracies work.  They will 
  know who is in charge of what duties, where paperwork is kept, and what processes must be 
  followed to get something done in a bureaucratic chain of command.  Every species has its own 
  kind on bureaucracy, and a smart individual can learn how to use it to his advantage.  The nature of 
  the Machines lend them to an almost supremely bureaucratic structure and division of labor.  In the 
  Realworld, characters may use this skill to discern the various functions, access, security and, 
  perhaps, weaknesses, of the various robotic castes.  
  Business  
  Time of Use:  usually ongoing.  
  Difficulty:  Moderate for most matters.  
       This character knows how economic principles can be best applied to a given situation.  They can 
  organize profit making ventures, find appropriate contacts, and recognize needed resources.  
  Computer Operations and Programming  
  Time of Use: 1 round to several hours depending on the action attempted.  
  Specializations:  Particular actions:  Hacking, Decryption, etc.  
  Difficulty:  Easy for accessing basic information and running programs.  Increased for complex 
  actions like Hacking (Difficult to Ex. Difficult) and breaking encryptions (depending on the strength 
  of the cipher).  
      Computers represents an overall ability to use and manipulate computers.  The character not only 
  knows how to access files, but can break through security, program, and do all sorts of other fun 
  things.  It may also be used to diagnosis problems or propose improvements, though the actual 
  work requires Computer Repair.  Characters raised in the World Below rarely know much about 
  computers and, because of the curse, can almost never use them (the computers simply don't 
  respond).  However, most characters raised in the World Above have at least a basic understanding 
  of how to use computers, though this rarely does them any good once they slip between the cracks.  
  Craftsmanship [Carpentry, Masonry, Ceramics, Sewing, etc.]  
  Time of Use:  1 round to several hours, to several days to finish a project.  
  Specializations:  Particular areas within the area of craftsmanship.  For example, a character may 
  choose Carpentry: Furniture making.  
  
   
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      When a player choose Craftsmanship for a character, he should also choose a particular category.  
  The character is considered unskilled in all other areas of that category.  
  Current Events  
  Time of Use:  1 round.  
  Difficulty:  Easy.  Difficulty may be increased if the information is not readily available through 
  normal media outlets.  
     Current Events represents the character's knowledge of happenings in the World Above.  Most 
  underdwellers have only the slightest understanding of events and politics Above.  Few truly care.  
  But the two worlds are inextricably linked, and knowledge of one often serves in the other.  
      At 1D, the character is pretty oblivious or gets most of her news from unreliable sources.  At 2D, 
  she has an average grasp of newsworthy events (notable break-ups, active military conflicts, etc.).  At 
  3D, the person has a talent for gathering news information and remembering it.  At 4D, the 
  character has a steady supply of information from a variety of sources, including some insiders.  
  Education  
  Time of Use:  1 round to several hours.  
  Specializations:  Particular areas of study.  
      Education indicates the depth of the character's academic background.  Characters may make 
  Education checks in areas that require general knowledge, such as Geography, History, Greek 
  mythology, basic mathematics, etc.  This differs from Sciences and other specialized studies in that 
  the knowledge is not generally applicable to real problems in front of the character--it only indicates 
  that the character has a very general knowledge ("Switzerland is next to Germany, I think.  Or is that 
  Sweden...?").  
      The table below gives a rough idea of what each level in Education represents. Note that it is not 
  necessary to go to college to have a level 3 or 4 Education, it just means that the character has 
  invested time in learning on his own  (in fact, lots of people who graduate from college never paid 
  much attention and might only have a level 2 Education).  
  Comparative 
  Education Level 
  Schooling Equivalent 
  1 
  Elementary School 
  2 
  High School 
  3 
  College 
  4 
  Post-graduate studies 
  5 
  Advanced studies 
  6 
  World renowned scholar 
  7 
  Revolutionary scholar 
  Electronics  
  Time of Use: 1 round to several hours.  
  Specializations:  Particular electronic items:  Computers, radios, etc.  
  
   
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      With Electronics, a character can attempt to understand and repair electrical systems of all sorts.  
  This includes computers, communications equipment and most optical equipment.  Difficulties may 
  be modified if the character is very familiar with the particular device of depending on the size 
  (generally, smaller things are more difficult to fix).  Because of the technological curse that hangs 
  over the World Below, characters will rarely have need for this skill.  It may, at times, prove useful 
  however, for while machines tend to not work for underdwellers, the underdweller may still attempt 
  to disable working machines.  
  Attempt 
  Difficulty 
  Fixing an alarm clock 
  Very Easy 
  Installing RAM in a computer 
  Easy 
  Fixing burned-out wiring in a pair of thermal goggles. 
  Moderate 
  Re-wiring a standard security system 
  Difficult 
  Physical interfacing a computer with a secured 
  computer system (physical hacking) 
  Very 
  Difficult 
  Engineering (A)  
  Time of Use: 1 round to several minutes, hours or days.  
  Prerequisites:  Mechanics 4D, Electronics 4D, Education 4D, Physical Sciences 4D  
  Difficulty: Moderate (generally).  
      With Engineering, a character understands the complexities of design, construction and improving 
  upon all kinds of machines and architecture (with the exception of Steamworks).  Characters may 
  attempt to build bridges, repair complex gear systems, even build mechanical traps.  Most 
  underdwellers cannot employ this skill to make "modern" technology from Above work (because of 
  the technological "curse" that hinders underdwellers).  
  Demolitions  
  Time of Use: 1 round to several minutes.  
  Specializations:  Particular explosives.  
  Difficulty:  Moderate or higher (generally).  
      A character skilled in Demolitions is able to recognize, build and disarm bombs of all sorts.  It's a 
  very dangerous skill to employ, since failure often results in detonation.  Regardless, it's  usually 
  better to attempt to disarm a bomb than just let it sit and go off by itself!  Underdwellers make rare 
  use of this skill, and then only to cobble together simple explosives like Molotov cocktails or black-
  powder bombs.  
  First Aid  
  Time of Use: 1 round for each Wound Level suffered by patient (it is more difficulty to help people 
  who are more hurt).  
  Difficulty:  Varies greatly depending on the condition of the patient.  
  Specializations:  Tending to various kinds of injuries:  bullet wounds; broken bones; poisoning, etc.  
       First Aid training gives a character the knowledge to tend to injuries and minor illnesses (such as 
  nausea and headaches).  The character will be familiar with using basic medical supplies, such as 
  bandages and antiseptic, but will not be able to perform surgery or other complex procedures.  
  
   
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  Gossip  
  Time of Use:  1 round.  
  Difficulty:  Easy.  Difficulty may be increased if the information is from a different City Below or is 
  otherwise particularly obscure.  
     Gossip represents the character's knowledge of current events in the World Below.  Though it may 
  not seem apparent at first, Gossip  is an important skill in the world of Neverwhere.  Political 
  alliances and conflicts are regularly springing up, shifting and posing new threats (and probably the 
  characters).  GM's should ask for Gossip rolls if the character's are trying to find out information 
  about what's going on in politics or the world for the past 5 or so years.  GM's should be 
  encouraged to mix in changing social and political situations with the game campaign.  
      At 1D, the character is pretty oblivious or gets most of her news from unreliable sources.  At 2D, 
  she has an average grasp of newsworthy events (notable break-ups, active feuds, etc.).  At 3D, the 
  person has a fair network for informants and files the information away in their head.  At 4D, the 
  character has a steady supply of information from a variety of sources, including some insiders.  
  Jury Rig  
  Time of Use: 1 round to several minutes.  
  Specializations:  Jury-rigging particular objects such as cars, weapons, or computers.  
      Someone with Jury Rig can fix almost anything, at least for a few minutes. This is the quick-fix, 
  the hack, that gets something working when it needs to be working.  But without more time and 
  better parts, it won't last long.  A Jury-rigged item will continue to function for 1 hour per Effect 
  Value point.  The GM may alter this time table as he sees fit.  Some very broad examples of Jury-
  rigging and the associated difficulties are given below:  
     
  Attempted Action 
  Difficulty 
  Getting a decent, but malfunctioning, car started 
  Easy 
  Fixing the heat sinks on an old computer so it will run 
  without overheating. 
  Moderate 
  Working out the kinks in an old elevator that won't budge. 
  Difficult 
  Re-attaching a wing to a busted up airplane 
  Very Difficult 
  Re-wiring a steamworks holographic device that has been 
  broken 
  Heroic 
  Language (Special) [Particular Language]  
  Time of Use: 1 action to speak, 1 round to translate.  
  Difficulty:  Easy for common languages (English, Chinese, Farsi).  Difficulty increases with more 
  rare languages or dialects.  
  Specializations:  Any Language skill is considered a Specialization.  See below.  
      When a character selects Language, he must choose a particular language in which he is skilled.  
  All characters are considered to have a Languages skill of 3D in their native language.  
  Note:  This is different from the Languages skill as presented in the Star Wars RPG.  
  Law  
  Time of Use: 1 round.  
  
   
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  Difficulty:  Easy for knowing basic information.  Difficulty increases for understanding more 
  complex legal regimes or employing legal knowledge in a professional manner (trying a case, etc.).  
  Specializations:  Particular areas of the law:  Enforcement; Torts, Criminal Law, Constitutional 
  Law, etc.  
      With Law, a character understands how legal regimes work and what must be done in order to 
  comply with those laws.  Skilled characters may attempt to use the law to defend themselves (or 
  others), gain access to information, or have the weight of authority brought done upon another 
  person (i.e., charging them with a crime).  The World Below often functions on very different laws 
  than those of the World Above, and characters from one often unknowingly stumble into 
  infractions of the laws of the other.  
  Mechanics  
  Time of Use:  1 round to several hours.  
  Specializations:  Particular machines:  automobiles, aircraft, etc.  
  Difficulty:  Easy to Moderate for simple, common machines and basic problems.  Increases if the 
  character has never worked on a machine of this type or the machine is very complex.  Difficulty 
  may also increase if the mechanic lacks the proper tools, manuals, etc.  
      Mechanics is a catch-all skill that represents a character's ability to understand and repair mechanical 
  engines and moving parts.  While "modern" technology like cars and fax machines don't work for 
  most underdwellers, there are many other "machines" that characters may come into contact with:  
  catapults and engines of war; complex gear works powered by hand or water, etc.  Further, while 
  mechanical items rarely work for underdwellers, there may be times when it would pay to 
  understand the workings of a machine and either disable or repair it (to hinder or aid someone else).  
  Medicine (A)  
  Time of Use:  1 round to several hours or days.  
  Prerequisites:  Sciences 4D, First Aid 5D, Education 4D  
  Specializations:  Particular areas: cardiology, optomology, etc.  
  Difficulty:  Depends on action attempted.  5 to render basic aid.  10 to perform advanced aid 
  (patient is Mortally Wounded).  15 to perform light surgery.  20 for basic surgery.  25 for invasive 
  surgery  or to diagnosis a rare disorder.  30 for experimental or novel work.  
  Special:  Though Medicine is under Knowledge, when the skill is taken, it is at 1D (not the 
  character's Knowledge skill). At 1D will be considered a medic or med student.  At 2D, a registered 
  Nurse or an intern.  At 3D, a doctor.  At 4D, a specialist or experienced doctor.  At 5D and above, 
  the doctor will have a good reputation in the field, perhaps even be world renowned.  
       Medicine represents the whole of medical sciences, from advanced medic procedures, to surgery, 
  to experimentation and development.  When a character uses the Medicine skill to perform first aid 
  and basic field/emergency procedures (including light surgery), it is added to the character's First 
  Aid skill.  Furthermore, it may be added to Physical Sciences rolls when performing biological 
  experiments.  Finally, it may be added to Investigation skills when doing a medical research in 
  libraries or with a computer.  
       Penalties may accrue when working in substandard conditions or with patients who are not 
  human.  
  Navigation  
  Time of Use:  One to several rounds, depending on the length and complexity of the course 
  charted.  
  
   
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  Difficulty:  Easy to Moderate, depending on the information available to the navigator (charts, 
  compass, current location, etc.).  
  Specializations:  Particular environments:  Terrestrial, Aquatic, Subterranean, Outer Space, etc.  
      A character skilled in Navigation may use any available information to discern her current 
  whereabouts and plot the best course to arrive at another location.  She can read maps, instruments, 
  perform necessary calculations, correct for errors, and generally avoid getting lost.  Even without 
  charts and gear, this character may use local cues (such as the sun or stars) to figure out their 
  location and plot a course of travel.  
  Sciences  
  Time of Use: 1 action (to several hours, depending on the action).  
  Specializations:  Particular fields of study:  Physics, Chemistry, Biology, etc.  
  Difficulty:  Easy, but increased for more complex or obscure scientific theories.  
       Sciences represents knowledge in fields such as physics, mathematics, chemistry and biology.  
  Steamworks (A) or (S)  
  Prerequisites:  Engineering 3D, Sciences 3D, Education 5D  
  Time of Use:  1 round to several hours or days.  GM's discretion.  
  Difficulty:  Easy to perform basic repairs and diagnostics.  Moderate to perform modest upgrades 
  or to repair lightly damage systems.  Difficult to repair heavily damage systems.  Very difficult to 
  repair trashed systems or to design novel steamworks.  
       Steamworks includes the development, maintenance and upgrading of steam-driven machines.  
  This is a very rare skill, usually only acquired by the truly brilliant or by those that have apprenticed 
  with a Steamworks master.  Rumor exist of some steamworks inventors trying to graft steam 
  technology with human bodies, but there are so many rumors that bear fruit in the World Below...If 
  it were true, the inventor would not only have to be a master steam engineer, but a highly trained 
  physician as well...  
  Streetwise  
  Time of Use:  1 round.  
  Difficulty:  Easy.  Difficulty may be increased if used in a city unfamiliar to the character.  
     Streetwise represents a character's ability to tap into the resources of the darker side of society.  This 
  skill may be used to procure stolen items, contact assassins, or score some drugs.  In the World 
  Below, it may extend to more mystical corners:  finding black magicks, hidden creatures and 
  forbidden locations.  
  Tactics  
  Time of Use: 1 round.  
  Specializations:  Particular types of forces: royal guard, bravo mercenaries, etc.  
  Difficulty:  Dependent upon the situation, often as an opposed roll against the leader of the enemy 
  force.  
      Tactics is used whenever a commander attempts to guide his troops into battle.  It may also be 
  used to second-guess an opponent and predict means of attack.  
  Weapons Technology:  
  Time of Use: 1 round to several hours depending on the action taken.  
  
   
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  Specializations:  
      Weapons Tech refers to one's knowledge of various forms of weaponry and how to build and/or 
  repair them. In the World Below, this is mainly restricted to archaic weapons.  
  Value  
  Time of Use: 1 round to several if the character must research the item.  
  Specializations:  particular types of items (jewelry, weapons, steamworks, texts, etc.)  
  Difficulty:  Easy (10).  GM's should freely modify this difficulty, depending on the obscurity of the 
  item.  
      Value is an exceptionally important skill in Neverwhere, particular for anyone in the merchant 
  trade.  But because all transactions occur through barter, every character needs to have some idea of 
  the value of objects and services.  However, what may be valuable in the World Above may likely be 
  completely useless in the World Below, where value is placed on necessity over luxury and small 
  items, such as a ball-point pen, may be enough to secure a full meal and helpful information.  
   
  INSTINCTS  
  Investigation  
  Time of Use:  1 round to several hours or days.  
  Difficulty:  Highly variable, depending on the circumstance.  Easy for general background checks 
  and research.  Difficult for probing into deep, dark secrets.  
  Specializations: Particular areas of investigation:  crime, forensics, scholarly research, etc.  
      A character with Investigation has honed her ability to pick up on clues, follow complex paper 
  trails, and put together disparate pieces of puzzles.  This skill often comes in handy for routing out 
  criminals, uncovering secret motivations behind business transactions, and discovering the truth 
  behind long, lost secrets.  
  Gambling  
  Time of Use: 1 round.  Can roll for whole "games" or gambling events.  
  Specializations:  Particular games: Poker, Blackjack, etc.  
  Difficulty:  Depends on the game.  Generally, Easy for simple games up to Very Difficult for very 
  complex ones.  Can be used as an Opposing Action against other gamblers.  
      Gambling is quite common in both the Worlds Below and Above.  Money is of no value in the 
  World Below, so gamblers must come to the table with a keen sense of Value and easily traded or 
  valuable items.  
  Profile  
  Time of Use:  Depends on difficulty (See below).  
  Difficulty:  Moderate (15), modified by the table below.  
  Specializations:  Detecting certain behavioral patterns such as lying, worry, anger, apprehension, 
  guilt etc.  
      With Profile, a character can attempt to size up a target, making educated estimates of the target's 
  emotional and mental state.  The longer the skill user studies her subject, the greater chance she will 
  draw the appropriate conclusions.  The base difficulty is the target's opposing Willpower check.  
  Additional difficulty modifiers are as follows:  
  
   
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  Desired Outcome 
  Difficulty 
  Surface emotions 
  + 0 
  Emotions or thoughts the target actively attempting to hide 
  + 5 
  Emotions or thoughts that the target is in denial about 
  +10 
  Emotions or thoughts that the target doesn't even know he's having (secretly 
  in love with someone, etc.) 
  +15 
  Attempting to use this skill in a single round 
  +15 
  Spending 3 rounds to use this skill. 
  +10 
  Spending 5 rounds using this skill. 
  +5 
  Spending a full minute using this skill. 
  +0 
  Interviewing target (asking personal questions). 
  -10 
  Observing the target closely for more than one hour. 
  -7 
  Search  
  Time of Use:  GM's discretion.  It depends on how large the area searched is and what is being 
  sought.  
  Specializations:  None.  
  Difficulty:  Moderate (generally).  Depends on local conditions (lighting, other distracting stimuli), 
  whether character is purposefully paying attention, or if special equipment is used.  Items that have 
  been purposefully camouflaged or otherwise hidden may require an Opposed roll against the Hide 
  of the person who concealed the item.  
      Search represents the character's ability to pick up on clues, notice little details, and general 
  alertness to her surroundings.  
  Stealth  
  Time of Use:  1 round.  
  Specializations:  Type of habitat in which character seeks to be stealth:  Forest, Urban, Aquatic, 
  etc.  
      With Stealth, a character attempts to move unnoticed.  This skill includes walking silently as well as 
  hiding in shadows and blending in with a crowd.  A character using stealth moves at half-speed 
  (walking).  To move quickly while being stealthy, the character must endure increased difficulty 
  levels (GM's discretion).  
  Survival  
  Time of Use: One roll should represent 1 "event."  
  Specializations:  Particular habitats:  Forest, Jungle, Urban, Aquatic, Desert, Arctic, etc.  
      A character with Survival may attempt to endure the rigors of the natural world in a number of 
  environments and situations.  The skill is used when the character must find food and shelter or take 
  other actions to survive in the wild.  Note that Survival only covers what is needed for sustenance. If 
  you want to build a nice house like they have on Gilligan's Island, you'd better learn Craftsmanship: 
  Carpentry or something similar...Difficulty levels increase when the character is using Survival not 
  only for himself but to aid others as well.  
  Tracking  
  Time of Use: 1 round.  
  
   
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  Specializations:  Tracking in particular habitats:  Forest, Jungle, Urban, Subterranean, Desert, 
  Arctic, etc.  
  Difficulty:  Easy (10) to Difficult (20) depending what is being tracked and where.  
      Tracking represents the skill of following and catching "prey."  This does not include the ability to 
  kill or trap it (those are different skills).  However, the character can pick up on small traces, estimate 
  how long it has been since the prey was in the area, and make educated guesses as to the condition 
  of the animal.  
   
  PRESENCE  
  Bargain  
  Time of Use: 1 round.  
  Specializations:  Bargaining over certain items:  weapons, food, ships, etc.  
  Difficulty:  Typically an opposed roll against the other bargaining party.  
       Bargain represents the character's ability to haggle over just about anything.  In the the markets of 
  Zion, nearly everything is up for sale, and merchants tend to be shrewd.  Without this skill, 
  characters may find themselves much more than they should for goods and services.  The table 
  below gives general outcomes of Bargain "battles":  If the winner is the buyer, reduce the "real price" 
  (GM's discretion) by the Price Multiplier. If the winner is the seller, inflate the price accordingly.  
  Winner's Total  
  > 
  Loser's  
  Price 
  Multiplier 
  5-9 
   x 1.5 
  10-14 
   x 1.75 
  15-19 
   x 2 
  20-24 
   x 3 
  25-29 
   x 4 
  30+ 
   x 5 
  Command  
  Time of Use:  1 action.  
  Specializations:  Commanding certain types of troops:  royal guard, bravo gangs, religious knights, 
  etc.  
  Difficulty:  Easy to Moderate depending on the situation.  Can be easier or hardier depending on 
  the skill and morale of the troops.  
      With this skill, a character can manage, direct and mobilize others in a wide variety of endeavors.  
  She knows how to give clear instructions and inspire obedience and prompt response.  In the heat 
  of battle, an able commander is essential.  
  Con  
  Time of Use: 1 action.  
  Specializations:  Certain types of cons:  disguise, fast-talking, forgery, etc.  
  
   
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  Difficulty:  Opponents may make a Willpower or Knowledge opposing roll to rat out a Conning 
  player.  
      Con represents a character's ability to bend the truth and slide by on fast-talking.  It also includes 
  other ways of being less than honest--disguise, forgery, etc.  
  Courtliness  
  Time of Use:  1 round.  
  Specializations:  Various traditions of courtliness (Medieval Europe, modern Japan, etc.)  
  Difficulty:  Easy (10).  GM's may increase the difficulty for complex or obscure traditions.  
      Simply put, Courtliness is the skill of minding one's manners.  The skill character will know how to 
  address royalty, when to genuflect, and which fork to use for the salad.  In the feudal world of 
  Neverwhere, a few simple manners may mean all the difference between gracious acceptance by a 
  royal host and the guillotine.  
  Fade  
  Time of Use:  1 round.  
  Specializations: NA.  
  Difficulty: Moderate (15)  
      Fade is the ability to remain anonymous and unremembered.  This is different than the ability (or 
  curse) of all residents of the World Below to go unnoticed.  Rather than being a product of the 
  upsider's unwillingness to perceive unpleasant or disruptive forces, Fade represents a character's 
  ability to leave as light an impression as possible on other people.  
      This skill works the same for dwellers of the World Above as it does Below.  It will prove useful 
  when a character wishes to gather information without being remembered or to pass "unseen" 
  through a crowded area.  If anything, others will half-remember some innocuous figure.  
  Favors  
  Time of Use:  1 round to several hours.  
  Specializations: NA.  
  Difficulty: Depends on the quality of the Favor called in.  Easy for simple tasks up to Extremely 
  Difficult for dangerous or complex ones (see below).  
     The Underside works in part upon a commerce of favors--you do one for me and I'll owe you one 
  down the line.  A savvy underdweller learns to culture favors in his debt and judiciously calls upon 
  them as needed, usually at a "profit" of energy or risk expended.  This character has spent some time 
  acquiring debts in his favor.  The character may use this skill once per gaming session without 
  penalty.  The difficulty level increases by 5 for each additional time it is used in a session.  
  Example Favor Requested 
  Difficulty 
  Asking for a bit of information that's somewhat hard to come by 
  (no real danger or effort involved). 
   Very Easy 
  Carry a message to someone locally (no unusual danger involved). 
  Easy 
  Ask someone to secretly safeguard a prized possession (little 
  unusual danger or effort involved, but of great importance). 
  Moderate 
  Deploy someone to steal or otherwise acquire a valuable item. 
  Difficult 
  Request that someone aid or guard you in a time of deadly peril. 
  Very Difficult 
  Ask someone to fight by your side against certain death. 
  Heroic 
  
   
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  Perform  
  Time of Use: 1 round.  Can roll for one whole performance.  
  Specializations:  Particular performance arts:  music, acting, visual art, etc.  
  Difficulty:  Moderate.  Vary difficulty depending on the quality and intricacy of the art attempted.  
       With Perform, a character can attempt just about any art form.  From song-and-dance to 
  sculpture, the character can express herself and perhaps make a buck or two for the effort.  
  Persuasion  
  Time of Use:  1 action.  
  Specializations:  Particular forms of persuasive speech:  Seduction, Oration, Debate,  
  Difficulty:  Easy.  Targets may make Opposed Willpower rolls to set a Difficulty.  
       Persuasion measures a character's ability to convince others of just about anything.  It does not 
  include the ability to bark orders (see Command), but rather to debate with logic, appeal to 
  sympathy, and otherwise verbally convince others to see things the character's way.  
  Reaction  
  Time of Use: automatic  
  Specializations:  NA  
  Difficulty:  Special.  
      Reaction is not actually a true skill.  Rather, it is some karmic force within the character that affects 
  how strangers react to him.  A character with a high Reaction score is less likely to be scorned, 
  cheated or even, in some situations, killed.  This is the skill that represents the hesitancy--even if 
  only momentary--of the an arch-villain in killing a protagonist, or the willingness of a hot dog 
  vendor to give a girl with a pretty smile a free meal, etc.  One can find quite a few spots in 
  Neverwhere when Richard should either be ignored, abused or downright killed, but for some 
  reason things turn out all right.  Here, this is represented by successful Reaction skills (and GM 
  ingenuity for the sake of plot).  
      In using Reaction, GM's should have the player roll (or roll for the character and keep it secret).  
  The higher the value, the more positive the reaction to the character, or at least the greater the 
  benefit.  This "skill" will not replace role-playing and should not change the GM's discretion of how 
  the game should run.  Rather, it may give a player a slight edge where none existed before--at its 
  best, it should provide a GM with more fodder for the game.  
     
  
   
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  VI. ACTIONS & COMBAT   
  • 
  Taking Actions 
  • 
  Ranged Combat 
  • 
  Scale 
  • 
  Combat Modifiers 
  • 
  Melee Combat 
  • 
  Healing 
   
  TAKING ACTIONS  
  Time  
  For much of the game, Game Masters can inform characters as to how much time has passed 
  between events.  But for certain actions, such as combat or a skill used under timed conditions, a 
  more accurate method is required.  
  • 
  Rounds:  Rounds are about 5 seconds long.  In general, a character can take one action per 
  round without accruing penalties. 
  • 
  Initiative:  Characters may act in the order of their Instincts scores (from highest to lowest).  A 
  character with a higher Instincts may choose to Hold his Action, letting someone with a lower 
  Instincts act first before he decides what to do. 
  Multiple Actions in a Round  
  For every additional action, the character suffers a -1D to all actions taken that round.  Under 
  normal conditions, a character can take a maximum of 5 actions per round (with a cumulative 
  penalty of -5D to all actions).  Some spells allow for more actions per round with reduced penalties.  
  Any additional actions are considered to be taken in the second segment of the round.  Thus, all first 
  actions (by everyone acting in the round) are resolved in the first part of a round and any extra 
  actions are resolved afterwards.  Who acts first in a round depends upon Initiative (see above).  
  Example:  Grimm is in combat again.  He decides he will take two actions:  he will attack and Dodge.  He will be 
  -1D to both actions. 
  Reacting  
  Occasionally, a character will need to react to something that has occurred during a round.  If the 
  character has already acted in the round, the reaction skill is at -1D for being a reaction and -1D for 
  each action already taken in the round.  
  Dodge, Melee Parry and Brawling/Martial Arts are commonly used as Reaction Skills to avoid 
  damage.  
  
   
  Neverwhere the Role-Playing Game 
   
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  If a Reaction Skill is used while defending from an attack, the dice roll becomes the difficulty the 
  attacker must overcome to be successful, even if the reaction skill roll is lower than the original difficulty of the 
  attack!  
  Example:  Grimm is in combat and has already acted once this round.  Suddenly, someone shoots at him and he 
  attempts to Dodge.  His Dodge skill is normally 4D, but since he has already acted, it is now 2D (-1D for having 
  already acted and -1D for being a Reaction Skill).  The shooter's base difficulty was 10.  Grimm rolls 2 dice and gets 
  a result of 7.  The shooter only needs a 7 or better to hit Grimm. 
  Full Reactions  
  If the character decides that the only action she will take in a round is to react, then her Reaction 
  skill roll is attempted with full dice and the result is added to the attacker's difficulty.  
  Example:  Mina knows someone is shooting at her.  She decides that all she will do this round is Dodge.  She rolls 
  her full 4D for Dodge gets 15.  The shooter must now roll higher than 10 (standard difficulty) + 15 = 25 in order to 
  hit her! 
  Applying Reactions to the Entire Round  
  Dodge rolls apply to all ranged attacks in a round.  Thus a character need only Dodge once to 
  attempt to avoid attackers using guns, thrown weapons or grenades.  
  Parry rolls must be made for every attack!  Thus, in close combat, if a character is punched four 
  times, he must either attempt four parries using his Brawling or Martial Arts skill or be take the 
  damage!  
  RANGED COMBAT  
  Ranged combat difficulty targets:  
     
  Range 
  Difficulty 
  Point Blank Very Easy (1-5) 
  Short 
  Easy (6-10) 
  Medium 
  Moderate (11-15) 
  Long 
  Difficult (16-20) 
  Extreme 
  Very Difficult to Heroic (20+) 
  Shooting at Multiple Targets  
  Characters may choose to aim at more than one target in a given round.  If they do so, they suffer a 
  cumulative -1D when shooting at each target beyond the first.  
  Example 1:  Mina is cornered by two bloodthirsty bravos.  She is armed with a repeating crossbow that lets her fire 
  off up to 5 crossbow bolts before having to reload.  She can either shoot at one without a penalty or attempt to shoot at 
  both.  She decides to fire once at both of her attackers.  Her total dice penalty is -1D to the first shot (the penalty for 
  taking multiple actions) and -2D to the second shot (the penalty for multiple actions + the second target penalty). 
  
   
  Neverwhere the Role-Playing Game 
   
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  Example 2:  Mina is cornered again, this time by three thugs.  She decides to fire once at each (3 actions, 2 
  additional targets).  She suffers a -2D to her first shot (for the two additional actions), a -3D to the second, and a -
  4D to the third! 
  Spraying Bullets  
  Some weapons, such as fully automatic machine guns, allow the bearer to spray bullets at an enemy.  
  This has a variety of advantages and disadvantages:  
    
  Advantage 
  Disadvantage 
  Shooter gets +1D to hit 
  and does not suffer any 
  penalties for aiming at 
  multiple targets in a 
  round. 
  The shooter may potentially hit anyone in the direction in 
  which he is pointing the gun (including allies and innocents).  If 
  the shooter is trying to avoid hitting a friendly target, add 15 to 
  the difficulty number to hit.  If the shooter rolls less than 15 
  over the standard difficulty (dependent on range) , he hits the 
  friendly target as well.  Roll damage normally. 
    
  Uses ammunition more quickly. 
    
  If the attack is successful, roll one less die for damage. 
  Using two guns at once:  
  Advantage 
  Disadvantage 
  Shooter does not suffer any penalties for 
  shooting at more than one target in a 
  round without declaring a "Spraying" 
  action (see Spraying Bullets below). 
  Shooting a second weapon counts as an 
  action (resulting in an additional -1D to 
  each action in the round). 
  Both first shots are fired in the first 
  segment of the round (if one gun is shot 
  twice, the second shot is considered to go 
  off in the last part of the round, after all 
  other first attacks have been resolved. 
  Shooter suffers an additional -1D to any 
  shot taken with his or her "off" hand. 
  Permits the character to fire the maximum 
  number of bullets from both guns in a 
  round (thus, is a shooter is using two 
  pistols which may fire 3 times in a round, 
  she can shoot 6 times total in the round).  
  If someone using two guns stops to reload, 
  they must take an additional action to stow 
  one gun while the other is reloaded.  There 
  is no additional action if the "extra" gun is 
  thrown away. 
   
  SCALE  
  Scale represents the differences between small targets (such as Characters) and large, fortified 
  structures  (such as aircraft carriers and buildings).  When targets of the same size are shooting at 
  each other, ignore scale modifiers.  When targets are of different scales, add the Dice modifier 
  (presented below) to the rolls as follows:  
  • 
  Lower scale attacking larger scale 
  o Attacker adds the scale modifier to its attack roll 
  o The target, if hit, adds the scale modifier to its Strength (or Body/Hull) roll. 
  
   
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  • 
  Higher scale attacking lower scale 
  o Higher scale rolls as normal, but the lower scale target adds the dice modifier to any 
  Dodge/Evasion roll. 
  o If successful, the higher scale adds the dice modifier to damage roll. 
  Scales 
  Tiny Small Character Car Tank Aircraft Capital Superstructure 
  Tiny 
  0D 
  2D 
  4D 
  6D 8D 
  10D 
  16D 
  28D 
  Small 
    
  0D 
  2D 
  4D 6D 
  8D 
  14D 
  26D 
  Character 
    
    
  0D 
  2D 4D 
  6D 
  12D 
  24D 
  Car 
    
    
    
  0D 2D 
  4D 
  10D 
  22D 
  Tank 
    
    
    
    
  0D 
  2D 
  8D 
  20D 
  Aircraft 
    
    
    
    
    
  0D 
  6D 
  18D 
  Capital 
    
    
    
    
    
    
  0D 
  12D 
  Superstructure   
    
    
    
    
    
    
  0D 
   
  COMBAT MODIFIERS  
  A number of factors can affect a character's chances to succeed in combat.  Smoke may obstruct a 
  target, oil on the floor may make dodging more difficult, etc.  Following are a number of modifiers 
  Game Masters may choose to apply in the game.  
  • 
  Drawing Weapons:  Drawing a weapon counts as an action in a round (all other actions are at -
  1D this round). 
  • 
  Reloading Weapons:  The time required to reload a weapon varies depending on the type.  
  Most require 1 action to reload.  See the weapon descriptions in the Equipment section. 
  • 
  Targeting Systems:  Some weapons, usually in aircraft or tanks, have targeting systems that 
  help the gunner.  These depend on the weapon type and quality. 
  • 
  Rate of Fire (ROF):  This statistic is given for each weapon.  A weapon cannot be fired more 
  times than its ROF in a round, regardless of the number of actions the character takes. 
  • 
  Called Shots:  Attackers can make a "called shot" against a specific target, such as a particular 
  part of a target's body (a hand, head, etc) or a small item.  Add +1D to the difficulty for a target 
  10-50 cm (approximately 3-18 inches) long.  Add +4D to the difficulty for a target 1-10 cm 
  long.  Add +8D to the difficulty for a target less than a centimeter long. 
  • 
  Cover:  Provides a target with some protection from detection and attack.  Add the following 
  modifiers to attempts to detect or hit a target, when appropriate. 
  Cover 
  Modifier 
  Light Smoke 
  +1D 
  Thick Smoke 
  +2D 
  Very Thick Smoke 
  +4D 
  Poor Light 
  +1D 
  Moonlight 
  +2D 
  
   
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  Complete Darkness 
  +4D 
  Characters can also hide behind objects, such as walls and vehicles, which provide protection against 
  attack.  Add the following modifiers depending on how much of the target is covered. 
  Target is 
  Modifier 
  1/4 covered 
  +1D 
  1/2 covered 
  +2D 
  3/4 covered 
  +4D 
  Fully covered 
  If cover provides protection, attacker cannot 
  hit target directly.   Damage is absorbed by 
  the item giving protection, until it's Body 
  rating is depleted (see Protection below). 
  • 
  Protection:  Inanimate objects have a strength rating to resist damage.  If the attacker rolls well 
  enough to beat the basic difficulty, but not well enough to beat the added cover modifier (see 
  above) that mean the shot hit whatever the character was hiding behind.  If the object is hit, roll 
  the attacker's damage against the protection rating below: 
  Sample Protection 
  Body Strength 
  Flimsy wooden door 
  1D 
  Standard wooden door 
  2D 
  Standard metal door 
  3D 
  Reinforced door 
  4D 
  Blast door 
  6D 
  If the damage roll is lower than the Body Strength roll, the protection is not damaged at all and the 
  target character suffers no damage.  If the damage roll is equal to or greather than the protection's 
  Body Strength roll, find the difference on the chart below to see how badly the protection is 
  damage. 
  Damage Roll = Body   
  Strength Roll by: 
  Protection is: 
  0-3 
  Not seriously damaged 
  4-8 
  Lightly damaged 
  9-12 
  Heavily damaged 
  13-15 
  Severely damaged 
  16+ 
  Destroyed 
  
   
  Neverwhere the Role-Playing Game 
   
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  A character behind protection may suffer some damaged depending upon how badly his protection 
  is damaged.  Subtract dice from the attack's damage based on the chart below. 
  Protection is: 
  Reduce weapon's 
  damage by: 
  Not seriously 
  damaged 
  Character is completely 
  protected 
  Lightly damaged 
  -4D 
  Heavily damaged 
  -2D 
  Severely damaged 
  -1D 
  Destroyed 
  Character suffers full 
  damage. 
  • 
  Armor:  Armor protects the wearer from damage.  In the game, add the value of the armor to 
  the Constitution roll of the character suffering damage.  See the Equipment section for different 
  armor types. 
   
  MELEE COMBAT  
  Hand-to-Hand Combat  
  Striking:  
  The standard difficulty to hit with Brawling roll is Very Easy (5).  Damage is equal to the character's 
  Strength roll + 1D per Effect Value (see Effect Value).  
  The standard difficulty to hit with Martial Arts is Easy (10), resulting in damage equal to the 
  character's Strength.  A fighter skilled in Martial Arts may attempt more complicated maneuvers to 
  render more damage, but must roll against a higher difficulty number to hit.  
  Blocking:  
  Character's may attempt to block an attack using their Brawling or Martial Arts skills.  Players must 
  declare they will be attempting to block before the attack occurs. If they do not, they suffer an 
  additional -1D when attempting to block.  
  Example:  Lector is in a fight with a bravo thug.  He decides to strike but forgets to "hold an action" in case he 
  needs to block.  The thug takes a swing and Lector decides he had better try to block.  He must roll Brawling at -
  2D.  If his blocking roll is higher than the thug's attack roll, he will have parried the blow. If not, he may take 
  damage. 
  Example:  Somewhat bruised from last round, Lector decides he will hold an action this round in case he needs to 
  block.  This means he is -1D to both his attack and blocking roll. 
  
   
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  An unarmed character may not attempt to block an attacker with a weapon without a special Martial 
  Arts move.  
  Melee Combat  
  Melee Combat is handled much the same way Unarmed Combat is, except that the characters 
  involved use Melee Combat and are armed with handheld weapons.  
  A character armed with a weapon may use it to block an unarmed assailant.  
  Damage:  
  When an attacker successfully hits his target, he rolls the appropriate number of dice to designate 
  damage + 1D per Effect Value (10 over the Difficulty target number).  Ranged weapons do a set 
  amount (e.g. a Heavy Pistol does 5D damage).  Melee weapons do the attacker's Strength + XD, 
  where X depends on the weapon (e.g. a knife does STR + 1D damage).  
  The targeted character then rolls his Constitution dice and adds any armor value, if armor is worn.  
  If the target's Constitution roll is greater than the attacker's roll, the she had resisted the damage.  If 
  not, consult the table below for results:  
     
  Damage Roll   
  =   
  Constitution Roll   
  by: 
  Effect 
  Description 
  0-3 
  Stunned 
  Character suffers a -1D to all skill and attribute dice for the 
  rest of the round and the next.  If a character suffers a number 
  of stuns equal to her Constitution, she falls unconscious for 
  1d6 minutes. 
  4-8 
  Wounded 
  Characters fall prone and can take no actions for the rest of 
  the round.  The character suffers a -1D to all skills and 
  attributes until healed.  A character who is wounded a second 
  time is Wounded Twice (suffers -2D to all actions until 
  healed).  A character who is Wounded a third time is 
  Incapacitated. 
  9-12 
  Incapacitated 
  An incapacitated character falls prone and is knocked 
  unconscious for 10D minutes.  The character can't do 
  anything until healed.  An Incapacitated character who is 
  Wounded or Incapacitated again is Mortally Wounded. 
  13-15 
  Mortally 
  Wounded 
  Falls prone, is unconscious and will remain that way until 
  healed.  At the end of each round the character is 
  unconscious, roll 2D.  If the number rolled is less than the 
  number of rounds that the character has been mortally 
  wounded, the character dies.  A Mortally Wounded character 
  who is Wounded or worse again, is Killed. 
  16+ 
  Killed. 
  Instantly killed.  Can only be saved with a Heroic (50) First 
  Aid roll within 1 round or through very powerful magicks. 
   
  
   
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  HEALING 
  Characters can heal in a variety of ways, but the three most common methods are natural healing, 
  first aid kits, and medical facilities.  
  Natural Healing:  
  A character can heal naturally, but this process is both slower and riskier than getting medical care.  
  The character must rest a specified amount of time and then can make a healing roll:  the character's 
  full Constitution to see if the character heals.  
  Healing characters can do virtually nothing but rest.  A character who tried to work, exercise or 
  adventure must subtract -1D from his Constitution when he makes his healing roll.  Any character 
  who opts to "take it easy" and do virtually nothing for twice the necessary time may add +1D to his 
  Constitution to heal.  
  A Wounded character must rest for three standard days before rolling to heal:  
  Constitution 
  Roll 
  Result 
  2-4 
  Character worsens to Wounded 
  Twice. 
  5-6 
  Character remains Wounded. 
  7+ 
  Character is fully healed. 
  A character who is Wounded Twice must rest for three days before rolling to heal:  
  Constitution Roll Result 
  2-4 
  Character worsens to Incapacitate. 
  5-6 
  Character remains Wounded Twice. 
  7+ 
  Character improves to Wounded. 
  Incapacitated characters must rest for two weeks before making a healing roll:  
  Constitution Roll 
  Results 
  2-6 
  Characters worsen to Mortally 
  Wounded. 
  7-8 
  Character remains Incapacitated. 
  9+ 
  Character improves to Wounded 
  Twice. 
  Mortally Wounded characters must rest for one month (30 monthly days) before making a healing 
  roll.  
  Constitution Roll 
  Results 
  2-6 
  Character dies. 
  7-8 
  Character remains Mortally Wounded. 
  
   
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  9+ 
  Character improves to Incapacitated. 
  First Aid Kits  
  First Aid kits usually have bandages, antiseptics, anti-inflammatories, painkillers and other 
  lightweight medical supplies.  A standard kit can be used two times before needing to be restocked.  
  A First Aid roll is required to use a First Aid kit..  The difficulty depends on the severity of the 
  patient's injury:  
     
  Degree of Injury 
  Difficulty 
  Stunned, unconscious 
  Very Easy 
  Wounded or Wounded 
  Twice 
  Easy 
  Incapacitated 
  Moderate 
  Mortally Wounded 
  Difficult 
  Killed 
  Heroic (50)  (must be attempted the round after the patient has 
  been killed). 
  If the First Aid roll is successful, the patient heals one level.  Stunned and Wounded characters are 
  fully healed.  Wounded Twice are Wounded.  Incapacitated are Wounded Twice.  Mortally Wounded 
  are Incapacitated.  
  If the First Aid roll is unsuccessful, the character's condition remains the same.  If the First Aid roll 
  misses the difficulty by more than 10 points, the patient remains the same and another First Aid roll 
  cannot be made for another 24 hours.  
  Multiple First Aid attempts can be made on a patient within a single day, but the First Aid difficulty 
  increases one level for each additional use.  
  Medical Facilities  
  Professional medical facilities and underground "black-market" clinics may provide advanced 
  medical care (for an advanced cost!)..  
  To treat an injured person with these facilities, a character must have the Medicine (A) skill.  
     
  Degree of Injury 
  Difficulty and Time 
  Wounded 
  Very Easy with 1D hours of care. 
  Incapacitated 
  Easy with 4D hours of care. 
  Mortally Wounded 
  Moderate with 1D days. 
  Killed 
  Unearthly with 10D days. 
   
  
   
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  42 
   
  V.  MAGIC  
  Magic permeates the world of Neverwhere, often in very subtle ways.   It often manifests as odd 
  characteristics, simple little spells, and unique powers.  Indeed, minor magicks are relatively easy to 
  cast and control, and bits and pieces of magic pop up often and without warning.   
  Skilled practitioners may also attempt more powerful magicks that are both difficult and dangerous.  
  Even the most seasoned arcanists exercise great caution.  It takes only a slight mispronunciation, an 
  incorrect wave of the hand, or slightly stale reagent to render a spell inoperable or, worse yet, 
  deadly.  Uncontrolled magic wreaks havoc, with unpredictable and usually grave results.   
  Finally, remember that Neverwhere is a always changing and unpredictable place.  Magic will 
  manifest in unexpected ways and should never become a simple matter of chanting a few magic 
  words and throwing fireballs around the room.  Also, players and GM's should remember that the 
  Universe likes to keep things balanced:  all actions have reactions; all creation result in destruction; 
  all energies siphoned in one spot are taken from another.  
  In Neverwhere D6, magical powers manifest in very diverse ways.  First, there are three forms of 
  personal Magicks, called Quirks, Charms and Knacks.  Also, characters sometimes may use  
  Ritualistic Magic is available to anyone performs the proper research, preparation and spell casting.   
  Ritualistic Magic  
  Research the Problem  
  Gather the Reagents  
  Say the Magic Words  
  Botching a Casting  
  The Costs of Casting 
  Note:  If you would like some ideas for magical texts or items to use in your Neverwhere game, visit the Reliquary of 
  my Evil Dead D6 game.  Though geared for that genre, many of the items may serve as game materials for this setting 
  with a bit of tinkering.  
  Magicks:  
  The dwellers in the World Below are an odd lot.  All beginning characters begin with either 3D in 
  Quirks, 2D in Charms, or 1D in a Knack.  Additionally, players may choose up to 5D in Curses in 
  order to gain more dice for character creation.  It is possible that additional Quirks, Charms, Curses, 
  and perhaps even Knacks may be acquired during adventures.  Touched (or cursed) by magic of all 
  forms, they manifest unusual abilities in three broad realms:   
  Quirks:  magical characteristics over which the character has little control.  They are more 
  extensions of the individual than magical powers.  Some might be natural characteristics while others 
  might just "happen" to the character without any explanation every being necessary (or possible).  
  Charms:  abilities and "spells" that anyone with the proper discipline and arcane knowledge may 
  learn.  In the World Below, spells are usually quite subtle and rarely dangerous.  Black magicks are 
  
   
  Neverwhere the Role-Playing Game 
   
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  shunned, even by the most shady of the underdwellers, and such powers always come with a dear 
  price.  
  Knacks:  natural talents, often passed down through generations.  Characters who master a Knack 
  will become well known for that particular skill or power.  
  Curses:  Magic burdens mere mortals as often as it blesses them.  Many underdwellers carry the 
  scars of mystical accidents, vengeance or ill luck. 
  Terms:  
  Advancement:  The multiplier applied to the Character Points required for a character to advance 
  with this magick.  Easy magicks have a 1x multiplier (raise as normal skills); Difficulty magicks 
  generally have a 2x modifier, requiring twice as many CP's to be spent for advancement.  
  Time of Use:  the time required to employ the magick being activated.   
  Duration:  time period that the magicks' effects will last.  
  Limitations:  restraints, if any, on the use or effects of a magick.  
   
  RITUALISTIC MAGIC 
  Ritualistic magic involves nearly all spells that are cast from reading a scroll or book, or reciting 
  memorized words while inside a specially prepared area (such as a circle of power, a pentagram, a 
  blessed tabernacle, etc.).  They always require three main elements:  1) A magical text; 2) Symbols 
  and/or magical reagents; and 3) Recital of an incantation.  Because magic rituals exist for nearly any 
  kind of spell, these rules focus on the process of researching and casting a ritual rather than specific 
  spells which may be cast.  GM's and players should use their imaginations as new problems arise.  
  Magic often provides assistance, and perhaps even a final solution, but will never simply fix all the 
  characters' problems.  Even if the success of a mission depends upon the casting of a Ritual, there 
  will be ample action and danger in gather the needed materials or distracting the villain to provide 
  time for the casting to take effect.  
  Research the Problem  
  A character must first Research the spell to be cast.  This usually begins with 
  an inquiry or statement as to what the desired effect will be.  The GM will 
  then decide the difficulty of the research--depending on the obscurity and 
  age of the spell, the power of the intended result, and means of research 
  available to the character.  Then, the character will roll a Research check 
  against the Difficulty.  If successful, the character will find the necessary 
  texts and a list of needed materials.  
  Example:  Kramer, a mad Eremite, has cast a spell that permits him to tap into the 
  dreams of other Underdwellers.  He is not only learning their innermost secrets, but also driving them insane.  Grimm 
  and Lector resolve to stop the old man before any more underdwellers are harmed.  Lector, a more skilled arcanist, 
  announces that he will research the spell Kramer has cast and try to find a way to nullify it (Grimm offers to just kill 
  him, of course, but Lector finds that option distasteful).   
  The GM tells Lector that the Research will be a Difficulty of Moderate (15) and take 2D6 hours in a Decent 
  Library.  He will have to consult with contacts, dig into the library, or do some other form of research to learn the 
  proper incantation.   Lector succeeds in his Research and finds an old copy of the Slumberwell, a book of spells  to 
  protect people in the Dreaming.  From the book, he finds the incantation and a list of necessary objects, including the 
  
   
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  sleep from a dead man's eye,  four black candles, a circle of power to be drawn on the floor, and some incense to help set 
  the mood. 
  Gather the Goods  
  Once the character has researched the problem, he must still acquire the necessary materials.  This 
  may require additional research, investigation, bargaining, theft, or manufacturing time.  
  Example:  Lector has no problem finding the candles and the dead man's sleep (Grimm just happened to know a 
  recently dead man) , but he discovers that the incense must be specially prepared to to emit the proper odors.    The 
  GM tells him it will require an Easy (10) Alchemy check to properly mix the ingredients and create the scent 
  necessary to cast the spell.. 
  Say the Magic Words  
  Once the materials are gathered, they must be properly put into place and the magic words must be 
  incanted properly.  If the text is in an Ancient Language, the GM will have the character make a 
  Language: Ancient check.  Then, the character must make an Arcana check. Again, the GM adjusts the 
  difficulty for the degree of preparation, the complexity of the spell, and potency of the outcome.  If 
  the check is successful, the spell will be cast and the desired effect will manifest (hopefully).  
  Example:  The GM tells Lector that the only version of the spell is in ancient Latin, so Lector will have to make a 
  Language: Ancient check of Moderate (15) to even read the spell.  Lector succeeds after a bit of practice.  Next, he 
  prepares the circle, lights the candles, lights the incense, and sits in the middle of the area read to chant the spell.  He 
  rolls his Arcana Skill of 5D.   The GM tells him he needs a Difficult (20) check to succeed.  Lector manages a 21!  
  He barely casts the spell, just as the Kramer is sliding into Grimm's dreams and learning of their plot to thwart him!  
  Botching the Castings  
  Given their complexity, spells are easy to mess up. And when you mess up with magic, you usually 
  mess up bad.  When a casting fails, it will either have no effect at all (it just sort of fizzles out) or it 
  will go wrong in some unpredictable and unpleasant way.  Generally, the worse the failure, the more 
  grave the consequences.  If a character Botches (rolls a 1 on the Wild Die, followed by a 6 on the 
  subsequent roll), then something spectacularly wrong has occurred.  The villain will be strengthened, 
  a comrade will be turned into a toad, you'll open a rift to some hell-dimension full of hungry, 
  drooling dog-men.  You get the picture.  So be careful kids.  
  The Costs of Casting  
  All magic has a cost associated with it.  Sometimes, the spell will be so trivial that the caster will not 
  notice the loss.  But when a major spell is attempted, the character will exhaust herself with the 
  effort.  Whenever a spell is attempted, the caster (or casters) must make a Resistance check against 
  the Difficulty of the spell.  She will suffer exhaustion as if it were Wound Levels if her roll is less 
  than the Difficulty number (i.e., as if the Difficulty Level value were damage and the Resistance roll 
  were a Constitution check).  No actual damage will be done, but the character will suffer the 
  appropriate penalties to all her actions until she rests (1/2 hour per "Wound" Level).  If she reaches 
  Incapacitated or Mortally Wounded, she will pass out for a brief period (1/2-1 hour).  If she suffers 
  enough "damage" to be "Dead", she will fall into a coma and require medical assistance.   
  
   
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  MAGICKS  
   
  QUIRKS 
  Quirks are relatively "permanent" abilities that improve without regular practice by a character 
  (though CP's must still be invested to raise the skill level).  
  Artificial Appendage:  
  Time of Use:  NA  
  Advancement: Normal (1x).  At 1D, the character has the appendage.  Additional dice  (2D or 
  greater) invested in this Quirk may be added to any Attack or Parry rolls made with weapon-like 
  appendages.  
      This character has lost a hand, arm, or leg and had it replaced by a magical or technological 
  prosthetic.  Some examples include:  
  • 
  Hook:  in place of a hand.  The character is -2D to perform fine, manual maneuvers with this 
  hand.  Can be used as a weapon for +1D damage (strike as Martial Arts or Brawling). 
  • 
  Grafted demon hand:  the character received a transplant from some non-human creature.  
  The hand will be obviously monstrous (green and scaly, fingers like tentacles, 8-fingered, etc.).  
  The hand will strike for additional damage (+1D to Martial Arts or Brawling rolls when striking 
  with that hand).  However, the hand seems to have a mind of of its own and will sometimes 
  attempt to do things on its own (GM's, have fun...). 
  • 
  Chainsaw:  the character's hand has been replaced by a chainsaw.  This loud and clunky 
  addition looks cool, but must be fueled and in good working condition to work.  The character 
  cannot use this hand for anything other than chopping stuff up.  When activated, it will do STR 
  + 3D damage. 
  • 
  Snake "leg":  the character's bottom half has been replaced by a large demon snake tail.  This 
  looks pretty bloody creepy, but has certain advantages.  First, the character receives +3D to all 
  Climbing and Jumping rolls.  Second, the character can make a Brawling roll to Grapple an 
  opponent with his tail, doing STR +1D damage with a +1D to the Grapple roll.  Finally, the 
  character never has to buy shoes. 
  Animal Traits  
  Advancement Cost:  Difficult (2x)  
      A character with this Quirk has many traits of a common animal (choose one at Quirk selection).  
  The character will have some special abilities as well as certain personality and physical "quirks" 
  associated with the animal.  As the character invests dice in this Quirk, increase the die modifiers 
  under each animal type by one (thus bonuses AND penalties increase). However, as the Quirk 
  strengthens, the animal-aspect also grows and the character appears and acts more bestial.  At some 
  point, the GM may require the character to make Willpower rolls vs. the current Animal Traits value 
  in order for the character to restrain himself (some common animal-like behavior is given below).  
  • 
  Bear:  +1D to damage in melee combat and +1D for any lifting rolls;  +1D for all Resistance 
  and Endurance rolls;  -1D to Dodge, Stealth and Acrobatics.  The character will be unusually 
  large and  lumbering (even if he's quite dexterous), often with quite a bit of hair.  He will have a 
  
   
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  voracious appetite (eating twice what a normal human would) and an immense temper (the GM 
  may require him to make Willpower checks to avoid going into a berserk rage when angered, 
  hurt or frightened).  The character will tend to be domineering, stubborn and inclined to take 
  very long naps. 
  • 
  Cat:  +1D to Stealth, Acrobatics, and Dodge Rolls.  May see at night as well as in the day.  
  Fingernails will be sharp and retractable, adding +1D to damage.  Physically, the character will 
  be graceful and has cat eyes  (GM's and characters may decide to add a tail or cat-ears if they 
  want).  The character will have a "cat-like" personality, often demure and stand-offish.  She may 
  become oddly attracted to small moving objects, like balls of string or mice.  Catnip will act like 
  a strong narcotic. 
  • 
  Dog:  +3D to Search rolls depending on the senses of sound or smell, however the character is 
  colorblind.    The character will have a strong sense of loyalty and be unusually brave in a fight 
  (+2D to Willpower rolls in such cases).  Personal hygiene isn't all that important and he has a 
  tendency to sniff around members of the opposite sex. 
  • 
  Bird:  +3D to Search rolls depending on sight, but -3D to rolls using smell;  +1D to Dodge 
  rolls.  The character is slight in build and unusually light in body weight (hollow bones).  He will 
  often move in bird-like motions.  Because of his excellent eyesight, he sometimes becomes 
  entranced with bright and colorful objects, and may stare at them for hours. 
  • 
  Fox:  +2D to Search rolls depending on the senses of sound or smell, however the character is 
  colorblind.  Tends to be crafty and quiet, so add +1D to Stealth rolls and +1D to Con attempts.  
  There is something about the character that other folks distrust (adjust dice accordingly, when 
  appropriate).  In a fight, the character will sometimes have urges to flee and hide. 
  • 
  Fish:  +3D to Swimming and +3D to Resistance rolls to avoid ill effects of cold water or when 
  holding one's breath.  The character comes across as cold and detached and has a faint odor that 
  tends to attract cats and scavenging birds. 
  Annoyingly Lucky  
  Advancement:  Difficult (2x).  
      This character is smiled upon by the gods, or perhaps some more devious supernatural force.  
  Whenever a 6 is rolled on the initial roll of the Wild Die, the character not only rerolls the Wild Die 
  but also rolls the number of dice invested in this Quirk.  The Lucky dice are added to the final result 
  (but cannot be rerolled regardless of any more sixes which may be rolled on that turn).  However, 
  when this character Complicates (by rolling 1 on the Wild Die initially, followed by a 6 on the 
  second Wild Die roll), the character must roll the Annoyingly Luck dice and also subtract these from 
  his dice total for that attempted action.  GM's may also impose other "unlucky" side effects when 
  such a catastrophic failure occurs.  
  Babelfish  
  Time of Use:  NA  
  Difficulty:  Easy (10) for common languages.  Moderate for rare dialects.  Difficult for dead or 
  forgotten languages.  Very Difficult for alien or supernatural languages..  
  Limitations:  Only works on languages that are heard--not sign languages, written words or 
  symbols, or telepathy and the like.  
      Babelfish represents the magical ability of a character to understand spoken languages.  They will 
  be instantly translated into the character's native tongue.  This Quirk does not permit the bearer to 
  speak any additional languages.  The Babelfish Quirk may take any number of forms:  an 
  enchantment, a magical fish inserted in the ear, a Star Trek universal translator (one way, of course).  
  
   
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  Bloodless and Painless  
  Advancement:  Difficult (2x)  
      A character with this Quirk neither bleeds nor can feel pain.  The character reduces the effects of 
  Wounds by a number of levels equal to the Dice Value invested in this Quirk.  Thus, a character 
  with Bloodless and Painless at 1D would suffer no ill effects at Wounded and only -1D at Wounded 
  x 2.  While this may seem to be an incredible boon for Bravo's and others who tend to get in 
  scrapes, it has its drawbacks.  For one thing, it's darn creepy and usually only manifests itself in 
  supernatural beings (like demons, angels and the undead).  Furthermore, while a character will not 
  pass out from pain and can resist torture more easily, she will still die when her Wound Level 
  reaches "Dead"--she just won't be feeling like she's hurt all that bad.  
  Bond  
  Time of Use:  1 round to "concentrate" on the bond.  
  Advancement:  Normal (1x)  
  Difficulty:  Very Easy (5) within 10 km;  Easy (10) within 100 km;  Moderate with 1000 km.  
      With this Quirk, a character shares a supernaturally close bond with a person, place or item.  
  When the character concentrates, she will know the location, physical condition and state of mind of 
  the object of the bond.  If this is shared with another person or an animal, that being will also 
  "know" the character's condition and location.  
  Creepy Quiet  
  Time of Use: NA  
  Difficulty:  Easy (10) in most conditions.  
  Advancement:  Normal (1x)  
  Limitations:  The character is only silent to people who cannot see him.  
      This character isn't just stealthy, he's completely silent when he moves.  He might be walking on 
  bubble wrap wearing hiking boots and corduroy pant and he still won't make a sound.  But there's a 
  catch:  he is only silent to those who cannot see him.  Thus, two people may be standing side by side 
  and the character will only be heard by the one who is looking at him.  Note:  the character cannot 
  turn this ability "off".  So, he tends to sneak up on people without meaning to.  You can imagine 
  how annoying this might get.  
  Dead  
  Advancement:  Difficult (2x).  
      This character, quite simply, has reached the end of his mortal life.  He's deader than a door nail, 
  colder than fish...you get the point.  Through magic, he has been ressurrected--sort of.  The benefits 
  of his condition are obvious:  he cannot be killed again and does not require the tedious necessities 
  that keep other folks living (like food, water and oxygen).  But the burdens are dear as well:  these 
  characters automatically have a Hunger (see Curses below, but the character does not receive bonus 
  dice) that must be fed once every couple of days.  If they do not feed, they will suffer -1D to all 
  Physical Attributes until they either feed or die.  
      The character still feels pain however and suffers the negative effects of receiving wounds just as 
  a normal human might.  However, while the character may be Stunned as normal, he will not fall 
  unconscious due to wounds and the Mortally Wounded level will not result in his imminent death.  
  Finally, rather than being "dead" when he reaches the Dead Wound Level, the character may roll his 
  Constitution + the dice invested in this Quirk to avoid the destruction of his body (and permanent 
  death).  
  
   
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  Fey Blood  
      A character with this Quirk has traces the blood of a magical race coursing through his veins.  
  This will grant the character particular powers, but brings with it burdens.  The character is 
  recognizable as a magical being and will take on some of the traits of his ancestral race.  
  • 
  Troll:  The character appears unusually large and bulky, with rippling muscles, spiky hair and 
  rough, leathery and splotched skin.  He has sharp, rending teeth and largish, slightly pointed 
  ears.  Hygiene isn't all that important to him either...+1D to Strength Attribute (can go beyond 
  the human maximum of 4D) and +1 to Resistance Skill.  The character tends to become 
  impatient and easily angered.  When provoked, he must make a Willpower roll or lash out 
  violently. 
  • 
  Elf:  The character is usually more slender and graceful than the average person.  He will have 
  pointed ears, a slight build, and vibrant, colorful eyes.  The character has magical inclinations and 
  gets +10 Mana.  He also has +1 to Search rolls due to superior perceptive abilities. 
  • 
  Goblin:  The character is shorter, lean and has a slightly green pallor to his skin.  He will have 
  long, pointed ears, a longish, hooked nose, and very dark eyes.  +1D to Dexterity (can go 
  beyond the maximum of 4D), and +1 to Stealth rolls. 
  Hidden Heart  
  Limitation:  This Quirk may only be used once.  If the object is destroyed while the character is still 
  "alive" the character will be instantly killed.  
      A character with a Hidden Heart has managed to capture her life essence in a physical object--
  such as a piece of jewelry or a strange, silver egg.  While the life essence is so contained, a character 
  may be physically killed but retain hopes for resurrection.  Someone need only reunite the body with 
  the magical object holding the character's life essence and then destroy the object.  The character 
  will be returned to full life (though at a Mortally Wounded health level).  
  Invisible Friend  
  Time of Use:  NA.  
  Limitations:  the friend may not affect the physical world and cannot be seen by others except 
  through rare magicks.  
      An Invisible Friend may be a guardian angel, a stuffed tiger that becomes a real tiger when no one is 
  looking, an invisible 6 foot tall rabbit or just about anything else you might imagine.  No one else 
  will be able to see the Friend, and it cannot interact with the physical environment.  The Friend 
  must always be within the line of sight of the character, and never more than 20 feet away.  
  However, the friend may lend advice:  its Knowledge score will be 1D for every die invested in this 
  Quirk.  The character with the Friend may choose 3 skills the Friend has at +1D at the game's start 
  and 3 more at 0D (all the rest are at -1D).  After that, the character may increase the friend's 
  Knowledge as if it were a Skill (x1 CP) rather than an Attribute (x10).  
  Mechanophile  
  Time of Use:  NA  
  Difficulty:  When a character attempts to use a modern device, they should consult the table below:  
     
   
  
   
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  Action Attempted (Examples) 
  Difficulty 
  Using a small flashlight. 
  Easy (10) 
  Operating a camera with a flash. 
  Moderate (15) 
  Firing a gun. 
  Difficult (20) 
  Starting and driving a car 
  V. Difficult (25) 
  Using a computer or computerized 
  device (ATM, etc.) 
  E. Difficult (30) 
  Limitation:  GM's may decide that a successful roll is good for only one action or for a brief 
  period of time (e.g., one roll to activate a flashlight and no other roll is required until it is shut 
  off).  GM's may also decide that the user suffers -1D for each time this ability is activated within 
  a single day (after the first time).  
       This character is not as strongly affected by the technological curse that hangs over most 
  underdwellers.  They are able to use some modern technology such as electric flashlights, 
  watches, cameras or radios.  Those with advanced Mechanophile traits may even use complex 
  devices such as computers or automobiles.  But even Mechanophiles must use these devices 
  with prudence--overuse appears to result in a loss, or weakening of the ability (GM's may reduce 
  the Mechanophile's dice for periods of time to allow the trait to "regenerate").   
  Multiple Selves  
       Character has an entirely different personality within him.  They often contend over who will be 
  on the "surface", but are not necessarily "at war."  The other self has completely different skills from 
  the first self.  At character creation, the player may assign 7 Skill Dice to the other self as if it were a 
  different character (it may not take additional Quirks, but may know Charms or Knacks).  The Self 
  that is currently subordinate will not know what is happening when the other Self is dominant, but 
  will have a general sense of emotions and well-being (anger, injury, lust, hunger, etc.)  It may attempt 
  to come to the surface by making a Willpower attempt added to the dice for Multiple Selves.  The 
  Self that is currently dominant will likely resist the shift (unless the player can give a very good 
  reason why it might agree to the shift), by making a Willpower roll.  
  Pointy Bits  
  Time of Use:  NA  
  Difficulty:  NA.  At 1D, the character has the "bit".  Additional dice (2D or greater) invested in this 
  Quirk may be added to any Attack rolls made with the "bit."  
      Pointy Bits may be manifested as any of a number of small, sharp and potentially lethal protrusions 
  from a character's body.  It may be small horns atop the head, extended fangs (vampire-style) in the 
  mouth, or sharp little claws at the finger tips.  The character should choose one type when the Quirk 
  is taken.  The Bit will do STR +1D of damage if the character chooses to make it retractable (like 
  cat-claws) and STR+1D+2 if it is not retractable (i.e., always obvious).  
      Note:  the name for this Quirk is taken directly from the Fudge:  Buffy the Vampire Slayer game.  I've never 
  played it, but I always liked the name of this trait...  
  Pockets  
  Time of Use: 1 round (to rummage through pockets).  
  Difficulty:  Special (see below)  
  
   
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  Limitations:  Once per day.  Increase the Difficulty level by 10 for each additional attempt per day.  
  Objects cannot be larger than would fit comfortably into the given pocket.  The character must be 
  wearing clothes with at least one pocket.  Finally, characters must regularly put things into their 
  pockets--kind of "recharging" them.  Some of these items will disappear (think of it as the Universe 
  taking its due).  
      A character with Pockets will always wear clothes with many pockets for holding items. Often, the 
  character herself won't remember what these pockets hold.  So diverse and useful are the objects 
  gathered, that when a character needs something she may search herself in hopes of finding it.  The 
  more unique and complicated the item, the higher the Difficulty required.  Note, this ability will only 
  work for a character with this Quirk (i.e., someone else can't search her pockets in hope of finding 
  something useful).    
  ITEM (sample) 
  DIFFICULTY 
  Simple  item (food item for one, matches) 
  Very Easy (5) 
  Standard tool (screwdriver, pocket knife) 
  Easy (10) 
  Unusual tool (a silver flute, lock picks) 
  Moderate (15) 
  Rare or valuable item (gemmed ring, healing salve) 
  Difficult (20) 
  Extremely rare item (an Earl's signet ring, magical scroll) 
  V. Difficult (25) 
   
  Other Form:  
  Time of Use:  Transformation takes 1+1D6 rounds.  
  Difficulty:  Easy (10) to induce transformation.  Moderate to resist transformation.  
  Limitation:  Characters cannot always control their transformation.  GM's and characters should 
  work out a few situations when the character will instinctively change shape, or at least have a strong 
  urge to do so.  These might include times when the character gets angry, very hungry, frightened, or 
  excited.  When the character transforms, her clothes and personal items will also transform, but 
  anything larger than a small backpack will be dropped.  
      This character may alter her shape to take another form:  an animal, object or even another 
  person.  The character can only shift into one other form, designated when the skill is taken. This 
  alternative body will retain all the mental characteristics the character has in her "human" (or 
  humanoid) form, but physical characteristics will vary depending on the shape chosen.  
     
  CHARMS  
  Charms probably most closely resemble what one would think of as "magical spells."  These are 
  magical abilities that a character may learn through study and usually require reagents and/or "magic 
  words" to be activated..  These are likely the most common forms of magic characters will 
  encounter in the World Below.  Many residents learn a slight magical trick or two to help them get 
  by.  Few ever master a Charm, and even fewer find ways to turn charms into dominating powers.  
  No Charm skill may be greater than a character's Arcana skill level.  
  
   
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  Most Charms require some reagents and magical words to activate.  Characters may attempt to 
  substitute other items for the reagents, but GM's should modify the difficulty accordingly.  A good 
  charmer will likely carry a few reagents for common charms at all times, or at least know where to 
  get the appropriate goods.  
  Design note:  Personally, I've always disliked the use of reagents for magic in games like D&D.  But I think they're appropriate here because 
  magic in Neverwhere is not about throwing fireballs and polymorphing into dragons.  Reagents limit the power of the Charms, require more 
  time for casting, and give the magic a little more grounding in "reality".   As always, it's up the GM to include them or not.  
  Augury  
  Casting Time  1D6 minutes.  
  Difficulty:  Moderate (15).  
  Reagents:  the appropriate reagents depend on what the oracle is trying to portend.  Some 
  examples include:  
  • 
  Specific time, but imprecise location:  Tea leaves. 
  • 
  Specific time, fairly precise location (within a few blocks):  The liver and entrails of a white dove. 
  • 
  General ideas of the fate and future of a particular person:  Tarot Cards, the I-Ching, a crystal 
  ball. 
  • 
  Important events within a general area:  Casting Bones, Prophetic Dreams (time is spent to 
  interpret them). 
  Advancement Cost:  Advanced (2x).  
  Limitations:  Telling the future is always an uncertain science, at best.  When the oracle is looking 
  across time at the future, she is seeing only one of a nearly unlimited number of possibilities.  
  Usually, she manages to focus on the most likely timeline, but that is by no means certain.  Thus, 
  while the charmer may learn some useful information, she will rarely be able to predict everything 
  with perfect accuracy.  And knowledge of the future may serve to change the timeline so that the 
  event never comes to pass.  
      With Augury, the character is versed in a variety of methods for telling the future.  With particular 
  reagents and rituals, she may attempt to portend important events within a given area, at a certain 
  time, or to particular people.  She will rarely be able to tell all three with much accuracy, but the 
  information gleaned is almost always of great use--if only to prepare someone for the worst.  When 
  the attempt is made, the character may either ask specific questions or just attempt to absorb the 
  knowledge from the future.  She may learn one "fact" for each die she has in Augury.  
  Animation  
  Casting Time:  1 round for every Die Level used.  
  Duration:  The duration of the charm equals 1 minute for every 1 point above the base difficulty.  
  Difficulty:  Special, see chart below.  
  Reagents:  The item to be enchanted.  Also, some lubricant--either archaic (such as animal fat) or 
  modern (such as motor oil)--heated and mixed with a few vertebrae from a snake's spinal column, 
  ground together and sprinkled on the item in question.  
  Advancement Cost:  Normal (1x)  
  Limitations:  
      With an Animation charm, a character may bring an inanimate object to life.  The object will obey 
  
   
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  the charmer's mental orders and will move as if a puppet (and will appear to do so as a living animal 
  to another observer).    
  Sample Object 
  Base Difficulty 
  Paper doll 
  Very Easy (5) 
  Cardboard, soft wood or plant material 
  Easy (10) 
  A wooden puppet (with joins),  
  Moderate (15) 
  Mannequin (no joints), chair, or wooden stick 
  Difficult (20) 
  An object made of "soft" metal or softer stone:  lead, tin, etc. 
  Very Difficult (25) 
  Hard metal object or hard stone:  a sword or marble statute. 
  Extremely Difficult (30) 
  Extremely hard metals or minerals:  titanium, diamond. 
  Heroic (50) 
  Avoidance  
  Casting Time:  1 action to cast, then it will trigger automatically.  
  Duration:  Once the spell is cast, it may be triggered any time within 5 rounds.  
  Difficulty:  Easy (10) or Attacker's Roll (whichever is lower).  
  Advancement:  Normal (1x).  
  Reagents:  Incantation:  "Pedis Celeris" three times and rub a charmed object representing speed or 
  evasion:  a rabbit's foot, a bird's feather, a Hot Wheels car.  
      The caster may incant this Charm when she fears imminent danger.  Then, if an attack or trap 
  threatens to harm the caster, the spell will automatically trigger and transport the caster out of 
  harm's way.  The spell will only move the caster the minimum required to avoid the attack and be 
  out of immediate danger (i.e., in this round).  
  Beastspeak (Raven, Pigeon, Cat, Rat, Mouse, Squirrel, Fish, Bug, Sparrow, Starling, Blackbird):  
  Time of Use:  None, the character may speak and listen normally (make the die roll to check the 
  efficacy of the communication).  Treat as a normal Language skill.  
  Difficulty:  Easy (10).  
  Reagents:  None.  The character must be taught the language and practice to improve.  
  Advancement Cost:  Normal (1x)  
  Limitations:  Beastspeak does not bestow the ability to control the animal, only to communicate 
  with it.  One must convince the animal that it is in its interest to talk or deal with the character.  
  Reagents:  None.  
      With Beastpeak, a character may communicate normally with the appropriate animal (choose one 
  from the list below, or add another).  The character will speak in English (or his native tongue), and 
  the animal will understand him.  Furthermore, the character will understand the animal's language--
  the squeaks of a mouse, barks of a dog, chirps of a sparrow, etc.  
  Fluster  
  Casting Time:  1 round.  
  Duration: 1 minute + 1 minute for every 5 points above the Difficulty Level.  The victim may make 
  a new Willpower check each round.  
  Difficulty:  Victim's Willpower roll.  
  Advancement:  Normal (1x).  
  
   
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  Reagents:  A shiny object or other device to distract the victim.  
  Limitations:  Fluster works on the sense of sight, thus it will not work in the dark or on a blind 
  victim.  
      With the incantation of a few power words and the use of the distracting reagent, the caster 
  ensnares the victim's mind.  The victim will be unable to perform any actions during the duration of 
  the spell.  Instead, he will stare at the object, immobile and mute.  When the spell is lifted, it will be 
  as if the victim is coming out of a trance--with memories of the time lapsed, but no recollection as 
  to why he could not act.  
  Healing  
  Casting Time:  1D6 minutes per level healed.  
  Difficulty:  Very Easy (5) + 5 for each Wound Level (e.g., 10 for Stun, 15 for Wounded, 20 for 
  Wounded x 2, etc.).  
  Advancement:  Difficult (2x).  
  Reagents:  A wide variety of healing herbs, potions and salves may be purchased in a market or 
  harvested in the wild.  The healer must make some mixture that is administered to the patient, along 
  with invoking words of prayer or magic.  
  Limitations:  The healer must make a separate attempt for every level healed.  GM's may wish to 
  restrict the number of times a particular patient may be healed in a given day (e.g., only 5 attempts 
  may be made on any one person within 24 hours).  
      Perhaps one of the oldest Charms, Healing represents a wide variety of different methods and 
  magicks used to make an injured patient whole again.  While it will rarely completely close a wound 
  and mend a bone, it will alleviate pain and speed the recovery process.  Competent healers become 
  known for their powers and are often sought out for assistance.  
  Mending  
  Casting Time:  1 action to cast.  
  Duration:  Until item has mended up to the caster's Mend success (see below).  
  Difficulty:  Easy (10) for common and soft items (clothes, leather); Moderate (15) for harder or 
  uncommon items (wood, silk).  Difficulty increases for harder items (metals, minerals) or very rare 
  and complex items (steamworks, an artifact).  
  Advancement:  Normal (1x).  
  Reagents:  Incantation:  "Toto" three times while running a finger along the seam to be fixed.  
      This handy little charm sees most of its use in households and among merchants.  It will sew up 
  ripped seams, re-attach a broken strap, and even recombine the wooden handle of a weapon.  At 
  extremely high skill levels, it may even mend shattered metals and complex machines.  
  Navigation  
  Casting Time:  1D6 minutes.  
  Duration:  The spell may be kept activated as long as the Charmer concentrates, but she will suffer -
  1D to all other actions until it is deactivated.  
  Difficulty:  Easy (10).  
  Advancement:  Normal (1x).  
  Reagents:  A small magnet dropped in a bag full of sweet wine (the magnet will shift to tell the 
  direction) or a divining rod specially prepared (takes 1D6x 10 minutes).  
      This handy spell keeps the caster from getting lost and can lead one to a specified destination.  
  
   
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  The spell will point the user in the right direction and lead across the shortest distance possible.  It 
  will not account for impassable barriers or provide alternate routes.  
  Hindsight  
  Casting Time:  2D6 minutes.  Add an additional 1D6 minutes for every Difficulty Level after 
  Moderate.  
  Duration:  Variable, depending on the information gathered and the success of the casting.  
  Difficulty:  Moderate (15) for events within 24 hours.  Difficult (20) for within 1 week.  Very 
  Difficult (25) for within 1 month.  Extremely Difficult (30) for within 1 year.  Add 5 to the Difficult 
  for every 10 additional years.  
  Advancement:  Difficult (2x).  
  Reagents:  Dust from the dried bones of an animal mixed with vinegar and dabbed on the 
  Charmer's tongue.  Also, must either be holding an object or occupy a place from which the "sight" 
  will be sought.  
      This Charm grants the ability to read the past from an object or place.  The caster may glimpse 
  past events surrounding the object or occurring in the place, including the faces of those nearby, 
  snippets of conversation, and result of their actions.  Sometimes, nothing of import will imprint 
  itself upon a place or object, and despite a successful casting the Charmer will learn nothing new 
  from the spell.  Finally, there are rumors that certain spells will "wipe" the imprints of memory from 
  objects and places.  
  Illusions  
  Casting Time:  1 minute.  
  Duration: 1 minute +1 minute for every 5 points above the Difficulty Level.  
  Difficulty:  Easy (10) for simple illusions (lights and colors), Moderate (15) for more detailed 
  illusions (people, walls), and Difficult (20) for intricate details.  Observers may make Instinct checks 
  to see if they realize the illusion is not real.  Increase Difficulty by 5 if the caster wishes it to move.  
  Advancement:  Normal (1x).  
  Reagents:  shards of a broken mirror ground into a fine dust and tossed into the air where the 
  illusion will appear.  
  Limitations:  This Charm only works on living observers who are sensing with their eyes.  Illusions 
  are intangible, noiseless and odorless.  
      This Charm represents spells that trick the eye of an observer.  It may be used to make an image 
  appear and move about, but it will not physically affect the world.  
  Nightvision  
  Casting Time:  Preparation 1D6 minutes.  
  Difficulty:  Easy (10)  
  Duration:  1D6 hours +1 hour for every 5 points above the Easy difficulty.  
  Reagents:  Sleep from the eyes of a cat mixed with ground sulfur (the heads of matches will work) 
  and smeared on the eyes.  (Yes, it will sting a bit).  
  Limitations:  With Nightvision, a character may see in the dark as easily as he might in the day--no 
  external light source is needed.  The character will continue to suffer from any impairments to his 
  normal vision.  Further, Nightvision does not grant the ability to see through magical darkness.  
  
   
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  Seance  
  Casting Time:  5D6 minutes.  
  Difficulty:  
  • 
  Base Difficulty:  Easy (10) for the newly deceased (within 1 month);  Moderate (15) for 1 
  months to a year.  Difficult (20) for 1-10 years.  Very Difficult for 10-100 years.  Add 5 to the 
  Difficulty for every 100 years after the first. 
  • 
  Modifiers: 
  o -5 if the Seance occurs at the spirit's place of death. 
  o -5 if the Seance charmer holds an object that belonged to the spirit in life. 
  o -5 if a relative or close friend of the spirit is present. 
  o .+10 if the spirit knows the Seance charmer and doesn't like her. 
  o +10 if the spirit is secretive or in hiding. 
  Duration:  Once contacted, the spirit will remain in the room until it wishes to depart or until sent 
  away by the Seance charmer.  
  Reagents:  A black candle exactly 12 inches in height with a wick intertwined with fibers taken from 
  the clothes on a corpse.  A magical circle, formed either by at least 3 participants holding hands or 
  an enchanted circle of power drawn on the ground.  Offerings to attract the spirit, which may 
  include incense, food, alcohol or valuable objects.  
      With Seance, the charmer may call forth a ghost or other spirit who has departed from its physical 
  body and loosed into the aether of the Universe.  Once summoned, the spirit will manifest, often in 
  a ghostly form, and speak with any in the room.  The spirit may be asked questions and will answer 
  according to its own whim.  Thus, it might generously provide all the information it retains.  More 
  often, it will provide an answer in riddles or request some favor or other repayment.  
      In general, spirits dislike being conjured back into the material world and will arrive a little 
  grumpy.  A charmer who regularly summons spirits without providing them with some kind of 
  reward or other motivation may find herself making enemies in the Netherworld.  
  Shapeshift (Animal Type)  
  Casting Time:  1 round.  
  Duration:  5 minutes +1 minute for each point above the Difficulty Level.  
  Difficulty:  Moderate (15).  
  Advancement:  Difficult (2x).  
  Reagents:  Samples of the fur, feather or scales of the animal whose shape will be assumed.  These 
  must be grasped by the caster when the incantation is spoken.  Usually, the incantation is the True 
  Name of the beast whose shape the caster wishes to take.  
  Limitations:  Though the caster will assume the form of a particular animal, she will be unable to 
  communicate with others of that animal type without Beastspeak.  Furthermore, she will be unable 
  to speak as normal with other humans.  When a caster learns this Charm, she only learns it for one 
  particular animal.  
      With this classic Charm, the caster transforms her body into that of an animal (one chosen when 
  the Charm is learned).  The character's close and personal effects will also transform, but anything 
  heavier than 5 lbs will be dropped to the ground.  The caster will take on all the physical 
  characteristics of the animal shape assumed, but will retain her Knowledge and other cognitive skills 
  (e.g., Profile, Bargain, etc.).  Some sample animals are given below:  
  
   
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  • 
  Wolf:  STR=4D, DEX=4D, CON=4D, INS=+1D.  +3D to Search rolls using the senses of 
  smell or hearing.  Claws and teeth = +1D damage.  +2D Endurance for running. 
  • 
  Eagle:  STR=1D, DEX=5D, CON=1D, INS=+1D.  +4D to Search rolls using sight.  Talons 
  = +1D damage and reduce armor by 1D.  +3D to Dodge attempts.  May fly at 20m/round. 
  • 
  Snake:  STR=1D, DEX=3D, CON=1D, INS=+1D.  +2D to Search rolls using the sense of 
  smell.  Scales give +1D vs. damage.  +5D to Jumping, Climbing and Swimming attempts.  +3D 
  to Dodge.  Can bite for +1D and inject venom that will do 4D damage to a victim for 1D6 
  rounds. 
  • 
  Cat:  STR=1D, DEX=5D, CON=1D, INS=+1D.  +2D to Search rolls.  +3D to Stealth.  
  Nightvision.  +3D to Jumping, Climbing and Dodge attempts. 
  KNACKS  
  Knacks are magical talents that characters may develop over time.  Most Knacks are acquired 
  through lineage--family members will share the same talents (usually one main one).  No character 
  may have more than one Knack.  Furthermore, individuals often manifest the nature of their Knacks 
  in their personalities.  Thus, someone with Harm may often seem cruel and cold;  someone else with 
  Elsewhere might be flighty and irresponsible;  or an Accelerant may always talk fast and move quickly.  
  Accelerant  
  Time of Use: NA  
  Difficulty: Easy (10).  For each 5 points above 10, the Accelerant gains one more action.  
      With this Knack, a person may augment her speed to unnatural levels.  For each 5 points over the 
  10 that the character rolls, she gains 1 additional action (without penalties) for the round, and adds 
  10m to her normal movement.  
  Brainbreak  
  Time of Use:  1 round.  
  Difficulty:  Moderate (15).  Any individual within range may make a Resistance roll to avoid the 
  Brainbreak's effects.  
  Limitations:  A Brainbreak acts much like a scream.  It will effect all within its range and diminish 
  with distance.  
  Range:  2/5/10  
  Damage:  Skill level at Short Range (2 meters).  Skill Level -1D from 2  to 5 meters.  Skill Level -3D 
  at up to 10 meters.  
      With Brainbreak, an individual can focus his mental energies into a powerful assault on the brain 
  of another.  The result is an overload of sensory inputs that causes at the very least, a shocking stun, 
  and at the most incapacitating pain.  If the attempt fails, the Brainbreaker must roll a Resistance 
  check of suffer the appropriate amount of damage.  
  Braincrank (Knowledge/Instincts/Presence)  
  Time of Use: 1 round for focus the mental energies required.  
  Difficulty:  See below  
  Duration:  5 minutes.  
  Limitations:  After using Braincrank, the character will become very worn out mentally.  He will 
  suffer -1D to all skills controlled by Mental Attribute and any Magical Ability attempted until he has 
  
   
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  rested for half an hour or after one hour of normal activity.  
      With a successful use, the Braincrank can temporarily augment one of his mental attributes (which 
  is chosen when the skill is taken), according to the table below:  
     
  Difficulty 
  Augmented 
  Dice 
  Easy (10) 
  +1D 
  Moderate (15) 
  +2D 
  Difficult (20) 
  +3D 
  Very Difficult (25) 
  +4D 
  For every 5 points above 25, the effect 
  is extended an additional 5 minutes. 
  Channeling  
  Time of Use: 1D6 x 10 minutes.  
  Difficulty:  Moderate (15).  May be modified for conditions and the spirit sought.  
  Advancement:  Normal (1x).  
      With Channeling, one may reach out to the spirit world and communicate with its inhabitants.  
  Unlike Seance, this is not a simply a dialogue, but an actual union with the spirit sought.  The spirit 
  inhabits the Chandler and may communicate user her voice and body.  However, this is not a 
  possession, as the Chandler may regain control of her body at will and the spirit may not do 
  anything with the body that the Chandler does not want.  
      The difficulty increases as one is looking for more solitary spirits, or ones that have been dead for 
  longer periods.  The attempt may become easier if the Chandler has an item belonging to the 
  departed spirit or is in an area important to the spirit.  
     
  Collector of Lost Thoughts  
  Time of Use: 1 round to several to "sift" through lost thoughts.  
  Difficulty:  Easy (10) for "random" searches of thoughts.  Moderate (15) when the character 
  focuses.  GM's may modifying, depending on the value and precision or a particular thought.  
  Advancement:  Normal (1x).  
  Limitations:  The character cannot turn off this ability, which can be a bit maddening at times.  
      The Collector of Lost Thoughts picks up forgotten ideas, stray fancies, and half-baked theories that 
  have slipped from the minds of others.  These thoughts just float out in the Universe, waiting to be 
  rediscovered and put to some use.  Most of what is intercepted is useless, but every once in a while, 
  the Collector will find something of use and remember it.  When the character is faced with a 
  particular problem, especially one requiring ingenuity or research of an abstract or obtuse idea, he 
  may make a check against this Knack.  When successful, the character will have the thought and 
  know the identity of the original thinker.  
      This Knack becomes particularly useful when the character focuses on trying to recover the lost 
  thoughts of a particular person.  By occupying a place once inhabited by a person, the character may 
  attempt to "gather" the person's scattered thoughts.  Much may be learned about a person by 
  "reading" their lost thoughts--secret plans, weaknesses, hopes, and desires.  
  
   
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  Delerium  
  Time of Use: 1 round.  
  Difficulty:  Easy (10) + Target's Willpower (for Hallucinations) or + Target's Resistance (for Opiate 
  Effects).  
      Delerium permits a character to induce a hallucinatory and opiate effect in a target.  The character 
  will have no control over the exact content of the hallucinations, as they will be manifestations from 
  the target's subconscious.  As such, Delerium may sometimes be learned to uncover the inner 
  secrets of a target without the target's consent or knowledge.  
      A target who falls to the effects of Delerium will suffer the following penalties:  
  • 
  Hallucinations:  Failing a Willpower check, the target will begin to hallucinate for 1D6 
  minutes.  During that time, the target may still act "normally" if an additional Willpower check is 
  made each round.  This means that the hallucination will still be seen, but the target is 
  maintaining enough control to function somewhat normally.  Regardless, the target will suffer -
  1D to all actions that round.  If the target fails the second Willpower check, he will succumb to 
  the hallucination and believe it is real.  He will be unable to act for that round (though may make 
  another check the following round). 
  • 
  Opiate Effects:  The target will begin to feel numb, perhaps even pleasurable.  If a Resistance 
  check is made, the target will simply feel "warm and fuzzy".  If the Resistance check fails, the 
  target will be overcome by the "high" and suffer -1D to all actions.  However, any penalties 
  accrued from Wound Levels may be ignored. 
  Dreamwalk  
  Time of Use: 1 minute to enter a trance in order to enter the Dreamworld.  
  Difficulty:  Easy (10) to enter a Dreamstate and control one's actions.  Moderate (15) to seek out 
  and find another Dreamer.  Difficult (20) to alter the Dreamscape in slight ways.  
      The ability to enter the Dreamwold and control one's own actions.  At much higher difficulty 
  levels, the character can do "impossible" things.  Extremely difficult rolls needed to hurt or kill 
  someone in real life (if you kill someone in "normal" combat, they wake up right before they die).  
  Inside the Dreamworld, most natural dreamers (those who do not use Dreamwalk to enter the 
  Dreaming, but only go to sleep), will lose most of the inhibitions and self-control.  As such, they 
  may be questioned or observed, and much may learned from them.  
      The Dreaming is full of untold mysteries, monsters and puzzles.  It may be as dangerous to the 
  Dreamwalker as the Waking World.  
  Elsewhere  
  Time of Use: instantaneous, but the character cannot take any additional actions this round.  
  Difficulty:  Moderate (15), or as an opposed roll to an attack.  
      A character with Elsewhere has the innate ability to "not be here."  It's not that they consciously 
  move or teleport, but rather that the Universe essentially "reassigns" them a different space.  
  Elsewhere does not need to be activated by the character--in fact, the character has no real control 
  over it.  The power simply serves to move the character away from danger to a relatively safe place 
  (note the use of relatively--it may well be out of the fire, but into the frying pan...).  
      Elsewhere activates when the going gets tough.  So, when a character is attacked, he may roll the 
  dice for Elsewhere to see if the power turns on and moves him out of the way of the attack.  
      When the dice are rolled, the higher the dice value the more convenient and safe the new location 
  will be.  Thus, a roll of 15 might just displace the character by a few feet, perhaps only out of range 
  
   
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  of a swinging sword.  But, a roll of 30 might remove the character to an adjacent room or around a 
  corner from the attacker.  Likewise, a Complicated roll may actually place the character in greater 
  danger!  
      Note that Elsewhere activates regardless of the character's intent.  He may wish to jump in front 
  of a crossbow bolt to shield a friend, but the Knack will engage and move him out of the way.  The 
  Knack may also work when things are simply unpleasant for the character:  he is being yelled at, on a 
  bad date, or about to get splashed on by a passing taxi cab.  GM's should feel free to be mischievous 
  with this potent Knack.  
  Ethos  
  Time of Use: 1 round  
  Difficulty:  Moderate (15) or opposing Willpower roll if the "victim" is attempt to conceal her 
  emotions.  
  Range: Line of sight.  Once made, the connection may be maintained even if the empath isn't 
  looking directly at the other being, but she must be capable of looking at her.  
      With Ethos, a character may form deep emotional links with other beings (human and otherwise).  
  She will sense their emotional stage, perhaps even more profoundly that the other being will.  With 
  this ability, she can sense deceptions, anger, love (and lust), and the rest of the spectrum of 
  emotions.  This knowledge may be used to gain advantages in Bargaining, Conning, Persuading and 
  Commanding other people.  For each 5 points above the difficulty level, the empathic character may 
  add 1D to any of those rolls for the next minute (10 rounds).  The character may also "broadcast" 
  her emotions, permitting a kind of communication when verbal speech is unavailable.  She may only 
  broadcast to beings within her line of sight.  
  Firmare  
  Time of Use: 1 round to activate.  
  Duration:  Once activated, the character may keep this power "up", but suffer a -1D to all other 
  actions (and must continue to touch the object).  Once the character stops touching the object, it 
  will retain its Strength for 1D6 rounds.  
  Difficulty:  Very Easy (5).  The degree of success sets the increased strength of the object.  
  Range:  Must be touching the object.  The added Strength will spread up to 20 feet.  GM's may 
  increase the difficult if the character attempts to extend the range.  
      This power permits the character to reinforce the natural strength of objects and structures.  For 
  every 5 points above the Base Difficulty, the character adds 1D to the object's Strength for purposes 
  of providing support or resisting damage.  When used on animate objects (like people), the 
  character's power increases the recipient's Constitution to resist damage, but slows him as well, 
  reducing the Dexterity by the same value.  
  Harm  
  Time of Use: 1 round.  
  Difficulty:  Moderate (15) or Victim's Resistance roll (which ever is higher).  
  Range:  5m.  Increase the Difficulty by 5 for every additional 10 meters.  
      With Harm, the character may, well, hurt other people.  Wounds will simply begin to appear on 
  the victim's body--a split lip, a black eye, a broken finger, etc.  The victim may make a Resistance roll 
  to avoid being damaged, but if that fails, he will take full damage regardless of any natural or artificial 
  armor.  
  
   
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      The one hitch for a Harming character, is that if she Complicates her attempt, the Harm will 
  backlash and be inflicted on her (though she may make a Resistance roll to avoid it as well).  
  Juice (Strength/Dexterity/Constitution)  
  Time of Use:  1 round to concentrate energies and "juice" the chosen Attribute.  
  Difficulty:  See below.  
  Duration:  1D6 Rounds.  
  Limitations:  After Juice has been activated,  the character will  become extremely hungry and 
  tired.  He will suffer -1D to all actions for 1/2 hour.  
      With a successful use, a person with this Knack may temporarily augment one of his physical 
  characteristics (chosen when the power is activated) according to the table below.    
  Difficulty 
  Augmented 
  Dice 
  Easy (10) 
  +1D 
  Moderate (15) 
  +2D 
  Difficult (20) 
  +3D 
  Very Difficult (25) 
  +4D 
  For every 5 points above 25, the effect is 
  extended an additional 1D6 Rounds. 
  Leech (Heat/Blood/Soul)  
  Time of Use: 1 round per level leeched.  
  Difficulty:  Very Easy (5) or Victim's Resistance roll (which ever is higher).  
  Limitations:  Leeches no longer gain sustenance from normal food and water.  They must feed on 
  their particular nourishment at least once per week in order to survive.  After 7 days, they suffer a -
  1D to all actions, which is cumulative each day until they feed (-1D on day 8, -2D on day 9, etc.).  
  When their Constitution reaches 0D, they drop into a coma-like state.  They must make an Easy (10) 
  Endurance roll each day thereafter, or die.  
      The Leech may draw energy from other living creatures.  There are different kinds of Leeches.  
  Some absorb the body heat of victims, others suck blood, absorb magical energy, and even a 
  person's soul.  All must touch their victim in some way (different Leeches have different methods) 
  and the victim may attempt to Dodge.  Once contact is made, the Leech rolls an opposing roll 
  against the victim's Resistance roll.  For every 3 points that the Leech's roll exceeds the victim's, the 
  Leech may add 1D to any Physical Attribute (choose at the time the Leeching attempt is made).  The 
  leeching effect wears off at the rate of 1D every 10 minutes, until the Leech's attributes return to 
  normal.  Some examples of Leeches include:  
  • 
  Vampires:  leech victims by biting them and sucking out their blood.  The victim takes 1 
  Wound Level of damage for each 1D gained by the vampire and is "drained" at the Mortally 
  Wounded level. 
  • 
  Velvets:  absorb the heat of victims by kissing them.  Reduces the Victim's Strength by 1D for 
  every 1D gained.  At 0D, the victim will collapse and is considered Mortally Wounded.  The 
  victim may regain his Strength by warming himself up and resting for one half hour per level 
  drained. 
  
   
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  • 
  Wights:  suck victim's souls by looking them straight in the eye.  The victim suffers -10 Mana 
  Points for each level leeched by the Wight.  When the victim reaches 0 Mana Points, she 
  collapses and is considered Mortally Wounded. 
  Mindspeak  
  Time of Use: 1 rounds. Once a "link" is established, this power may remain activated, but counts as 
  1 action (-1D to all other actions).  
  Difficulty: Easy (10)/Moderate (15)/Difficult (20)/ Extremely Difficult (30)/Heroic (50)/Godlike 
  (75)  
  Range:  10m/100m/1000m/100 kilometers/Anywhere on Earth/Another Dimension  
  Limitation:   the user may only  receive those thoughts "broadcast" towards her.  
      With Mindspeak, a character may broadcast her thoughts into the minds of others.  Furthermore, 
  she may "read" the minds of those around her. However, she may only pick up those thoughts 
  which are deliberately broadcast "towards" her (essentially, the other person must think that he is 
  "thinking" at the mindspeaker.  
  Numbing  
  Time of Use:  1 round.  
  Difficulty:  Victim's Resistance Roll  
      Quite simply, the character has the ability to make others dumber--at least temporarily.  For every 
  5 points the character's Numbing roll exceeds the victim's Resistance roll, the victim's Knowledge, 
  Presence and Instincts Attributes are reduced by 1D (to a minimum of 1D) for 5 minutes  
      When the victim's mental attribute reaches 1D, Numbing does not reduce the attribute further, 
  but rather extends the the effect for additional 5 minutes (for each 5 points over the Resistance 
  score).  
  Opening:  
  Time of Use:  1 round.  
  Difficulty:  Easy (10) for unlocked objects designed to be opened (e.g., doors, boxes);  Moderate 
  (15)  for standard locks;  Difficult (20) for intricate locks;  Very Difficult (25) for mystic locks or 
  objects note designed to be opened (e.g., human beings, statutes).  GM's may further modified the 
  difficulty for particular objects or those protected by magic.  
      With Opening, the character may open virtually anything: doors, locks, people, or anything else that 
  might be opened or closed.  
  Pain  
  Time of Use:  1 round.  
  Duration:  1 round +1 round for every 5 points achieved above the Difficulty.  
  Difficulty:  Roll opposed to the victim's Constitution -1D.  
  Range:  2 m.  Add 5 to the Difficult for every addition 5 meters.  
      This character may inflict blinding pain on a victim.  No real injury occurs, but the victim will feel 
  it as if it were real--the searing pain of a broken nose, the swelling pulse of a black eye, the difficulty 
  in breathing that follows a blow to the chest.  
  Resuscitating  
  Time of Use:  1 round per level healed.  
  
   
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  Difficulty:  See below.  
  Limitations:  The Resuscitator suffers -1D to all actions for each level healed.  He may regain 1D 
  for every half an hour he rests or every hour of normal activity.  
      With Rescuscitating, a character may heal the wounds of another.  This is usually accomplished by 
  touching the wounds and concentrating.  
  Selfslip  
  Time of Use:  1 round.  
  Difficulty:  Easy (10) + Victim's Willpower Roll  
  Range:  Touching.  Add 15 to the Difficulty if attempted at a distance of 1-10 meters.  
      This Knack represents the ability to slide the soul out of one's own body and insert it into 
  someone else's.  The new "host" may attempt to resist with a Willpower roll, added to the Easy (10) 
  difficulty.  The host's soul will be suppressed until the Selfslipping character evacuates the body and 
  returns to her own.  In the meantime, the Selfslipper's body will be in a coma-like state until re-
  inhabited.  
  Stillspeak  
  Time of Use: 1 round.  
  Difficulty:  Easy (10).  GM's may modify the difficulty for particular objects or "dialects".  
  Range:  Must be within distance of the Stillspeaker's voice;  the objects will speak in normal tones, 
  usually recognizable from about 10-15 feet away at most.  
      Stillspeak grants the character the ability to carry on normal conversations with objects usually 
  considered to be "inanimate".  These might include:  rocks, swords, plants, pools of water and just 
  about anything else that doesn't "speak" (or squeak, chirp or bark).  The user may speak to the 
  object and it will respond, if it  wants to (GM's discretion).  Inanimate things have an entirely 
  different take on time and reality than most animate beings, so speaking with them may sometimes 
  be confusing.  For example, rocks tend to speak slowly and have a very poor concept of time (100 
  years may seem like only a minute ago).  A pool of water is actually composed of millions of water 
  molecules that are constantly interacting and in motion.  So the conversation may be fragmented, 
  hectic and wildly capricious.  
  Warping  
  Time of Use: 1 round.  
  Difficulty:  Depends on range:  Moderate (15)/Difficult (20)/Very Difficult (25)/Unearthly 
  (50)/Godlike (75);  add 5 to the Difficulty for every additional 50 pounds transported.  
  Range:  20m/100m/1000m/Anywhere on Earth/Another dimension  
  Limitation:  The character may only teleport to an area with which he is familiar and can fully 
  visualize in his mind.  
      Warping allows one to shift through time and space, from one place to another.  The character 
  may take his personal belongings and up to about 50 pounds worth of weight without penalty.  
     
  CURSES  
  Players may choose to visit a Curse upon their character in order to receive extra Skill Dice at 
  character creation.  Also, over the course of a campaign, characters may suffer temporary--or even 
  
   
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  permanent--Curses.  It is conceivable that a character may rid herself of a Curse.  But, this may only 
  occur after great trials and difficulty--usually a long and arduous quest.  Furthermore, when the 
  Curse is removed, some price will likely be extracted (loss of a prized possession or, at least, the skill 
  dice acquired under the Curse). GM's should limit the number of Curses one character may take (2 
  or 3 at most).  A few Curses are listed below:  
  Doomed  
  Dice Value:  4D  
      This character is screwed, no matter what (or, at least as long as the Curse remains).  All the 
  oracles, tarot cards and tea leaves point in one direction:  Imminent Death.  It may be tomorrow, it 
  may be next week, it might even be next year.  But it's soon.  Make your peace and sign your will.  
  It's coming.  
  Forced Pacifism  
  Dice Value:  3D  
      This character cannot commit acts of violence on other beings without suffering immobilizing 
  pain.  In fact, the amount of pain suffered is proportional to the victim's Resistance value +1D.  
  Thus, a character with a Resistance of 4D will suffer 5D of damage when she attempts to attack 
  another being.  Usually, this Curse only triggers when the character attempts to directly hurt another 
  being.  It is conceivable that a trap could be set that eventually hurt someone (GM's discretion, of 
  course).  
  Forgetfulness  
  Dice Value: 4D  
      This character can hardly remember whether he put his pants on this morning.  It's not that he 
  forgets everything, just the stuff he really needs to remember.  When the character is attempt to 
  remember something, he must make a Willpower roll in order to do so.  Periodically, the GM may 
  make the player do a Willpower check to see if the character has forgotten something important (the 
  player will just have to role-play it).  
      GM's also may role-play this by not reminding a player of information given in the past.  Of 
  course, players may get around this by writing things down, which is fine (as long as the character 
  has a pen and paper handy in the game).  Of course, the character may forget where his notepad 
  went...  
  Geas  
  Dice Value:  3D  
      The character has been cursed with a dangerous and unavoidable quest.  The magic has ingrained 
  the urge to complete the quest so thoroughly, that the character will only be able to avoid pursuing 
  her goal when she makes a Difficult (20) Willpower check.  The quest may be revenge for a killed 
  family member, recovery of an ancient holy relic, or the hunting of a mystical beast.  What ever it 
  may be, the character will always be drawn back to the quest and will die attempting to accomplish 
  it.  
  Hauntings  
  Dice Value:  3D  
      The character is regularly visited by ghosts and other spirits.  The character may only see these 
  
   
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  spirits when they choose to manifest themselves (though they will remain invisible to everyone 
  else).  The ghosts will often pester or torment the character, perhaps asking favors or simply trying 
  to scare her.  Every so often, particularly at inconvenient times, the GM should roll a single D6.  On 
  1-3, a ghost will appear.  On a 4, several ghosts.  On 5 or 6, the character will go unhaunted, at least 
  for a time.  
      While being visited, the character must make a Willpower roll against an Easy Difficulty (10) for 
  one ghost or Moderate (15) for several in order to be able to properly pay attention to anything else. 
  If the character fails the Willpower roll, he will suffer -1D for the entire time the ghosts remain, 
  unless he can convince them to shut up or go away (bargains may be made, but they can be 
  expensive...)  
  Hunger  
  Dice Value:  4D  
      The character longs for a particular kind of nourishment--usually rare or expensive, occasionally 
  even gruesome.  In fact, the character no longer receives satisfaction from normal kinds of food.  
  The Hunger must be fed at least once every few days, or the character will begin to suffer the same 
  symptoms as drug withdrawal--shaking, sweating, nausea and weakness (-1D to all actions until fed).  
  For every day beyond 3 the character goes unfed, he will suffer an additional -1D to all actions.  
  When his Constitution reaches 0D, the character will go into a coma and be considered 
  Incapacitated).  
  Ill Luck  
  Dice Value:  2D  
      The character simply has bad luck.  Instead of Complicating on a Wild Die result of 1, followed 
  by a roll of a 6, the character will Complicate when a Wild Die result of 1 is followed by a roll of 4, 5 
  or 6.  
      Sucks to be you, dude...  
  Intangible  
  Dice Value:  4D  
      This character cannot tangibly interact with the physical world.  Like a ghost (perhaps he is a 
  ghost!), he may pass through walls, float into the air, and cannot be touched by mere mortals.  
  However, neither can he pick up objects, open a door, or touch a loved one.  As a result, the 
  character is invulnerable to normal, mundane forms of attack (such as fists, fire, and bullets)--though 
  neither can he attack in response.  The character may be harmed be certain enchanted objects and 
  spells (and, quite possibly, by other intangible characters).  
  Lovesick  
  Dice Value:  2D  
      This character is smitten stupid.  Cupid unloaded a whole quiver of arrows into him and forgot to 
  save one for the object of the victim's affection.  Thus, this character is doomed to love unrequited.  
  In fact, nothing he can say or do will win over the object of his affection.  Regardless, he will 
  continually try to win his love's favor--risking life, limb and even friends to that end.  When faced 
  with such an urge, the character may make a Difficult (20) Willpower check to avoid giving into it.  
  
   
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  Possession  
  Dice Value:  4D  
      This character is possessed by another soul, usually one of supernatural origin, such as a demon.  
  The character usually functions properly, but when under stress or at other inconvenient times 
  (GM's discretion), the possessing soul will try to become dominant.  When that occurs, the player 
  may make a Difficult Willpower check to try and repress the Possessor.  If the check fails, the 
  Possessor dominates.  The Possessor will have an entirely different personality and agenda and will 
  be controlled by the GM.  Once per hour, the character may make a Difficult Willpower check to try 
  to re-surface.  
  Lycanthropy  
  Dice Value:  3D  
      This character involuntarily turns into a were-beast during 3 nights of every month (the days 
  before and after the full moon and, of course, on the night of the full moon itself).  When this 
  occurs, the character physically transforms into a savage wolf/boar/bear/puma or any other 
  dangerous, wild beast (chosen when the Curse is taken).  The character's entire personality will be 
  subsumed and the feral instinct will dominate.  The beast will hunt, kill, and generally act like a 
  dangerous animal.  The character will retain vague memories of his actions, but be utterly unable to 
  control them.  When the transformation occurs, the character gains +3D to Strength, +3D to 
  Dexterity, +4D to Constitution, -3D to Knowledge (and cannot "reason" in a human sense), +3D 
  to Instincts, and -3D to Presence.  Despite rumors to the contrary, the werebeast can be killed by 
  any conventional means (but, admittedly, it's much harder).  If killed, the beast reforms into its 
  human appearance.  
      Over time, the Lycanthrope may accumulate more beast-like characteristics, such as desiring rare 
  meat, developing a short temper, and, um, getting hair in new and interesting places.  Furthermore, 
  Lycanthropes recognize one another, even when in human form.  
  Selfshift  
  Dice Value:  3D  
      This rare Curse shifts the victim's appearance into a constant state of flux--it constantly shifts in 
  imperceptible ways.  Within a few minutes, the character's appearance is completely different.  As a 
  result, people, even friends, never recognize the character.  This makes it hard to maintain 
  relationships and business contacts and can lead to a certain kind of schizophrenia in the victim.  
  Sensitivity (Sunlight/Happiness/Religious Symbols/Magic/Water, etc.)  
  Dice Value:  1D for every 2D taken in Sensitivity..  
      This character has an especially strong allergy or aversion to a particular thing or state of being.  
  When the character comes into contact with it, he will take physical and psychic damage as a result.  
      For every 1D in Skill Dice the character receives from this Curse, she will take 2D in damage.  
  The damage roll may be opposed with the character's Resistance Dice.  Regardless of the outcome, 
  the character will at least be Stunned for the round following initial exposure on each new encounter 
  with the substance or state.  
      It may be difficult to imagine someone being sensitive to a state of being.  However, imagine that 
  each time a character feels genuinely happy (met someone she like, found a valuable object, 
  vanquished a foe), she received a jolt of pain.  Or, a different character may be shocked when anger 
  wells up within him.  
      As always, GM's and players should role-play this Curse creatively.  
  
   
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  Stench  
  Dice Value:  2D  
      You stink, man.  No really, you've got some kind of raunchy odor clinging to you like bad news to 
  a newspaper.  People notice the smell when you get within 10 feet of them (no Search check 
  required), and can start picking up whiffs as far out as 50 feet (the wind may obscure or carry the 
  smell a bit).  It doesn't both you so much anymore, but any friends you might have don't particularly 
  like it.  To make matters worse, it seems to intensify when you get excited or stressed.  How's that 
  for a party trick?  
     
   
   
  
   
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  EQUIPMENT  
   
  MELEE WEAPONS  
  Typical Knife  
  Damage:  STR +1D  
  Scale: Character  
  Skill: Melee Weapons:  Knife  
  Difficulty: Easy (7)  
  Concealability:  Very Easy (3)  
  Note:  A typical knife can be thrown, but increase the difficulty by 5.  
  Typical Throwing Knife  
  Damage STR + 2 if thrown, STR +1D if used as a regular knife.  
  Scale:  Character  
  Skill: Thrown Weapons:  Knife  
  Range: 2-3/5/10  
  Concealability:  Very Easy (3).  
  Sword  
  Damage:  STR +2D  
  Scale:  Character  
  Skill:  Melee Weapons:  Sword  
  Difficulty:  Easy (10)  
  Concealability:  Difficulty (20).  
  Club/Baseball Bat  
  Damage:  STR + 1D+1  
  Scale:  Character  
  Skill:  Melee Weapons:  Club  
  Difficulty:  Easy (7)  
  Concealability:  Moderate (15)  
  Notes:  Clubs are any blunt object made to hit something else hard.  GM's 
  should alter the damage rating depending on the quality of the club.  For 
  example, a broom stick might only do STR + 2 pips of damage while a 
  crowbar might do STR+ 1D+2.  
   
  Battle Axe  
  Damage:  STR +2D+2  
  Scale:  Character  
  Skill:  Melee Weapons:  Axe  
  Difficulty:  Moderate (12);  If the wielder attempts to decapitate (cut the 
  head off) an enemy, she must match a Very Difficult (25) target number + 
  
   
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  any Dodge or Parry effort by the defending victim.  
  Concealability:  Difficulty (20).  
  Staff  
  Damage:  STR + 1D+2  
  Scale:  Character  
  Skill:  Melee Weapons:  Staff  
  Difficulty:  Easy (7)  
  Concealability:  Difficult (20)  
  Notes:  Staves give a +1D to Melee Weapons skill when used to parry melee attacks.  
  MISSILE WEAPONS  
  Bow  
  Damage: STR + !D  
  Ammo: 1  
  Range: 2-5/10/20  
  ROF: 1  
  Concealability: Very Difficult (25).  
   
  Crossbow  
  Damage: 5D  
  Skill:  Missile Weapons: 
  Crossbow  
  Ammo: 1  
  Range: 2-5/10/20  
  ROF: 1  
  Concealability: Very Difficult (25).  
  Crossbow Pistol  
  Damage: 4D  
  Skill:  Missile Weapons:  Bows  
  Ammo: 1  
  Range: 2-5/12/20.  
  ROF: 1.  Requires 1 action to reload.  
  Concealability:  Easy (7)  
  Notes:  Crossbow Pistols may be wielded one-handed.  
  FIREARMS  
  The characters of Neverwhere will likely have little opportunity to use a gun.  In most cases, guns 
  simply don't work in the World Below.  It might be loaded, a character may pull the trigger, but in all 
  likelihood, nothing will happen.  Why?  Who knows, it's just the way it goes...  
  
   
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  I've included guns with the equipment because GM's may sometimes find a need to have them for a 
  game.  For example, there are occasions when Underdwellers may run afoul of the police or other 
  armed forces and have to engage in a firefight (GM's discretion as to whether the players' guns will 
  function).  
  Handgun  
  Damage: 4D  
  Ammo: 12  
  Range: 3-10/30/60  
  ROF: 3 shots per round maximum. No burst.  
  Concealability: Very Easy (5)  
  High-powered Handgun  
  Damage: 5D  
  Ammo: 12  
  Range: 3-7/25/50  
  ROF: 2 shots per round maximum. No burst.  
  Concealability: Easy (7)  
  Notes: -1 pip to all "To-Hit" rolls.  
  Machine Pistol  
  Damage: 4D  
  Ammo: 15  
  Range: 3-10/30/60  
  ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 5D damage per 
  burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the 
  clip in one round, either spraying (See Spraying in the Combat section) or Concentrating Fire 
  resulting in +1D to hit and 5D+2 damage.  
  Concealability: Easy (7)  
  Submachine Gun  
  Damage: 5D  
  Ammo: 30  
  Range: 6-10/35/75  
  ROF: Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 5D+2 damage per 
  burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the 
  clip in one round, either spraying (See Spraying in the Combat section) or Concentrating Fire 
  resulting in +1D to hit and 6D damage.  
  Concealability: Easy (9)  
  Automatic Rifle  
  Damage: 6D  
  Ammo: 50  
  Range: 5-30/100/300  
  ROF:  Single: 3 shots per round. Semi-automatic: 2 bursts of 3 bullets rendering 5D+2 damage per 
  burst (roll once per burst). -1D on "To-Hit" rolls in semi-automatic. Full automatic: Can empty the 
  
   
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  clip in one round, either spraying (See Spraying in the Combat section) or Concentrating Fire 
  resulting in +1D to hit and 6D damage.  
  Concealability: Very Difficult (25)  
  Pump Shotgun  
  Damage: 5D (buckshot) / 6D (solid slug)  
  Ammo: 5  
  Range: 2-5/10/20  
  ROF: 2 shots per round maximum.  
  Concealability: Difficult (20) for full-barrelled shotguns. Moderate (10) for sawed-off shotguns.  
  Notes: Sawed-off shotguns do 6D damage at Point Blank range but suffer a -1D cumulative penalty 
  to damage rolls for every 5 meters beyond the first.  
   
  ARMOR  
   
  Shield  
  Type: Personal protection.  
  Scale:  Character.  
  Protection:  Free action to Parry a melee attack (roll with 
  Melee Weapons, Martial Arts or Brawling).  Acts as 4D 
  Protection when used as Cover against missile attacks (no 
  free action).  
  Cost:  Highly variable (depending on style and quality).  
  Availability:  Common.  In the World Below, medieval shields can easily be found.  Also, many 
  underdwellers use makeshift shields made out of street signs, garbage can lids, and hubcaps.  
  Concealability:  Very Difficult (25)  
  Leather Clothing  
  Type: Personal clothing.  
  Scale:  Character.  
  Cost:  Affordable.  
  Availability:  Common  
  Concealability:  Very Easy (but usually unnecessary to hide).  
  Game Notes:  Leather gives +1D versus damage.  
  Breast Plate / Chain Mail Shirt  
  Type:   Archaic body armor.  
  Scale:  Character.  
  Cost:  Affordable.  
  Availability:  Moderate.  
  Concealability:  Moderate.  
  Game Notes:  Grants +2D protection, -1D to Dexterity based actions..  
  Full Plate Armor  
  Type:   Archaic body armor.  
  
   
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  Scale:  Character.  
  Cost:  Expensive.  
  Availability:  Rare.  
  Concealability:  Very Difficult.  
  Game Notes:  Grants +3D protection, -2D to Dexterity based actions. Must have 3D STR to wear.  
  Kevlar Vest  
  Type:   Personal body armor.  
  Scale:  Character.  
  Cost:  Expensive.  
  Availability:  Extremely rare in the World Below.  
  Concealability:  Moderate.  
  Game Notes:  Grants +2D protection.  
  Full Body Armor (modern)  
  Type: Military armor.  
  Scale: Character.  
  Cost: Extremely expensive.  
  Availability:  Extremely rare.  
  Concealability:  Difficult.  
  Game Notes:  Grants +3D protection versus physical damage, but reduce all Dexterity-related skill 
  tests and checks by 1D.  
  STEAMWORKS  
  Steamworks represent the very elegant technology that exists in the World Below.  Often comprised 
  of copper pipes, delicate glass domes, and powered by steam, these machines appear as a cross 
  between 19th Century technology and advanced modern engineering.  Most Steamworks devices are 
  unique, the brainchild of some brilliant (perhaps half-mad) engineer who strives to push the limits of 
  available technology within the constraints of the World Below.  
   
  Holographic Recorder/Diary  
  Type:  Personal Holographic Recorder  
  Cost:  Expensive.  
  Materials:  Uncommon (15).  
  Construction Time:  1-3 months.  
  Effect:  Holographic recorders are elegant little items about the size of a 
  globe, fixed with mirrors, copper, and a crystalline memory unit.  The units 
  can be used to record the events of a room, or the speech and actions of a 
  single person.  Often, recorders can be locked with a key, a push-button 
  sequence, or a vocal command.  If so, it will require a Difficult (20) to 
  Extremely Difficult (30) to attempt to crack the lock without damaging the 
  unit.  
  Skill:  No skill required to operate with simple instruction (Easy Knowledge or Steamworks test).  
  Moderate to Very Difficult Steamworks skill to repair.  
  
   
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  Difference Engine  
  Type:  Punch-card Mechanical Computer  
  Cost: Very Expensive.  
  Materials:  Extremely Rare (30).  
  Construction Time:  1-2 years.  
  Effect:  Basic Difference Engines, often referred to as the 
  "Babbage Machine," are mechanical computers that can 
  perform complex mathematical calculations much faster and 
  with greater accuracy than normal humans.  Data are input 
  with a series of punch cards and a stream of paper is "printed" 
  out with the solution.  The Engine runs extremely hot and 
  requires a good deal of technical know-how to properly 
  operate.  
       There are rumors of more advanced Difference Engines, 
  some that take up rooms and rooms, that churn away on 
  solving problems of unimaginable complexity, such equations 
  for bending time and other laws of physics.  Some of these machines, sometimes referred to as 
  "Turings", may even take self-awareness and personality, evolving in ways their creators could never 
  imagine.  
  Skill:  Difficult Steamworks (20), Difficult Sciences: Mathematics.  
  Steam Powerplant  
  Type:  Steam-driven power source.  
  Cost:  Very Expensive.  
  Materials:  Rare (20).  
  Construction Time:  3 to 6 months.  
  Effect:  The Powerplant can be used to provide power to other mechanical devices, such as light 
  bulbs, fans, like contraptions.  It will operate as long as it is continually fueled (about 1 log per hour 
  once the fire begins) and a continual source of water (which is transferred into steam to power the 
  generator).  
  Skill:  Steamworks (15).  
   
  Steam-Driven Railcar  
  See Railcar below.  
  Patchworks  
  Type:  Steamworks medical treatment device  
  Cost:  Very Expensive.  
  Materials:  Very Rare (25).  
  Construction Time:  6 months to 1 year.  
  Effect:  The Patchworks is actually a long cylinder into which a 
  physician-engineer can slide a patient.  Once inside, the patient may undergo a variety of medical 
  treatments:  blood treatments, detoxification, skin rehabilitation, bone-setting, etc.  For every 1 hour 
  in a Patchworks Bay, the patient may make a healing roll.  However, he will also recover 1 full day of 
  bed rest for each level healed.  
  Skill:  Steamworks (15), Medicine (5 for each Wound Level of the victim.  May increase for rare or 
  severe conditions).  
  
   
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  Steamworks Forge  
  Type:  Steamworks metallurgical contraption.  
  Cost:  Expensive.  
  Materials:  Rare (20).  
  Construction Time:  3 to 6 months.  
  Effect:  The Steamworks Forge provides numerous advantages over typical, manual blacksmithing.  
  The Forge can keep metals hot with its inferno-like core, provide running cooling water, and even 
  has its own hammers that can pound metal into a desired shape with greater strength than any 
  normal man (STR=6D).  It halves the time of production of items that would normally require a 
  blacksmith's hand.  
  Skill:  Steamworks (10); Craft-Smithing (Depends on the item created).  
   
  MISCELLANEOUS GEAR  
  Ropes, Grappling Hooks and 10-foot poles...  
  EXPLOSIVES  
  Grenades  
  Scale:  Character.  
  Range:  2/5/10.  
  Cost:  Extremely rare and only available in the World Above.  In case, there is a very good chance 
  that a modern grenade simply won't explode if an underdweller attempts to use it (Roll D6, on a 5 or 
  below the grenade does not explode).  
  Damage:  
  • 
  Standard: 5D. 
  • 
  Fragmentation 5D+2.  If armor is worn, reduce its protective value by 1D.  -1D for every 2 
  meters from point of explosion. 
  • 
  High Explosive 6D.  -1D for every 5 meters from point of explosion. 
  • 
  Phosphorous 6D (Heat damage).  Sprays a sticky, burning substance all over target with splash 
  effects on anything with 1 meter.  Burns for 5 rounds. 
  Molotov Cocktails  
  Scale:  Character  
  Range: 2/4/8  
  Cost:  Very inexpensive--easily Scrounged together if alcohol or fuel is available.  
  Damage:  3D+2 fire damage.  The cocktail's fuel will splash about 1m in all directions from impact 
  and burn for 1D6 rounds.  
  Powder Bombs  
  Scale:  Character  
  Range:  2/4/8 (thrown).  Range may be extended if some kind of slingshot or catapult is used.  
  Cost:  Inexpensive--easily Scrounged together if explosive powder or chemicals are available (sulfur, 
  etc.).  
  Damage:  6D damage within 2 meters of explosion.  Reduce damage by 1D for each additional 2 
  
   
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  meters from site of impact.  
  Note:  Powder Bombs include just about every small, makeshift bomb the characters might whip 
  up.  
   
  PRACTICAL CONVEYANCES  
  For the most part, characters will walk their way through Neverwhere.  Don't 
  worry, there are always shortcuts of both magical and mundane sorts that 
  crafty navigators can find.  However, sometimes a conveyance of some sort 
  will come in handy.  Because modern combustion engines will not work for 
  underdwellers, and because the subway trains that pass through the World 
  Below will ignore (or even eject) most underdwellers, characters will have to 
  look for alternative, sometimes more primitive means.  Below is a small 
  sample of options available to the characters.  
  Sewer Ferry  
  Scale:  Personal Vehicle  
  Length:  Variable:  3 meters for a canoe, 5 meters for gondola, up to 10 
  meters for longer ferries.  
  Cost:  Inexpensive.  
  Skill:  Boating  
  Speed:  Moderate (x 1/2)  
  Body:  Variable:  4D for a canoe  (Provides 1/4 cover); 6D for a gondola (1/2 cover); 8-10D for 
  larger ferries (3/4 cover).  
  Maneuverability:  2D for canoes; 0D for gondolas; -2D for larger ferries.  
  Crew:  1-3 for a canoe (at least 1 must row); 1-4 for a gondola (at least 1 must row or use a push 
  pole); 2-6 for a larger ferry (usually powered by a steam or paddle engine).  
  Crew Skill:  Generally 4D.  
  Cargo:  Variable:  A canoe can carry up to 3 passengers and their personal effects.  A gondola can 
  probably squeeze in 5 or so folks with a few boxes.  A larger ferry may carry as many as 10 and a fair 
  bit of cargo.  
        Underdwellers often make use of the many subterranean "rivers" to hasten their movement.  It 
  is usually not hard to find a pilot with whom to barter for a short trip or the movement of cargo.  
  The boats themselves are as varied as their pilots:  makeshift rafts, old Indian canoes, elegant 
  gondolas recently stolen from 16th century Venice, or perhaps even well trained giant sewer rats...  
  Railcar  
  Scale:  Personal Vehicle  
  Length:  Approximately 6 meters.  
  Cost:  Expensive.  
  Skill:  Driving: Railcars.  
  Speed:  Fast (x 1/4)  
  Body:  6D.  Provides 3/4 cover for passengers.  
  Maneuverability:  0D (can only travel along the tracks).  
  Crew:  1-2 (steersman and stoker).  
  Crew Skill:  Generally 4D.  
  
   
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  Cargo:  Most personal rail cars can fit 4 passengers and some cargo fairly comfortably.  
       Railcars are often old mining or construction devices used by workers to travel along the rails as 
  they were being built.  They are often powered by the strength of the pilot or a pack animal or a 
  small steam engine stoked with wood and coal.  
       In the World Below, Railcars are something of a luxury, used regularly only by the wealthy (who 
  often own their own, ornate cars) or by the desperate.  
  Subway Trains  
  Scale:  Large passenger vehicle.  
  Length:  Several meters long, depending 
  on the number of cars in the train.  
  Cost:  Free...if you can get aboard..  
  Skill:  Driving: Trains  
  Speed:  Very Fast (x 1/10)  
  Body:  15D.  Provides full cover for 
  passengers.  
  Maneuverability:  0D (can only travel 
  along the tracks).  
  Crew:  1-2 (driver(s)).  
  Crew Skill:  Generally 4D.  
  Cargo:  Can often have hundreds of people 
  aboard.  Generally, most cars have room 
  for about 50 people to sit and another 50 to stand.  
       Subways exist in many of the world's largest cities (though not all of them!) and are run by the 
  municipalities.  As such, they are conveyances dedicated to moving updwellers through their lives.  
  Subway trains seem to take a bit of life on, developing personalities that appear to be in accord with 
  the particular stations and passengers they serve.  The trains will often ignore underdwellers, 
  slamming their doors on any underdweller that attempts to board them.  Characters may try all sorts 
  of ways to connive to get on the train, yet somehow it will won't work.  The Universe just sucks that 
  way sometimes...  
      However, some trains may be made to respect underdwellers, they just have to be "shown who's 
  boss" (according to Door).  How to do this varies with the situation and the train involved (may be 
  Command skills, Persuasion, etc.).  
   
  MOTORIZED VEHICLES  
  The motorized vehicles given below will usually be of little use to the characters.  In all likelihood, 
  when an underdweller attempts to start a car or any other modern motorized conveyance, the 
  vehicle will not work. It will be as if it does not recognize the underdweller's efforts (regardless of 
  how many times he punches the ignition).  However, these vehicles are quite common in the World 
  Above and characters may figure out ways to hitch rides or, more likely, have to avoid being run 
  over by one of them when the driver fails to see them...  
  Motorcycle  
  Scale:  Personal Vehicle.  
  Length:  2 meters.  
  
   
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  Cost:  Civilian models:  $2000 (used); $10,000 (new).  
  Skill:  Driving:  Motorcycles  
  Speed:  80 kph / 200 kph.  
  Body:  6D (note this game does not use Scale to add or remove dice).  
  Maneuverability:  2D.  
  Crew: 1 (can hold another rider, but increase Piloting Difficulties by 5).  
  Crew Skill:  5D for professional racers; 3D for standard riders.  
  Cargo:  Very little: enough for a water bottle, a few camping supplies, and small tool kit.  
  Jeep  
  Craft:  4-wheeled, all terrain passenger vehicle.  
  Scale:  Personal Vehicle.  
  Length:  3.5 meters.  
  Cost:  Civilian models:  $7000 (used); $15,000 (new).  Military models:  18,000 (used); 32,000 (new).  
  Skill:  Driving:  Cars  
  Speed:  30 mph / 60 mph / 90 mph / 110 mph.  
  Body:  8D  
  Maneuverability:  1D.  
  Crew: 1.  
  Passengers:  Fits 4 (including driver) comfortably.  Up to 8 may be squeezed in if no additional 
  cargo is carried.  
  Crew Skill:  4D for professional/military drivers; 3D for most experienced civilians.  
  Cargo:  Cargo area "trunk" is approximate 2 meters wide, 1 meter deep, and 1 meter high..  
  Description:  Jeeps are 4-wheeled all terrain vehicles commonly used on outpost worlds where 
  roads are rough or nonexistent.  They tend to be reliable, tough vehicles, but provide little of 
  luxuries and comfort.  
  Economy Car  
  Craft:  Standard, economy hatchback or small sedan.  
  Scale:  Personal Vehicle.  
  Length: 4 meters.  
  Cost:   $25000 (used); $12,000 (new).  
  Skill:  Driving:  Cars  
  Speed:  35 mph / 55 mph / 70 mph / 90 mph.  
  Body:  7D  
  Maneuverability:  0D for most cars.  Sportier cars 
  may have +1-3D.  
  Crew: 1.  
  Passengers:  Fits 4 (including driver) with some squeezing.  Up to 6 may be squeezed in if no 
  additional cargo is carried.  
  Crew Skill:  4D for professional/military drivers; 3D for most experienced civilians.  
  Cargo:  Cargo area "trunk" is approximate 2 meters wide, 1 meter deep, and 1 meter high.  
  Hatchbacks may have a bit more space.  
  Luxury Car  
  Craft:  Standard, fancy sedan.  
  Scale:  Personal Vehicle.  
  
   
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  Length: 4 meters.  
  Cost:   $10,000 (used); $20,000 (new).  
  Skill:  Driving:  Cars  
  Speed:  40 mph / 60 mph / 90 mph / 110 mph.  
  Body:  8D  
  Maneuverability:  0D for most cars.  Sportier 
  cars may have +1-3D.  
  Crew: 1.  
  Passengers:  Fits 5 (including driver) 
  comfortably.  Up to 8 may be squeezed in if no 
  additional cargo is carried.  
  Crew Skill:  4D for professional/military drivers; 3D for most experienced civilians.  
  Cargo:  Cargo area "trunk" is approximate 2 meters wide, 1 meter deep, and 1 meter high.  
     
   
  
   
  Neverwhere the Role-Playing Game 
   
  78 
   
  APPENDIX A: TEMPLATES 
  These templates are here to serve as a guide during character creation. Or, you can just select one 
  and start playing!  
  Blueblood (Noble):  a member of a noble family in the Underside.  With the boons of a high 
  social rank, so come greater responsibilities, dangers and enemies.   
  Bravo:  a warrior, bodyguard, or thug (or all the above), who usually rents out his services to the 
  highest bidder.  
  Eyeball:  an oracle or fortune teller, usually with a great deal of arcane knowledge.  
  Fallen god:  a hapless deity that finds herself trapped in the clumsy flesh of a mere mortal.  
  Grubber:  one of a tribe of scroungers who scour the Underside for lost items, secret information 
  and new tunnels.   
  Hawker:  a merchant and haggler, through and through.  If he doesn't have it among his wares, he 
  can likely get it...for a price.  
  Lost soul: one of the undead, damned to continue walking among the living until freed by some 
  quest or a final death.  
  Rake:  a cad and troublemaker, thief and murderer.  At least that what his friends call him.  
  'Twixt:  one of the few able to pass between both the World Above and Below Accessing both, but 
  accepted in neither, these middling souls usually make their living as beggars, hardly staving off the 
  hunger, loneliness and ensuing insanity of such a solitary life.  
  Updweller:  a resident of the World Above who suddenly finds herself "between the cracks" and 
  trapped in the Underside.  
  Underdweller:  a citizen of the World Below, adept at survival in the tunnels and dangers of the 
  forgotten world, but clueless to the reality above the street.  
  
   
  Neverwhere the Role-Playing Game 
   
  79 
   
  Blueblood (Noble)  
  STRENGTH:  2D+1  
  Skill 
  Rating Total 
  Lifting 
    
    
  Climbing   
    
  Jumping 
    
    
   
  KNOWLEDGE:  3D+1  
  Skill 
  Rating Total 
  Education 
   1D  
   4D+1 
  Heraldry 
   1D 
   4D+1 
  Gossip 
   1D 
   4D+1 
  Sub-geography  1D  
   4D+1  
  Sciences 
    
    
  First Aid 
    
    
  Steamworks 
    
    
   
  DEXTERITY: 2D+2  
  Skill 
  Rating Total 
  Melee 
  Wpn 
   1D 
   3D+2 
  Missile 
  Wpn 
    
    
  Dodge 
    
    
  Martial 
  Arts 
    
    
   
  INSTINCTS:  3D  
  Skill 
  Rating 
  Total 
  Profile 
    
    
  Search 
    
    
  Stealth 
    
    
   
   
  CONSTITUTION:  3D  
  Skill 
  Rating Total 
  Resistance   
    
  Willpower   
    
  Endurance   
    
   
  PRESENCE:  3D+2  
  Skill 
  Rating Total 
  Courtliness  1D  
   4D+2 
  Command 
   1D  
   4D+2  
  Persuasion 
    
    
  Command 
    
    
  Perform 
    
    
   
   
  WOUND LEVEL: 
  CHI: 2 
   
  MANA  LEVEL: 
  CHARACTER POINTS:  5 
   
  ARMOR : 
    
   
  DESCRIPTION:  
     
     
    
  MAGICKS:  
  1 Knack that runs in your family and 
  for which it is well known: 1D  
    
   
   
  EQUIPMENT:  
  Normal clothes. 
  BACKGROUND:  
  Your family traces its bloodline back to the first settlers of this City Below.  
  Over the millennia, members of your clan have made a name you can carry 
  with pride.  And now, you are the last of your kind.  Whether by murder or 
  malificent accidents, all of your family has died within recent months.  You 
  can't help but ask whether you will be next.  
   
   
  
   
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  Neverwhere the Role-Playing Game 
   
  81 
   
  Bravo  
  STRENGTH:  3D  
  Skill 
  Rating 
  Total 
  Lifting 
    
    
  Climbing 
    
    
  Jumping 
    
    
   
  KNOWLEDGE:  3D  
  Skill 
  Rating Total 
  Gossip 
   1D  
   4D  
  First Aid   
    
  Tactics 
    
    
  Heraldry   
    
   
  DEXTERITY: 3D  
  Skill 
  Rating 
  Total 
  Martial 
  Arts 
   1D 
   4D 
  Dodge 
   1D 
   4D 
  Melee 
  Wpn 
   1D 
   4D 
  Missile 
  Wpn 
    
    
  Throw 
    
    
  Acrobatics   
    
   
  INSTINCTS:  4D  
  Skill 
  Rating Total 
  Stealth 
   1D 
   5D 
  Search 
   1D 
   5D 
  Survival 
   1D  
   5D 
  Tracking   
    
  Gambling   
    
  Hide 
    
    
   
   
  CONSTITUTION:  3D  
  Skill 
  Rating 
  Total 
  Resistance 
     
      
  Swimming 
    
    
  Endurance 
    
    
   
  PRESENCE:  2D  
  Skill 
  Rating Total 
  Bargain 
    
    
  Intimidate   
    
  Profile 
    
    
   
   
  WOUND LEVEL: 
  CHI: 1 
   
  MANA  LEVEL: 
  CHARACTER 
  POINTS:  5 
   
  ARMOR : 
    
   
  DESCRIPTION:  
     
     
    
  MAGICKS:  
  Juice:  1D   
   
   
  EQUIPMENT:  
  Melee Weapon (sword, staff, etc.)  
  Combat Knife  
  Leather Clothes (+1D against 
  physical damage)  
  First Aid Supplies (3 uses)  
  Food supplies for a week. 
  BACKGROUND:  
  You've lived your entire life in the Underside without knowing a family 
  or clan.  You learned young how to fight--both with your fists and your 
  wits.  Over time, you developed a Knack that has helped you keep one 
  step ahead of the competition.  Now, you rent yourself out for 
  "physical services"--bodyguarding, enforcement, and other mercenary 
  pursuits.  But lately, you've begun to wonder if there isn't something 
  more to life than pounding on late debtors and exterminating sewer-
  critters for a fee. 
   
  
   
  Neverwhere the Role-Playing Game 
   
  82 
   
  Eyeball  
  STRENGTH:  2D  
  Skill 
  Rating Total 
  Lifting 
    
    
  Climbing 
    
    
  Jumping 
    
    
   
  KNOWLEDGE:  4D  
  Skill 
  Rating Total 
  Arcana  2D  
   6D  
  Alchemy  1D 
   5D  
  History   
    
  Jury-Rig   
    
  Heraldry   
    
   
  DEXTERITY: 2D  
  Skill 
  Rating Total 
  Dodge   
    
  Throw   
    
  Melee 
  Wpn 
    
    
   
  INSTINCTS:  3D  
  Skill 
  Rating Total 
  Profile 
   1D 
   4D 
  Search 
   1D 
   4D 
  Survival   
    
  Tracking   
    
  Hide 
    
    
   
   
  CONSTITUTION:  2D  
  Skill 
  Rating Total 
  Resistance: 
  Magic 
   2D  
   4D  
  Willpower   
    
  Endurance   
    
  Swimming   
    
   
  PRESENCE:  3D  
  Skill 
  Rating Total 
  Bargain   
    
  Fade 
    
    
  Con 
    
    
   
   
  WOUND LEVEL: 
  CHI: 1 
   
  MANA  LEVEL: 
  CHARACTER 
  POINTS:  5 
   
  ARMOR : 
    
   
  DESCRIPTION:  
     
     
    
  MAGICKS:  
  Augury:  2D 
   
   
  EQUIPMENT:  
  Switchblade  
  Ragged Clothes  
  First Aid Supplies (3 uses)  
  Food supplies for a week. 
  BACKGROUND:  
  You're an odd one all right.  Since you were little, you had a knack for reading 
  the history in people in objects.  And you always had a notion about what was 
  going to happen next.  You're now only learning to control these unique abilities, 
  and managing to scrape together a meager income as you do.  Of late, you've felt 
  some stirring--a warning in dreams or perhaps half-remember flashbacks to a 
  previous life--something warning of a great danger in your past looming ahead, 
  endangering all you hold dear, and waiting...for you... 
   
  
   
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  83 
   
  Fallen God  
  STRENGTH:  2D  
  Skill 
  Rating Total 
  Lifting 
    
    
  Climbing 
    
    
  Jumping 
    
    
   
  KNOWLEDGE:  6D  
  Skill 
  Rating Total 
  History 
   1D 
   7D  
  Arcana 
   1D 
   7D  
  Sciences 
   1D 
   7D 
  Education 
   1D  
   7D  
  Languages 
   1D 
   7D 
  First Aid 
   
   
  Sub-biology   
    
  Alchemy 
    
    
   
  DEXTERITY: 2D  
  Skill 
  Rating 
  Total 
  Dodge 
    
    
  Run 
    
    
  Melee 
  Wpn 
    
    
   
  INSTINCTS:  2D  
  Skill 
  Rating 
  Total 
  Search 
    
    
  Stealth 
    
    
  Profile 
    
    
   
   
  CONSTITUTION:  2D  
  Skill 
  Rating Total 
  Willpower 
   1D  
   3D  
  Endurance   
    
  Resistance   
    
  Swimming   
    
   
  PRESENCE:  3D  
  Skill 
  Rating Total 
  Intimidate 
   1D 
   4D  
  Courtliness   
    
  Bargain 
    
    
  Persuasion   
    
   
   
  WOUND LEVEL: 
  CHI: 1 
   
  MANA  LEVEL: 
  CHARACTER POINTS:  5 
   
  ARMOR : 
    
   
  DESCRIPTION:  
     
     
    
  MAGICKS:  
  Beastspeak: Bird-2D  
    
   
   
  EQUIPMENT:  
  Some nice clothes (can be 
  ancient robes, shining armor, or 
  modern clothes)  
  A holy symbol (your symbol, 
  when you were a god). 
  BACKGROUND:  
  So, you're liking this whole sorry affair less and less.  One little mistake--
  you're not even sure what it was--and you're condemned to living out your 
  days as a mortal.  You were a god, for Pete's sake!  Who had the power to 
  do this to you?  And why did they do it?  Regardless, here you are:  cold, 
  hungry, and more frightened than you'll ever admit--mortal!  You're 
  surrounded by these ignorant, lumbering louts--with their pungent smells, 
  imperfect countenances, and ridiculous habits.  But you'd better make the 
  best of it--and quick--or your immortal existence will come to a quick, sad, 
  mortal end. 
   
   
  
   
  Neverwhere the Role-Playing Game 
   
  84 
   
  Grubber  
  STRENGTH:  2D  
  Skill 
  Rating 
  Total 
  Lifting 
    
    
  Climbing 
    
    
  Jumping 
    
    
   
  KNOWLEDGE:  3D  
  Skill 
  Rating 
  Total 
  Scrounge 
   1D  
   4D  
  Value 
   1D 
   4D  
  Sub-Geography 
   1D 
   4D 
  Jury-Rig 
     
     
  First Aid 
    
    
  Sub-biology 
    
    
   
  DEXTERITY: 3D  
  Skill 
  Rating 
  Total 
  Dodge 
    
    
  Throw 
    
    
  Melee 
  Wpn 
    
    
  Missile 
  Wpn 
    
    
   
  INSTINCTS:  4D  
  Skill 
  Rating 
  Total 
  Search 
   1D 
   5D 
  Stealth 
   1D 
   5D  
  Tracking 
    
    
  Hide 
    
    
  Trapping 
    
    
   
   
  CONSTITUTION:  3D  
  Skill 
  Rating 
  Total 
  Resistance 
    1D 
   4D 
  Swimming 
    
    
  Endurance 
    
    
  Willpower 
    
    
   
  PRESENCE:  3D  
  Skill 
  Rating 
  Total 
  Bargain 
   1D 
   4D 
  Intimidate 
    
    
  Con 
    
    
  Perform 
    
    
   
   
  WOUND LEVEL: 
  CHI: 1 
   
  MANA  LEVEL: 
  CHARACTER POINTS:  5 
   
  ARMOR : 
    
   
  DESCRIPTION:  
     
     
    
  MAGICKS:  
  Navigation: 1D  
  Beastspeak-Rats: 1D  
    
   
   
  EQUIPMENT:  
  Staff (with a hook on the end fo r 
  getting stuff out of the muck)  
  Ragged Clothes (very dirty and 
  smelly)  
  First Aid Supplies (3 uses)  
  Kit of wares:  in an old garbage 
  bag or satchel, you've got a few 
  things you've fished out of the 
  sewer:  a shoe, two ball-point 
  pens, a subway token, an  old 
  issue "Glamour", and a child's 
  rattle. 
  BACKGROUND:  
  Even other dwellers of the Underside shun you.  Sure, you're covered in muck, smell like the sewer, 
  and you spend your days mining through the slime-covered debris to be found in the tunnels.  But 
  you manage to find those rare objects that even the most seasoned Hawker would sell his mother 
  for.  You also know the tunnels of your city better than anyone else.  You make a bit on the side, 
  serving as a guide or passing along information about particular tunnels and caves.  They may hold 
  their noses and laugh behind you're back, but when it comes down to it, you're the primary source 
  for goods and geographical information in the Underside.  Just don't forget to charge for it... 
   
  
   
  Neverwhere the Role-Playing Game 
   
  85 
   
  Hawker  
  STRENGTH:  2D  
  Skill 
  Rating 
  Total 
  Lifting 
    
    
  Climbing 
    
    
  Jumping 
    
    
   
  KNOWLEDGE:  4D  
  Skill 
  Rating 
  Total 
  Gossip 
   1D  
   5D  
  Value 
   1D 
   5D  
  Sub-geography 
    
    
  Scrounge 
    
    
  Heraldry 
    
    
   
  DEXTERITY: 2D  
  Skill 
  Rating 
  Total 
  Dodge 
   1D 
   3D 
  Melee 
  Wpn 
    
   
  Missile 
  Wpn 
    
    
  Throw 
    
    
   
  INSTINCTS:  3D  
  Skill 
  Rating 
  Total 
  Profile 
   1D 
   4D 
  Search 
    
    
  Gambling 
    
    
  Hide 
    
    
   
  CONSTITUTION:  3D  
  Skill 
  Rating 
  Total 
  Resistance 
    
    
  Swimming 
    
    
  Endurance 
    
    
   
  PRESENCE:  4D  
  Skill 
  Rating 
  Total 
  Bargain 
   1D 
   5D 
  Con 
   1D  
   5D  
  Persuasion 
   1D 
   5D  
  Perform 
    
    
  Courtliness 
    
    
  Fade 
     
     
   
  WOUND LEVEL: 
  CHI: 1 
  MANA  LEVEL: 
  CHARACTER POINTS:  5 
  ARMOR : 
    
   
  DESCRIPTION:  
     
     
    
  MAGICKS:  
  Beastspeak:  Rat:  1D.  
  Mending: 1D  
    
   
  EQUIPMENT:  
  Dagger  
  Warm Clothes  
  First Aid Supplies (3 uses)  
  Kit of wares:  as a merchant, you 
  have a few wares for trade.  The 
  player should choose something 
  simple (10 cheap necklaces, a 
  couple old weapons, etc.).  These 
  can be carried in a backpack or 
  bundle.  
  Food supplies for a week. 
  BACKGROUND:  
  They always said you could sell black to a kettle.  Now that you're on your own, you've 
  managed to scrounge up a few wares to sell.  But you're always looking for the next deal, the 
  big one, that will earn you the respect of your peers, provide enough meals for a month, and 
  maybe even get you noticed by one of the Guilds.  In the meantime, you'll sell what goods you 
  have, for as much as you can get, to any fool willing to make an offer... 
   
  
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  86 
   
  Lost Soul  
  Type: Vampire  
  STRENGTH:  5D  
  Skill 
  Rating 
  Total 
  Lifting 
    
    
  Climbing 
    
    
  Jumping 
    
    
   
  KNOWLEDGE:  2D+2  
  Skill 
  Rating Total 
  History 
   1D  
   3D+2 
  Arcana 
   1D 
   3D+2 
  Education 
   1D 
   3D+2 
  Alchemy 
    
    
  Sub-geography 
    
    
    
    
    
   
  DEXTERITY: 2D  
  Skill 
  Rating 
  Total 
  Brawl 
   1D 
   3D  
  Dodge 
   1D 
   3D  
  Run 
    
    
  Melee 
  Wpn 
    
    
  Missile 
  Wpn 
    
    
   
  INSTINCTS:  2D  
  Skill 
  Rating 
  Total 
  Stealth 
   1D  
   1D  
  Search 
    
    
  Tracking 
    
    
  Survival 
    
    
   
  CONSTITUTION:  5D  
  Skill 
  Rating 
  Total 
  Resistance 
    
    
  Willpower 
    
    
  Endurance 
    
    
   
  PRESENCE:  1D+1  
  Skill 
  Rating 
  Total 
  Intimidate 
   1D  
   2D+1  
  Con 
    
    
  Courtliness 
    
    
  Bargain 
    
    
   
  WOUND LEVEL: 
  CHI: 1 
  MANA  LEVEL: 
  CHARACTER POINTS:  5 
  ARMOR : 
    
  DESCRIPTION:  
     
     
    
  MAGICKS:  
  Leech:  2D (Vampire--leeches blood).  
  Pointy Bits: 1D.  
  Dead: 2D  
  Sensitivity to sunlight:  2D  
  Hunger:  2D must feed on the blood of 
  a living animal--preferably human. 
   
  EQUIPMENT:  
  Normal clothes. 
  BACKGROUND:  
  You didn't ask to be this way...dead, I mean.  But here you are.  Some older vampire 
  chose to make you his progeny, and you've got to live with the consequences.  The 
  World Below offers some solace--you never have to see the sunlight and the other 
  underdwellers--though fearful--are remarkably tolerant.  Now, you've become this new 
  beast--sometimes hardly  able to control your bloodlust, other times overcome with the 
  guilt and weight of it.   You're seeking a balance --between becoming a predator and 
  retaining what's left of your soul.  This is your quest and cause, and you now have 
  eternity to undertake it... 
   
  
   
  Neverwhere the Role-Playing Game 
   
  87 
   
  Rake  
  STRENGTH:  3D  
  Skill 
  Rating 
  Total 
  Lifting 
    
    
  Climbing 
    
    
  Jumping 
    
    
   
  KNOWLEDGE:  2D+1  
  Skill 
  Rating Total 
  Streetwise 
   1D  
   3D+1 
  Gossip 
   1D 
   3D+1 
  Value 
   1D 
   3D+1 
  Security 
    
    
  Sub-geography   
    
  First Aid 
    
    
   
  DEXTERITY: 4D  
  Skill 
  Rating 
  Total 
  Dodge 
   1D 
   5D  
  Run 
   1D 
   5D  
  Thievery 
    
    
  Melee Wpn 
    
    
  Missile Wpn   
    
  Brawl 
    
    
   
  INSTINCTS:  3D  
  Skill 
  Rating 
  Total 
  Stealth 
   1D 
   4D 
  Search 
    
    
  Profile 
    
    
  Hide 
     
     
   
   
  CONSTITUTION:  3D  
  Skill 
  Rating 
  Total 
  Resistance 
    
    
  Swimming 
    
    
  Endurance 
    
    
   
  PRESENCE:  2D+2  
  Skill 
  Rating 
  Total 
  Con 
   1D  
   3D+2 
  Bargain 
    
    
  Favors 
     
    
  Perform 
    
    
   
   
  WOUND LEVEL: 
  CHI: 1 
   
  MANA  LEVEL: 
  CHARACTER POINTS:  5 
   
  ARMOR : 
    
   
  DESCRIPTION:  
     
     
    
  MAGICKS:  
  Pockets: 1D  
  Hidden Heart: 1D  
    
   
   
  EQUIPMENT:  
  Somewhat outlandish clothes--whatever 
  makes your personal style.  
  Crossbow (4D)  
  Knife (STR +1D)  
  Assorted useful odds and ends in your 
  pockets. 
  BACKGROUND:  
  Count on yourself and take what you can, that's your motto...or something like that.  
  You realized early that no one can be trusted and nothing will be given to you for 
  free.  Since that time, you've dedicated to yourself to gaining an edge--through 
  trickery, deceit, or the acquisition of a few well-placed favors.  Sure, everyone thinks 
  you're a liar and a thief--but better that than to have them think you a fool.  This 
  new group you've fallen in with have you a bit worried.  They seem to be trusting 
  you far too much...is this some kind of ploy? 
   
  
   
  Neverwhere the Role-Playing Game 
   
  88 
   
  'Twixt  
  STRENGTH:  3D  
  Skill 
  Rating 
  Total 
  Lifting 
    
    
  Climbing 
    
    
  Jumping 
    
    
   
  KNOWLEDGE:  3D  
  Skill 
  Rating Total 
  Scrounge 
   1D  
   4D  
  Streetwise 
   1D 
   4D 
  Gossip 
   1D 
   4D 
  Sub-geography 
    
    
  Heraldry 
    
    
  Current Events: 
  Above 
    
    
   
  DEXTERITY: 3D  
  Skill 
  Rating 
  Total 
  Brawl 
   1D 
   4D  
  Melee Wpn   
    
  Dodge 
    
    
  Run 
    
    
   
  INSTINCTS:  3D  
  Skill 
  Rating 
  Total 
  Survival 
   1D 
   4D 
  Search 
    
    
  Stealth 
    
    
  Hide 
    
    
   
   
  CONSTITUTION:  3D+2  
  Skill 
  Rating 
  Total 
  Resistance 
   1D 
   4D  
  Willpower 
    
    
  Endurance 
    
    
   
  PRESENCE:  2D+1  
  Skill 
  Rating 
  Total 
  Fade 
   1D  
  3D+1  
  Bargain 
    
    
  Con 
    
    
  Perform 
    
    
   
   
  WOUND LEVEL: 
  CHI: 1 
   
  MANA  LEVEL: 
  CHARACTER POINTS:  5 
   
  ARMOR : 
    
  DESCRIPTION:  
     
     
    
  MAGICKS:  
  Suggestion: 2D  
    
   
   
  EQUIPMENT:  
  Handgun (4D)  
  Ragged (but normal) clothes   
  Musical instrument.  
  Sleeping bag and a few other "camping" 
  supplies. 
  BACKGROUND:  
  You're one of the few beings that can pass effortlessly between the Worlds Below and 
  Above.  But this passage comes with a price:  while you can touch  either world, you 
  fail to leave a deep imprint on either.  You are forever cursed to straddle both worlds 
  and be accepted by neither.  Like most underdwellers, you go largely unnoticed by 
  those above, but you can interact with them normally--you are visible, heard, and 
  remembered.  Conversely, underworlders largely shun you as one of those Above, 
  interacting with you only when they need something.  You make your living playing 
  an instrument on the street and collecting enough coins to buy a meal and, perhaps 
  when you're lucky, a bed for the night.  You're starting to look for more though--to 
  free yourself of this limbo existence--and find you place in this world...or the next. 
   
   
  
   
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  Underdweller  
  STRENGTH:  3D  
  Skill 
  Rating 
  Total 
  Lifting 
    
    
  Climbing 
    
    
  Jumping 
    
    
   
  KNOWLEDGE:  2D+1  
  Skill 
  Rating 
  Total 
  Scrounge 
   1D  
   3D+1  
  Streetwise 
   1D 
   3D+1 
  Gossip 
   1D 
   3D+1 
  Sub-geography 
   1D 
   3D+1  
  Heraldry 
    
    
  First Aid 
    
    
  Jury-Rig 
    
    
   
  DEXTERITY: 3D  
  Skill 
  Rating 
  Total 
  Melee Wpn  1D 
   4D  
  Brawl 
   1D 
   4D  
  Dodge 
    
    
  Run 
    
    
  Missile Wpn   
    
   
  INSTINCTS:  3D+2  
  Skill 
  Rating 
  Total 
  Survival 
   1D 
   4D+1 
  Search 
    
    
  Gambling 
    
    
  Hide 
    
    
   
   
  CONSTITUTION:  3D+2  
  Skill 
  Rating 
  Total 
  Resistance 
    
    
  Swimming 
    
    
  Endurance 
    
    
   
  PRESENCE:  2D+1  
  Skill 
  Rating 
  Total 
  Fade 
    
    
  Bargain 
    
    
  Con 
    
    
   
   
  WOUND LEVEL: 
  CHI: 1 
   
  MANA  LEVEL: 
  CHARACTER POINTS:  5 
   
  ARMOR : 
    
   
  DESCRIPTION:  
     
     
    
  MAGICKS:  
  Beastspeak:  Rat:  2D  
    
   
   
  EQUIPMENT:  
  Melee Weapon (knife or short sword)  
  Ragged (but normal) clothes   
  Home base (cave or closed-off tunnel).  
  Sleeping bag and a few other "camping" 
  supplies. 
  BACKGROUND:  
  You can remember every time of you've actually seen the sun Above--it's only been 
  twice.  Your entire life has been spent among the tunnels and caverns of the Underside.  
  Best you can tell, it's been that way for generations.  You don't know of any other kind 
  of existence, and you're not all that interested in finding out what happens in the World 
  Above.  Like many, you make your living through simple trading, scavenging, and 
  perhaps a bit of craftiness.  But you're ready to break out of this mundane existence--to 
  explore beyond your home tunnels, perhaps even into the World Above. 
   
   
  
   
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  Updweller  
  STRENGTH:  3D  
  Skill 
  Rating 
  Total 
  Lifting 
    
    
  Climbing 
    
    
  Jumping 
    
    
   
  KNOWLEDGE:  3D  
  Skill 
  Rating 
  Total 
  Education 
   1D  
   4D 
  Profession 
   1D 
   4D 
  Current Events 
   1D 
   4D 
  First Aid 
   1D  
   4D  
  Sciences 
   1D 
   4D  
  Geography 
    
    
  Jury Rig 
    
    
  Value 
    
    
   
  DEXTERITY: 3D  
  Skill 
  Rating 
  Total 
  Dodge 
   1D 
   4D  
  Run 
   1D 
   4D  
  Drive 
    
    
  Melee Wpn   
    
  Missile Wpn   
    
   
  INSTINCTS:  3D  
  Skill 
  Rating 
  Total 
  Profile 
   1D 
   4D 
  Search 
    
    
  Stealth 
    
    
  Hide 
    
    
   
   
  CONSTITUTION:  3D  
  Skill 
  Rating 
  Total 
  Resistance 
    
    
  Swimming 
    
    
  Endurance 
    
    
   
  PRESENCE:  3D  
  Skill 
  Rating 
  Total 
  Reaction 
   1D  
   4D  
  Bargain 
    
    
  Con 
    
    
  Persuasion  
     
     
   
   
  WOUND LEVEL: 
  CHI: 2 
   
  MANA  LEVEL: 
  CHARACTER POINTS:  5 
   
  ARMOR : 
    
   
  DESCRIPTION:  
     
     
    
  MAGICKS:  
  None  
    
   
   
  EQUIPMENT:  
  Normal clothes. 
  BACKGROUND:  
  Just a few days ago, you had a normal life in the World Above.   You had an apartment, 
  a job, a significant other.  But then something happened--you met the wrong folks, you 
  had the wrong dream, or the universe simply made a mistake.  And now, you've "fallen 
  between the cracks"--you've become one of the populace in the Underside.   You're 
  friends no longer recognize you, your job no longer exists...hell, even your apartment 
  has already been rented out to some new guy.   You've been flung into the Underside, 
  friendless, clueless, and without any resources but your wits.  There must be a reason 
  for this...something, destiny perhaps, that has led your life down this path.  You're 
  determined to find out what and why, and to get your old life back.  You just have to 
  live long enough to do so... 
   
  
   
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  APPENDIX B: UNDERCITIES OF THE 
  UNDERSIDE 
   
  Asia  
  Bangkok  
  Beijing  
  Calcutta  
  Tokyo  
  Europe  
  London  
  Paris  
  Rome  
  Middle East  
  Cairo  
  The Americas  
  New York  
  New Orleans  
  Rio de Janeiro  
  San Francisco  
    
  
   
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  ASIA  
  Bangkok  
  Bangkok Below remains one of the 
  most mysterious of the Cities Below.  
  Some say that its very tunnels 
  continue to grow by themselves and 
  can shift direction or terminus 
  through their own whimsy.  It is a 
  crowded community, but one of the 
  most friendly to newcomers.  The 
  underdwellers here generally avoid 
  physical conflict whenever possible.  
  The markets are teeming with goods, 
  from foodstuffs to magical reagents, 
  and the merchants are renowned as 
  hard bargainers.  However, it is not 
  uncommon for a merchant to commit highway robbery with relentless haggling and then laugh, 
  slap his customer on the back, and offer him a free meal.  Like its sister Above, Bangkok Below 
  has a firmly entrenched dark side and nearly any drug, unseemly entertainment, or service may 
  be acquired in its darker alleys and caverns.  
  Community:  Large.  
  Beast:  Monkey.  
  • 
  Description:  The Beast of Bangkok is a huge, black monkey, with blood-matted hair, 
  long powerful arms and bright, intelligent eyes that seem to see all.  He is wickedly clever 
  and has been known to play with his prey for hours or even days, driving them mad and 
  lost deeper into the Green Caverns, killing them only when whim or hunger inspires 
  him. 
  • 
  Attributes:  STR=7D, DEX=5D, CON=8D, KNO=4D, INS=6D, PRE=4D 
  • 
  Skills:  Jumping-9D; Climbing-11D; Running-8D; Attack-9D; Damage-8D; Dodge-8D; 
  Resistance-7D; Tactics-7D; Search-7D+2; Tracking-7D; Intimidate-8D. 
  • 
  Magicks:  Unknown.  He has excellent vision in the dark and his thick hide reduces all 
  damage by 1D. 
  Zones:  
  • 
  The Floating Market: 
  o Market for those Above and Below:  Unlike the underwellers of other cities, 
  those of Bangkok Below often freely intermingle with the updwellers (though the 
  updwellers, of course, do not notice them).  All citizens of Bangkok make use of 
  the famous floating market.  Merchants and customers paddle in shallow boats 
  or canoes, selling, trading, haggling and sometimes arguing over the price of fish, 
  rice, light bulbs, rubber bands--whatever one might like to acquire.  It is possible 
  to become lost upon the watery labyrinth and many never see the same merchant 
  twice. 
  • 
  Patpong (The Red Light District): 
  
   
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  o Bangkok Above is famous the world over for catering to every salacious and 
  carnal desire.  As one might imagine, Bangkok below meets and surpasses this 
  reputation.  Patpong is not for the faint hearted or weakly defended.  It is 
  alluring, addictive and extremely dangerous.  But with the danger and the seedy 
  characters, the District also provides the most fertile access to Bangkok Below's 
  darkest secrets and magicks. 
  • 
  The Green Caverns: 
  o Somewhere deep beneath Bangkok, caverns twist and turn for mile upon endless 
  mile.  But unlike the dank holes the compromise most other labyrinths, the 
  Green Caverns are overgrown with lush vegetation, running spring water, and all 
  kinds of life.  Often, dwellers cannot see the roofs of the tunnels, though a thin 
  gray light filters down to feed the plants.  Some say the caverns have been so 
  since the beginning of the world--a piece of Creation itself that slipped beneath.  
  And somewhere--in these mysterious and fertile depths, where plants and 
  animals that have never been named by man grow, evolve, die out--somewhere, 
  the Beast of Bangkok dwells.  Some recall having heard its screeching call--
  almost manlike--and shivered in fear of their 
  lives. 
  Personalities:  
  • 
  Statue of Hux (Guardian of the Green Caverns). 
  o Description:  A large, imposing statue (see right) 
  positioned at the entrance to the deepest parts of 
  the Green Caverns.  No one knows how long 
  Hux has existed, though by all accounts it has 
  been as long as the whereabouts of the Green 
  Caverns have been known.  While the uppermost 
  parts of the Green Caverns may be accessed by 
  anyone who dares, the lower regions are 
  considered to be a holy place and off limits to 
  most.  Hux guards the entrance to these lower 
  levels.  When someone approaches the entrance, 
  Hux will animate.  He refuses to let most anyone pass by, but, on occasion, for 
  reasons know one completely understands, he will permit certain people to pass. 
  o Attributes:  STR=7D, DEX=3D, CON=8D, KNO=4D, INS=3D, PRE=2D 
  o Skills:  Martial Arts-8D;  Melee Weapon-Spear-8D; Resistance-9D; Willpower-
  9D;  Sub-geography (the Green Caverns)-9D;  Sub-biology (Creatures of the 
  Green Caverns)-10D;  Gossip-5D; Search-6D (10D against any who try to sneak 
  into the Caverns);  Profile-8D; Courtliness-6D;  Bargain-7D; Intimidate-8D. 
  o Magicks:  Skin of Stone (all attacks against Hux are reduced by 3); Babelfish & 
  Tongues (Hux appears to be able to speak all human languages effortlessly);  
  Curse--Secret Name (Hux has a secret name.  If it is spoken to him, he will be 
  unable to stop that person, or anyone with them, from entering the Green 
  Caverns.). 
  • 
  Marisa (Velvet Queen) 
  
   
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  o Description:  Beautiful, sly, elegant, deadly.  All these and more have been used 
  to describe the mysterious Marisa, queen of the Bangkok Velvets.  She can 
  quickly realign her allegiances and has the ruthless tactical mind of a general at 
  war, a Roman courtier, and a master spy all at the same time.  She has nearly 
  limitless resources at her disposal--loyal followers, valuable resources, secret 
  information, and potent magicks.  Marisa is considered by many to be the single 
  most powerful person in Bangkok below. 
  o Attributes:  STR=3D+2, DEX=4D, CON=3D+2, KNO=4D, INS=3D, 
  PRE=4D 
  o Skills:  Brawling-6D, Dodge-7D; Melee Weapon: Dagger-8D; Resistance-9D; 
  Willpower-9D;  Arcana-7D; Alchemy-7D; Education-6D; Sub-geography: 
  Bangkok-9D; Sub-biology-8D; Gossip-10D; Value-8D; Tactics-8D; Sciences-5D; 
  Steamworks-5D;  Search-6D;  Profile-8D; Courtliness-8D;  Bargain-8D; 
  Intimidate-7D; Command-8D; Con-8D. 
  o Magicks:  Leech: Velvet (heat)-8D; Mind Control (seduction/attraction)-6D. 
  • 
  Umporn (Velvet Crone): 
  o Description:  Bent with the burden of untold years, Umporn has existed in 
  Bangkok below as long as anyone alive can remember.  It is rumored that she 
  was once Queen of the Velvets.  Some whisper, in the hushest tones, that she is 
  actually Marisa's mother and has been unseated and cast off by her ambitious 
  daughter.  Regardless of their purported ties, the two Velvets wage a long, cold 
  war for power and control in Bangkok below.   While she lacks the puissance of 
  the younger Velvet, Umporn is not without her own resources.  She employes 
  the animals of Bangkok below--the rats, snakes, and even cockroaches--to serve 
  as agents, spies and even soldiers.  And as powerful as Marisa's magicks may be, 
  Umporn's mystical power may well be unparalled among the mortals of the 
  World Below.  Umporn's affections can be dangerously capricious, shifting from 
  keen interest to harsh rejection in a matter of moments.  Many have dealt with 
  her profitably, but more than one erstwhile trader has suffered the consequences 
  of her foul moods.  It is said that Umporn knows Hux's secret name and shares 
  other secret ties with the old stone guardian. 
  o Attributes:  STR=1D+2, DEX=1D+2, CON=3D, KNO=5D, INS=4D, 
  PRE=3D 
  o Skills:  Brawling-2D; Dodge-2D+1; Melee Weapon: Dagger-8D; Resistance-5D; 
  Willpower-11D;  Arcana-12D; Alchemy-10D; Education-8D;  Sub-geography: 
  Bangkok-11D; Sub-biology-11D, Gossip-8D; Value-6D; Tactics-6D; Sciences-
  7D; Steamworks-5D+2; Search-6D; Profile-10D; Courtliness-5D; Bargain-10D; 
  Intimidate-10D;  Command-7D. 
   
  Magicks:  Leech: Velvet (heat)-10D (Umporn need not touch her victim  and can 
  draw heat from anyone within her line of vision.); Mind Control-8D; Beastspeak 
  (All)-8D; Augury-8D; Animation-8D; Avoidance-9D; Fluster-7D; Illusions-8D; 
  Seance-8D; Shapeshift-9D. 
  
   
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  Beijing  
      The largest community in Asia 
  Below, Beijing supports as diverse a 
  population as can be found.  It is said 
  that its tunnels lead to every point in 
  the known world, and to some 
  points still unknown.  It is so 
  crowded and large that visitors often 
  pass unnoticed through the folds of 
  locals.  It often supports multiple 
  floating markets simultaneously.  All 
  of this can be very disorienting for a 
  newcomer, particular one who is 
  more familiar with the more 
  centralized communities found in the United States and Europe.  But it is easy to find a capable 
  guide to navigate the bustle of Beijing Below and avoid too many unpleasant mishaps...that is if 
  you find a guide you can trust...  
  Community:  Very Large.  
  Beast:  Dragon.  
  • 
  Description:  As Chinese culture is one of the oldest on Earth, it befits its Underside to 
  be roamed by one of the oldest beasts on Earth.  The Beijing Beast is a truly awesome 
  and horrible creature.  At least 100 feet long, covered in armored scales, armed with 
  gnashing teeth and hooked claws, the Beijing Beast appears to grow in strength as it 
  ages.  Some say it draws its strength directly from the culture above it.  Though 
  intelligent, it tends to act rapidly and harshly, apparently giving little thought to its 
  actions.  When earthquakes rock Beijing Below, the citizens quickly attribute it to the 
  raging charge of the Beast. 
  • 
  Attributes:  STR=12D, DEX=4D, CON=10D, KNO=3D, INS=6D, PRE=4D 
  • 
  Skills:  Jumping-15D; Running-7D; Attack-7D; Damage-14D; Dodge-5D; Resistance-
  12D; Search-8D+2; Tracking-8D; Intimidate-10D. 
  • 
  Magicks:  Armored Scales: -4D to all damage taken; Nightvision (sees as normal in the 
  dark); Teeth & Claws (STR+2D damage, reduce armor by half).  The Dragon has a few 
  weak points (eyes, his mouth, missing scales), or so it is rumored.  None has ever lived to 
  test the theory.. 
  Zones:  
  • 
  The Forbidden City 
  o The Forbidden City, both Above and Below, is one of the most complex, diverse 
  and dangerous communities on (or in) Earth.  There are extensive tunnels built 
  between the 1920's and 1950's that are often accessed as tourist destinations for 
  updwellers.  But numerous, older tunnels surround and extend from the new 
  caverns.  At its core, the City Below houses some of the most ancient temples 
  and royal houses in China Below.  In its ample, but expensive, market, traders 
  will find the finest and rarest goods available to underdwellers.  Fine silks, perfect 
  porcelain, and the rarest jade and ivory crafts are all available, for a steep price.  
  
   
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  The tunnels that wind out of the central city are so old that many believe they 
  were dug by beings that preceded humans--hominids, half-beasts, perhaps even 
  gods.  Even the most able of guides dares not venture too far into the depths of 
  the Forbidden City where secrets and terrors await those foolhardy enough to 
  stray. 
  • 
  The Urban Districts 
  o In Beijing Above, there are four urban districts: Dongcheng, Xicheng, 
  Chongwen and Xuanwu.  Each has its own flavor, personalities and dangers.  
  Each district corresponds to parts of Beijing Below:  Dongcheng Below is 
  steeped in a constant, foul smog that seems to slip through the tunnels and, 
  according to some, take shape and speak to newcomers.  Xicheng Below's walls 
  glow with a pleasant, jade-like moss that vibrates, almost hums and is said to lull 
  the unwary into sleep for centuries.  Chongwen Below serves as the merchant's 
  district, where most of the city's underdwellers convene to trade goods and 
  services between Floating Markets.  Xuanwu Below houses the cast-offs and 
  refugees--those even the underdwellers spurn. 
  Personalities:  
  • 
  Emperor Xian 
  o Description:  Xian once succeeded in maintaining order and peace in Beijing 
  below.  With a quick mind, he managed to avoid the kind of ruthless tactics 
  employed by his predecessors.  But in his dotage, Xian's mind has begun to slip 
  and his powers wane.  He is now surrounded by sycophants and schemers, and a 
  creeping paranoia has crept into nearly all of his thoughts.  He has begun to act 
  rashly, sometimes savagely, towards any suspected dissident.  Despite the 
  outgoing nature of his youth, he now sequesters himself in his opulent, 
  underground palace.  Many say he is almost entirely control by his lieutenants, 
  each contriving to claim the throne for himself.  Xian has permitted his guard to 
  actively hunt and imprison or slay any deemed a threat to the throne, including 
  the peaceful order of Shaosin Monks. 
  o Attributes:  STR=1D, DEX=1D+1, CON=2D, KNO=5D, INS=2D, PRE=2D 
  o Skills:  Willpower-5D (2D when listening to a lieutenant or someone he trusts), 
  Arcana-7D; Alchemy-7D; Education-6D, Sub-geography: Beijing-6D,  Sub-
  biology-6D, Gossip-5D; Value-10D (very fine goods only); Tactics-5D; Sciences-
  5D; Search-3D, Profile-5D, Courtliness-10D, Bargain-6D, Intimidate-8D, 
  Command-8D 
  o Magicks:  Unknown.  Xian has access to some of the most potent magical 
  grimoires in the World Below, but his grasp of charms and magicks appears to 
  have slipped with his old age. 
  • 
  Princess Xu 
  o Description:  Though still in her early teens, the Princess has already developed 
  an intelligence and maturity far past her age.  Beloved by the commoners, Xu is 
  seen by many as the heir apparent to Xian's throne.  But her wayward brothers 
  and innumerable schemers at court actively plot to keep her from ascending.  
  Numerous plots have been hatched to assassinate or discredit her and Xian's 
  lieutenants actively poison his thoughts against her.  But through her own wits 
  
   
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  and the skills of able and loyal bodyguards, Xu has remained unscathed thus far.  
  She has shown little interest in claiming power and avoids court politics 
  whenever possible.  But many believe that Xian will hand the reigns of power 
  over to her upon her 16th birthday.  Many believe she won't live that long. 
  o Attributes:  STR=2D+1, DEX=3+2D, CON=3D, KNO=3D, INS=3D, 
  PRE=3D 
  o Skills:  Martial Arts-5+2D, Dodge-7D; Melee Weapon: Sword-6D; Resistance-
  5D, Willpower-5D, Arcana-4D; Alchemy-4D; Education-5D, Sub-geography: 
  Beijing-5D, Sub-biology-4D, Gossip-5D; Value-5D; First Aid-4D; Search-5D, 
  Profile-5D, Courtliness-7D, Bargain-4D, Intimidate-4D, Command-5D 
  o Magicks:  Invisible Friend (Momo, a fat, friendly goblin-like creature.  He's very 
  clever and seems to be a bit of a rogue or thief.  Skills:  Streetwise-8D; Value-8D; 
  Tactics-6D; Profile-8D.  No one knows of Momo, though some have reported 
  that the Princess often "speaks to herself aloud".) 
  • 
  Lord Huang 
  o Description:  A tall, imposing man of intimidating stature, Huang is thought by 
  many to be the second-most powerful man in Beijing Below.  Though he readily 
  denies it, many believe he is the prime contender for the throne and may be 
  behind some of the plots against Xu.  Huang is extremely intelligent and 
  calculating, and it appears that he acts in what he deems is the best interest of 
  Beijing Below.  But his ruthless nature may lend itself to somewhat draconian 
  measures to attain his goals. 
  o Attributes:  STR=3D+2, DEX=3D, CON=3D, KNO=3D, INS=3D, 
  PRE=2D+1 
  o Skills:  Martial Arts-8D, Dodge-7D; Melee Weapon-8D; Resistance-8D, 
  Willpower-9D, Arcana-4D; Education-4D+2, Sub-geography-6D,  Gossip-5D; 
  Value-6D; Tactics-8D; Sciences-4D; Streetwise-5D; Search-6D, Profile-5D, 
  Courtliness-8D, Bargain-6D, Intimidate-8D, Command-8D; Con-5D. 
  o Magicks:  Firmare-8D.  Huang has assistants and bodyguards with exceptional 
  magical skills and likely has more powers that have yet to be seen. 
  • 
  Lao Feng 
  o Description:  An old, sliver of a man, Lao Feng is one of the last of the Shoasin 
  Monks that have suffered persecution under Xian's decline.  The Shoasin have 
  long been keepers of wisdom and teachers of spirituality in Beijing Below, but 
  their refusal to sanction Xian's increasingly erratic behavior has forced them to 
  hide in the shadows and niches of the tunnels below.  Lao Feng remains in 
  hiding, moving among the common folk of Beijing Below, offering spiritual 
  guidance, healing, and teaching when possible.  The commoners honor him and 
  keep his whereabouts secret, though spies among them continue to seek him 
  out.  Despite these hardships, Lao Feng maintains a peaceful, optimistic nature, 
  often greeting newcomers with a smile and offered tea or rice. 
  o Attributes:  STR=2D, DEX=2D, CON=2D+2, KNO=4D, INS=4D, 
  PRE=3D+1 
  o Skills:  Martial Arts-8D, Dodge-7D, Melee Weapon: Staff/Cudgel-8D, 
  Resistance-5D, Willpower-11D, Arcana-8D; Alchemy-8D; Education-6D, Sub-
  geography: Beijing-9D, Sub-biology-8D, Gossip-5D; Value-5D; Medicine-6D; 
  
   
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  First Aid-5D; Sciences-5D; Education: Philosophy-7D; Search-6D, Profile-8D, 
  Survival-5D; Courtliness-5D, Bargain-5D,  Persuasion-7D, Fade-8D 
  o Magicks:  Augury-7D; Animation-6D; Avoidance-8D; Beastspeak: Rat, Pigeon-
  7D; Fluster-6D; Healing-8D; Stillspeak-7D. 
  Calcutta  
      Calcutta Below traces its history back to the first English settlers that took over the land 
  Above to create a trading port in India.  As such, Calcutta Below has a stronger English flavor 
  than most other Cities Below in Asia.  The semi-feudal structure found in London Below 
  appears to have been imported, and it is not uncommon to find dwellers who have given 
  themselves a title such as "count" or "lord."  As in London Below, there appears to be no central 
  ruler, but a variety of families and other powers that maintain a strained level of control over the 
  "rabble."  The harsh caste system of India Above has trickled into Calcutta Below, but without 
  its most severe applications.  Poverty is common--as it is in most of the World Below--and the 
  squalor even outmatches what may be found in much of Calcutta Above.  Consequently, 
  Calcutta Below is an extremely dangerous place to visit.  It is best to find a trusty guide, keep 
  your eye on your purse, and a hand on your weapon.  Despite this rough edge, Calcutta is also 
  one of the most spiritual communities in the World Below and many travel there to seek and 
  find spiritual renewal and enlightenment.  
  Community:  Very Large.  
  Beast:  The Black Tiger of Calcutta.  Hunter describes him as "A man-eater, brilliant and bitter, 
  the size of a small elephant."  
  • 
  Description:  Massive, yet sleek and quick, the Black Tiger of Calcutta can cut a man in 
  half with one swipe of his claws.  Most of his prey never hear or see his assault.  It 
  prowls the deep tunnels below Calcutta, snatching up the unwary and foolhardy with a 
  silent voracity. 
  • 
  Attributes:  STR=8D, DEX=6D, CON=7D, KNO=2D, INS=7D, PRE=4D 
  • 
  Skills:  Jumping-9D; Climbing-10D; Running-9D; Attack-10D; Damage-10D; Dodge-
  7D; Resistance-8D; Search-9D+2; Tracking-9D; Intimidate-8D. 
  • 
  Magicks:  The Tiger can see in the dark, walk without a sound, and double his movement 
  in a short sprint (maximum 5 rounds).. 
  Zones:  
  • 
  Indra's Net 
  o The tunnels beneath Calcutta fan out in every direction, creating a spider web-
  like network that plunges deep into the earth.  Whereas other Cities Below have 
  their tunnels, intersections, caverns and chasms, Calcutta Below's pathways 
  actually form a radiant--almost alive--network that all present can feel.  Activities 
  in one part of the tunnels--a burst of joy or anger for example--will ripple 
  through the tunnels and be felt, perhaps in only a small and passing way, through 
  all the inhabitants of the City Below.  Many of the residents become innured to 
  this emotional connection, but others remain sensitive to it and understand the 
  interconnectivity of all beings in Calcutta Below. 
  • 
  Well of the World 
  
   
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  o At the center of Calcutta Below, all tunnels converge on a gigantic cavern known 
  as the Well of the World. In the middle of the Well, a gleaming pool of crystal 
  water refracts the torch light in all directions.  The area serves as the central 
  market and prayer district for the underdwellers.  Any can drink from the well, 
  and no one dares befoul its waters.   No one knows how deep the well is, nor 
  where its sources springs, but legend has it that it extends to the very center of 
  the earth.  Others say it is the source for all water in the world. 
  • 
  Serpent's Quarter 
  o The winding corridors of the Serpent's Quarter house the dark side of Calcutta 
  Below.  Tuku and his thugs control most goings-on, but there are numerous 
  independent dealers and grifters at work.  This is where the poorest of Calcutta 
  Below live--the untouchables among untouchables.  It is highly dangerous, but 
  often lucrative to venture into its depths. 
  Personalities:  
  • 
  Ramachandran (Merchant) 
  o Description:  Fat and jolly, but with a foxy gleam in his eye, Ramachandran is 
  famous (or infamous) throughout Calcutta Below.  He is careful to avoid making 
  enemies and thus makes few true friends.  Many owe him favors, and he is 
  known to exact a high price for even the slightest of effort on his part.  
  Ramachandran is a survivor, pure and simple, and understands that everything 
  boils down to the art of bargaining. 
  o Attributes:  STR=2D+1, DEX=2+1D, CON=3D, KNO=3D, INS=4D, 
  PRE=3D 
  o Skills:  Brawling-4D; Dodge-6D; Melee Weapon: Walking Stick-6D; Resistance-
  5D; Willpower-5D; Arcana-4D; Alchemy-4D; Sub-geography-7D;  Gossip-7D; 
  Value-8D; First Aid-5D; Search-6D; Profile-6D; Survival-5D; Courtliness-4D+2; 
  Bargain-8D;  Persuasion-7D; Con-7D+2. 
  o Magicks:  Mending-5D; Avoidance-7D; Beastspeak: Rat-4D. 
  • 
  Tuku (Lord of Thugs) 
  o Description:  Carrying himself with the deadly poise of a tiger, Tuku oversees the 
  Thug Guild with efficiency, calculating precision, and sharply honed suspicion.  
  The Guild itself is an outgrowth of the Thugee cult, a zealous group of demon 
  worshippers who hope to incarnate Kali and bring about the end of the world.  
  Tuku does not care for the religious zeal and considers himself a businessman 
  and a player in the deadly politics of Calcutta Below. He refuses to attach himself 
  to any side in a fight and has minimized the influence of the Thugee priests.  
  Rather, he bids out his services--and those of his followers--to those with the 
  deepest pockets.  But what may interest Tuku in payment can change 
  unexpectedly; gold and gems have little meaning to him.  He has been known to 
  hire out his men for small favors, rare recipes, or even for no apparent cost at 
  all.  As the Thugee lord, Tuku must constantly be aware of any plots against him 
  by underlings seeking power. He deals with subordination and treachery himself-
  -usually in personal combat with the unlucky plotter. 
  o Attributes:  STR=4D+2, DEX=5, CON=4D, KNO=3D, INS=4D, PRE=2D 
  
   
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  o Skills:  Jumping-8D; Climbing-7D; Martial Arts-8D; Dodge-8D; Melee Weapon-
  8D; Missile Weapons-8D; Resistance-8D; Willpower-7D; Sub-geography: 
  Calcutta-8D;  Gossip-7D; Value-6D; First Aid-7D; Lore: Poisons-8D; 
  Demolitions-8D; Search-8D; Stealth-9D; Survival-7D; Profile-6D; Courtliness-
  4D; Bargain-6D;  Intimidate-7D; Con-7D. 
  o Magicks:  Creepy Quiet-9D; Animal Traits: Tiger (bonuses to Attributes; Claws: 
  STR+1D+2 dmg; slight striping visible on his skin; nightvision); Hidden Heart. 
  Tokyo  
      Tokyo Below is a crowded place, much like its mirror existence above.  However, like other 
  Cities Below, this city remains mired in medieval and archaic traditions and technology.  The 
  gizmos that buzz and whir so commonly Above are useless Below.  The community is ruled, as 
  much as it can be, by a number of great and notable families, each with its own ambitions, each 
  holding the others in check.  Tokyo Below was once ruled by an imperial family, but the old 
  emperor inexplicable went mad and, it is believed, killed his entire family and all of his servants 
  after sealing them all within the imperial castle.  There are rumors that strains of royal blood still 
  exist in the community, but non have stepped forward to claim the throne.  The traditions and 
  courtesies of feudal Japan maintain a strong hold over the dwellers of Tokyo Below and visitors 
  would do well to mind their manners lest they find themselves on the worrisome end of a 
  katana.  
  Community:  Large.  
  Beast:  The Krakken (Giant Squid)  
  • 
  Description:  Few Beasts of the Underside inspire as much dread as the Krakken of 
  Tokyo.  Like some monster from an old Godzilla movie, the Krakken is enormous, with 
  tentacles easily reaching one hundred feet and gigantic eyes that have been known to 
  paralyze men with fear.  The Krakken inhabits the deep black pools of the labyrinthine 
  cisterns below Tokyo, occasionally snaring the errant man or whale that finds itself lost 
  in those waters. 
  • 
  Attributes:  STR=11D (+2D for each tentacle used), DEX=3D (torso), 7D (tentacle), 
  CON=10D (torso), 7D (tentacle), KNO=3D, INS=4D, PRE=4D 
  • 
  Skills:   Attack-11D; Damage-11D; Dodge-8D (tentacle only); Resistance-10D; Search-
  4D+2; Intimidate-8D. 
  • 
  Notes:  The Krakken can see in the dark and apparently has an excellent sense of 
  vibration through its tentacles, which it uses to detect those it cannot see.  Few have 
  every actually seen the torso of the Krakken, which it keeps hidden in the black waves, 
  but many have reported seeing the massive tentacles writhing up from the waters.  The 
  tentacles may be attacked individually (no penalty for targeting).  The thick blubbery skin 
  reduces damage by 2D however.  Many say that the giant eyes are a vulnerable point and 
  that one lucky man managed to harpoon one of the eyes and blind the old squid, though 
  that hero was quickly wrapped in furious tentacles and squeezed to death... 
  Zones:  
  • 
  Edo Below (Imperial Castle) 
  
   
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  o Edo Castle, the seat of the Japanese emperor, boasts a number of secret 
  passageways and tunnels.  But even the most knowledgeable updweller does not 
  know of the deep and secret tunnels that stretch for miles beneath the old castle.  
  Indeed, below the castle, a whole other castle has been hewn for the emperor of 
  Japan Below.  But Edo Below has not known an emperor for nearly a century 
  and the golden doors have apparently sealed themselves shut.  None of Tokyo 
  Below's inhabitants have set foot into the castle and there exists only conjecture 
  of what it now holds--untold treasures, horrific ghosts, an empty void of 
  nothingness.  The infectious madness of the last emperor, who sealed himself 
  within the castle with his family and servants, and the growing superstitions and 
  legends, has prevented any underdweller from attempting to discover the castle's 
  contents. 
  • 
  Asukusa (Old City) 
  o At the core of Tokyo Below, Asukusa is a piece of old Japan, even more 
  condensed and inscrutable than that Above.  Old traditions are zealously 
  maintained:  honor, sincerity, courtesy, and humility are valued above all else.  
  The political intrigues of Tokyo Below play out most readily here, as the old 
  feudal lords battle with words and agents for supremacy.  Even newer political 
  powers, such as the Yakuzu, respect the old traditions. 
  • 
  Ginza (Trade District) 
  o Like other Cities Below, Tokyo Below supports a floating market that moves 
  from place to place in the city Above.  However, the Ginza, below the district of 
  the same name Above, acts as a semi-permanent marketplace.  Stalls spread in 
  every direction and it is quite easy to become lost in the maze.  But the market 
  can fold itself up and disappear with hardly a moment's notice, if the sentries 
  warn of updwellers nearby.  The Ginza market typically provides basic goods.  
  Rare or specialty items can usually only be found through tracking a particular 
  merchant down or at a floating market. 
  • 
  Tsukiji (Bay District) 
  o The tunnels below Tsukiji are laid in the soft, reclaimed soil of landfill along the 
  oceanside of Tokyo.  As such, they are typically damp and unstable, and cave-ins 
  are not uncommon.  But these tunnels often plunge deep into the earth, below 
  the sea itself, and in their depths the labyrinth of Tokyo Below winds.  Within 
  that, in a pool of black water and blood, the Beast of Tokyo resides:  it's long 
  tentacles and gleaming eyes leave scars, both physical and psychological, on the 
  few that set eyes upon it and live. 
  • 
  Shinkansen Tunnels 
  o The tracks of Japan's famous Shinkansen (Bullet Train) stretch throughout the 
  country.  Some underdwellers have managed to exploit these trains and their 
  tunnels to travel great distances quickly within the Japanese continent.  While 
  most underdwellers prefer to remain in Tokyo Below, those that occasionally 
  stray outside the urban maze may find rapid transit--for a price.  Like all 
  mechanized trains, the shinkansen generally rejects underdwellers that attempt to 
  board it.  But the proper magic or contact may permit an underdweller to catch a 
  ride. 
   
  
   
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  Personalities:  
  • 
  Niku (Bravo gang member) 
  o Description:  Niku (whose name simply means "Meat"), appears as a teenage boy 
  of fifteen or so.  Some say he has been around much longer than that, others 
  explain that he is simply another version of the same kind of boy--filling a niche 
  left empty after the demise of a predecessor.  Regardless, Niku is completely at 
  home and capable within the rough and tumble world of Tokyo Below.  He has 
  connections with nearly all the bravos and their patrons, can acquire hard to get 
  items, and is more than willing to jump into a fight for the right price.  His cool 
  demeanor hardly cracks, though at times he can still show boyish enthusiasm or 
  vulnerability before erecting his tough-guy mask once again. 
  o Attributes:  STR=3D+1, DEX=3D+2, CON=3D, KNO=2D+2, INS=3D+1, 
  PRE=2D 
  o Skills:  Climbing-6D; Martial Arts-6D; Dodge-6D; Melee Weapon-6D; Missile 
  Weapons-5D; Resistance-5D; Willpower-5D; Sub-geography: Tokyo-7D;  
  Gossip-7D; Value-6D; First Aid-4D; Streetwise-6D+2; Search-4D; Stealth-5D; 
  Survival-5D; Profile-4D; Bargain-5D+2;  Intimidate-4D+2; Con-5D. 
  o Magicks:  Juice (Dexterity): 3D; Navigation-4D. 
  • 
  Old Father (Crazy old coot) 
  o Description:  Part wiseman and part court jester, Old Father is a fixture in Tokyo 
  Below.  He usually sits in the Ginza Below and begs for small trinkets or food in 
  order to make his living.  Many times, the local youths hassle and mock him.  
  Old Father has been known to explode into sudden rants of almost religious 
  intensity, but his topics vary from current politics, to the inadequacy of this year's 
  rice crop, to the conceptual problem of really understanding the color blue.  
  Most dismiss him as a madman, though some find deep truths in his puzzling 
  words.  In his lucid moments, Old Father appears to be able to know the inner 
  secrets of any man standing before him and will announce them to the world.  At 
  other times, he appears to have glimpsed the future, though he will only provide 
  guidance in half-mumbled rhymes and puzzles. 
  o Attributes:  STR=1D+2, DEX=2D, CON=2D, KNO=4D+2, INS=2D+1, 
  PRE=3D 
  o Skills:  Education-5D; Philosophy-7D; Arcana-8D; Alchemy-9D; Profile-12D; 
  Persuasion: Oration-6D.  Old Father most likely has many other skills. 
  o Magicks:  Augury-8D (but he apparently cannot control this skill and it simply 
  activates from time to time);  Hindsight-8D (see previous note); Ethos-8D. 
  
   
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  EUROPE  
   
  London  
  London Below is one of the 
  largest and most developed 
  of the undercities of the 
  world.  It has existed in 
  some form since the time of 
  the Romans and has grown 
  considerably in the past few 
  centuries as the dwellers of 
  London Above added new 
  tunnels below their city.  
  The vast network of Tube 
  tunnels, sewer pipelines, and 
  now underground cabling 
  have created a vast network 
  that few, Above or Below, fully comprehend.  Like other undercities, London Below is an 
  extremely dangerous place, full of intrigue, shifting alliances, monsters (both human and 
  inhuman), and magic.  The undercity is ruled by no one, but a complex semi-feudal system of 
  titled families, scheming politicos, and common rabble give it an air of medieval times.  Blood 
  feuds are common, sometimes lasting for decades.  A wise underdweller makes friends quickly, 
  finds a nice safe niche to carve out a livelihood, and tries to stay out of the way...  
  Community:  Very Large.  
  Beast:  Boar.  Hunter describes him such:  "They say his hide bristles with swords and spears 
  and knives stuck in him by those who have tried and failed.  His tusks are razors, and his hooves 
  are thunderbolts."  It is said that if his blood is dabbed on eyes and tongue of a person, they will 
  be instinctively know how to navigate through London's Labyrinth.  
  • 
  Description:  Wild and horrible, the Beast of London is the stuff of nightmares and 
  urban legends.  It charges and kills without thought, without mercy.  It has been slaying 
  those who hunt it for at least a century, maybe more.  It is unclear whether the Beast can 
  reason, or whether its time in the Labyrinth has rendered it completely mad. 
  • 
  Attributes:  STR=8D, DEX=4D, CON=9D, KNO=1D, INS=4D, PRE=3D 
  • 
  Skills:  Jumping-9D; Running-9D; Attack-9D; Damage-10D (charge); Dodge-6D; 
  Resistance-8D; Search-6D+2; Tracking-7D; Intimidate-7D. 
  • 
  Magicks:  Unknown.  He an sense of smell and can track and attack targets even in the 
  pitch black of the Labyrinth.  His thick hide reduces all damage by 2D (no effect against 
  armor piercing weapons). 
  Zones:  
  • 
  Night's Bridge (Knightsbridge) 
  
   
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  o The Thames Below is not the muddied river well-known to updwellers but is, 
  rather, an endless black chasm surrounded by tunnels that seem to absorb all 
  light that attempts to illuminate the way.  Known as a particularly nasty 
  neighborhood, Knightsbridge Below spans this underworld Thames, providing 
  one of the few routes across the chasm.  An all-encompassing blackness, the 
  "night", hangs over the bridge.  It is darkness as a solid, almost living thing--it 
  caresses the skin with chilled wisps, sinks into the lungs like a thick smoke, and, 
  on occasion, devours those it entraps.  Within its darkness, all the nasties of 
  nightmares dwell--trolls, ghouls, unnamable things.  Secret fears, subconscious, 
  primal horrors, creep up out of one's mind and will steal an unwary victim away 
  into a land filled with her own nightmares. 
  • 
  The Labyrinth 
  o Deep below London, below even the dwellings of the Underside, the Labyrinth 
  twists and turns through earth and time.  Within it, the Beast of London rages, 
  dragging along the weapons that still stick in its hide and stomping on the bones 
  of the failed hunters that have sought its hide.  The Labyrinth leads to many 
  things:  the Great Hall that houses Islington, the fallen angel of London Below; 
  corridors that lead to other undercities; magical pools that restore life; ancient 
  troves of untold treasures.  But usually the Labyrinth simply leads a visitor to 
  madness or, if he's lucky, to death. 
  • 
  The Gap Beasts 
  o Throughout the Tube tunnels of London Below, there are niches of blackness 
  and void, the Gaps, that are filled with things invisible to those that dwell 
  Above.  In these gaps, nightmarish beasts dwell, ready to extend a tentacle or 
  claw and ensnare an unwary passer-by.  All that dwell below would do well to 
  "Mind the gap" when in the Tube tunnels lest he find himself entrapped by the 
  hideous black creates that dwell there. 
  • 
  Earl's Court 
  o Earl's Court station is the only place to catch the subway train that carries the 
  ancient Earl and his elderly entourage.  The Earl's train looks very much like an 
  old subway train, except that is gutted, layered with straw and grime, and houses 
  a full, if somewhat ragtag and dottering royal court.  The train is in constant 
  moving, only stopping to pick up the rare visitor or, even more infrequently, to 
  drop a passenger off.  It stops at any normal Tube station, but will go completely 
  unnoticed by any updwellers who happen to be standing there.  The Earl's train 
  has a number of "impossible" rooms that defy physics, including the vast stone 
  library that holds all things lost and forgotten.  Its shelves are full of ancient 
  grimoires and histories, abandoned toys, misplaced car keys, forgotten 
  mementos.  Other chambers include the Earl's throne room, ample housing for 
  his many men, a full kitchen, a working dungeon, and many more one would 
  expect to find in a medieval keep. 
  • 
  Raven's Court 
  o The people of Raven's court are an ancient and independent bunch.  They have 
  long held maintained a feud with the Earl and his court, an unpleasantness that 
  often flares into considerable violence.  Many of London Below would like to see 
  a permanent peace treaty forged, but the feud is so old--its origins forgotten--that 
  few believe peace will ever be achieved. 
  
   
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  Personalities:  
  • 
  The Portico Family 
  o The Portico family is one of the most distinguished courtly families in the 
  Underside.  All of its members share a Knack for opening things, they each does 
  it in their own personal way.  Lord Portico is something of an inventor and 
  visionary, harboring a burning desire to unite the Underside and, perhaps, to 
  someday bring the underdwellers back into contact with those Above.  Some 
  think Portico and his clan are arrogant or naive; others write him off as mad.  
  But Portico has managed to secure enough favors, allies, and general goodwill to 
  make his family powerful in London Below. 
  • 
  Hunter (Bravo Mercenary) 
  o Description:  London Below, like all the Undercities, is rife with Bravos of 
  various talents and tendencies.  But Hunter stands out among them all.  Lithe 
  and beautiful, she is as deadly as she is quick.  Consumed with a burning desire 
  to prove herself by killing the Beasts of various undercities, Hunter continually 
  strives to perfect her skills and garner information or tools that will permit her to 
  complete her quest.  She regularly rents her skills out as a mercenary, assassin and 
  bodyguard, commanding a high price and working only for the elite of the World 
  Below. 
  o Attributes:  STR=3D+2, DEX=4D, CON=3D, KNO=2D+1, INS=3D, 
  PRE=2D 
  o Skills:  Climbing-5D+2; Jumping-6D; Martial Arts-8D+2; Dodge-8D; Melee 
  Weapons-8D+2; Missile Weapons-7D+2; Swimming-6D; Resistance-7D; 
  Willpower-7D+2; First Aid-5D; Value-6D; Gossip-6D; Sub-Geography-7D; 
  Sub-biology: Beasts of the Undercities-7D; Profile-5D; Search-8D; Tracking-8D; 
  Stealth-8D; Survival-7D+2; Command-6D; Intimidate-7D; Bargain-6D; Con-
  4D+1. 
  o Magicks:  Mechanophile-4D; Juice (Dexterity)-6D.  Hunter likely has other 
  magical abilities. 
  • 
  The Rats 
  o Led by the prehistoric mammal, the Golden, the rats of London Below form a 
  cohesive and respected society.  Indeed, many humans, calling themselves the 
  Rat-Speakers, dedicate themselves to the service of the rats.  Many rats hold titles 
  (such of Lord Longtail or Lady Whiskers) and comport themselves with the 
  same courtesy and complexity as human royalty.  In the Underside, particularly in 
  London, the rats are a political force, often acting independent of human 
  alliances, but with the ability to powerfully impact any balance of power.  The 
  rats have legions of spies, scouts, warriors and even mystics that are able to move 
  freely through the worlds Above and Below.  Their level of communication is 
  unparalleled, and a kindness or slight paid to one rat may often be repaid by 
  another, even in a different city altogether. 
  • 
  The Sewer Folk 
  o The Sewer Folk of one kind or another have long existed in London Below.  
  They inhabit London's deep and complex sewer system, learning its every curve, 
  pool, and outfall while still young children.  They are masters at scrounging for 
  useful items in the stream of waste, often going to trade them at the Floating 
  
   
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  Markets.  With the stench of the sewer clinging to them, Sewer Folk are often 
  sneered upon or avoided by other underdwellers.  But they maintain amiable 
  connections with the Rats and Rat-speakers, and those who can find the 
  constitution to be polite to the Sewer Folk can often benefit from the 
  relationship.  The Sewer Folk do not speak, at least no outside has heard them 
  utter a word.  They tend to communicate with claps, grunts and gestures.  Some 
  say they are barbaric, but the seem to be able to communicate more with a 
  simple glance than most people can with a minute of expressive speech. 
  � Dunnikin:  Oldest and wisest of the Sewer Folk, Dunnikin leads with a 
  fair hand and a keen eye for marketable goods.  He often lead the 
  foraging parties into the deepest parts of the sewer, looking for any 
  refuse that may be traded at a Floating Market.  Despite his age, he 
  remains fit and sharp and is well respected even by many outside of the 
  Folk's community. 
  � Attributes:  STR=3D, DEX=2D+1, CON=3D, KNO=2D+2, 
  INS=3D+2, PRE=2D+1 
  � Skills:  Brawling-5D; Dodge-3D+2; Melee Weapons-4D+2; 
  Swimming-5D; Resistance-5D; Willpower-4D+2; First Aid-5D;   
  Value-7D; Sub-Geography: London-9D; Sub-biology: London 
  Below-7D; Scrounge-9D; Profile-4D; Search-7D+2; Survival-8D; 
  Command: Sewer Folk-7D; Bargain-6D. 
  � Magicks:  Unknown.  Dunnikin appears to have an uncanny 
  sense of presentiment or precognition, but this is more of a 
  natural ability, almost another sense, rather than a talent or spell 
  that he activiates at will. 
  • 
  Old Bailey 
  o Description:  Aging, jolly and a bit daft, Old Bailey is well known throughout 
  London Below as a purveyor of information, curiosities, and the occasional 
  magical charm.  Bailey's storehouse of knowledge is vast, if somewhat erratic (he 
  will often remember a joke uttered by a drunk earl in the 1700's, but forget where 
  he placed the hat he just took off his head).  Underdwellers seek him out when 
  they need an especially odd item or arcane fact.  Though a shrewd businessman, 
  Old Bailey is also kindly and willing to help in a pinch (though some form of 
  repayment is always appreciated), if he takes a liking to someone. 
  o Attributes:  STR=2D, DEX=2D, CON=2D+2, KNO=4D, INS=2D+2, 
  PRE=2D+2 
  o Skills:  Brawling-3D+2; Dodge-3D+2; Melee Weapons-4D; Missile Weapons-
  4D; Resistance-4D; Willpower-4D+2; First Aid-6D; Value-8D; Gossip-7D+2; 
  Sub-Geography-8D; Sub-biology-7D; Education-5D; Arcana-7D+2; Alchemy-
  7D; Profile-5D; Search-5D; Stealth-3D; Survival-6D+2; Bargain-7D+2; Con-4D. 
  o Magicks:  Collector of Lost Thoughts-6D; Beastspeak: Pigeon-7D; Beastspeak: 
  Rat-6D. Old Bailey likely has other magical abilities. 
  • 
  Hammersmith 
  o Description:  Standing over seven feet tall and as powerful as a mountain, 
  Hammersmith is a fixture at every Floating Market in London Below.  His 
  hammer and forge have been known to smite cruel weapons and fine jewelry on 
  the same night, each with exquisite skill. 
  
   
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  o Attributes: STR=5D+1, DEX=2D+2, CON=4D, KNO=1D+2, INS=2D, 
  PRE=2D 
  o Skills:  Brawling-6D; Dodge-3D+2; Melee Weapons-6D; Resistance-6D; Craft: 
  Blacksmith-8D; Gossip-4D;  Value-4D; Sub-Geography-4D;   Search-3D; 
  Intimidate-4D+2; Bargain-4D. 
  o Magicks:  Unknown. 
  • 
  The Marquis de Carabas 
  o Description:  The famous, or infamous, Marquis de Carabas is well known in 
  London Below and his dealings in other European undercities have earned him a 
  few allies and many enemies abroad as well.  The marquis is extremely shrewd, 
  remarkable resourceful, and more than a little lucky.  He has a tendency to collect 
  debts in his favor.  He readily employs his uncanny knack for knowing what 
  another person wants and his facile methods for collecting it, and quickly turns 
  the entire bargain into a sizable profit for himself.  The marquis is known by 
  many as a swindler, thief, and an assassin.  He has broken hearts, mislead trusting 
  souls, and picked the pocket of would-be friends.  But, deep down, somewhere 
  (awfully deep indeed), he's a good soul with a strong sense of honor--he will not 
  break an oath or reject a debt when it is called against him.  Folks deal with the 
  marquis when they must, usually at great cost to themselves, but are rarely 
  disappointed with his services. 
  o Attributes: STR=2D+1, DEX=3D, CON=3D, KNO=3D+2, INS=3D+2, 
  PRE=2D+1 
  o Skills:  Brawling-6D+1; Dodge-6D+2; Melee Weapons-6D+1; Missile Weapons-
  6D; Resistance-4D+2; Willpower-5D+2; Gossip-8D; Value-7D+2; Education-
  4D; Steamworks-4D; Arcana-4D; First Aid-4D+1; Sub-Geography-6D; Sub-
  Geography: London Below-8D;  Scrounge-4D+1; Security-5D; Search-5D+1; 
  Stealth-5D+2; Survival-6D; Persuasion-6D; Con-6D+2; Intimidate-4D+2; 
  Bargain-7D+2; Fade-5D; Perform: Music-4D. 
  o Magicks:  Pockets-7D; Hidden Heart-5D (usually carried on him in a small box); 
  Beastspeak: Rat-4D.  The marquis likely knows many other tricks and charms. 
  • 
  Mr. Croup & Mr. Vandemar 
  o Description:  A fox and a wolf, Mr. Croup and Mr. Vandemar.  Two mercenaries 
  of unknown origins that have been lurking about London and the Continent for 
  as long as anyone can remember.  They have been dismembering earls since at 
  least the 16th century, and some say they were summoned to England during the 
  time of the Romans. These two dispatch all of their victims--whether they be a 
  rat that happens to be passing by, or a royal family targeted for assassination--
  with the same horrifying glee and ruthless efficiency. 
  o Mr. Croup:  Short, sneaky and chatty, Mr. Croup appears to be the brains of the 
  duo.  He handles the business end of things, the gathering of information, the 
  questioning of sources and, usually, torture of victims.  He usually leaves most of 
  the rough and tumble to Mr. Vandemar. 
  � Attributes: STR=4D, DEX=5D+2, CON=5D, KNO=4D+2, 
  INS=4D+2, PRE=3D 
  � Skills:  Martial Arts-7D+1; Dodge-7D+2; Melee Weapons-8D+1; Missile 
  Weapons-8D; Resistance-8D+2; Willpower-5D+2; Education-6D;  Sub-
  Geography-5D; Sub-Geography: London Below-6D+2;  Security-7D; 
  
   
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  Torture-9D; Search-7D+1; Stealth-9D+2; Profile-7D+2; Tracking-
  8D+1; Persuasion-6D; Con-7D; Intimidate-8D; Bargain-5D; Fade-5D. 
  � Magicks:  Bloodless and Painless-8D; Creepy Quiet-7D; Claws-5D;  
  Obsession: T'ang Dynasty porcelain crafts-10D.  Mr. Croup appears to 
  be immortal.  He may actually be a demon or some grade of the undead.  
  He likely has other magicks at his disposal, including some form of 
  teleportation 
  o Mr. Vandemar: 
  � Attributes: STR=5D+2, DEX=3D+2, CON=6D, KNO=1D+2, 
  INS=4D, PRE=2D 
  � Skills:  Martial Arts-8D+2; Dodge-7D; Melee Weapons-9D; Missile 
  Weapons-8D; Resistance-9D; Willpower-3D+2; Sub-Geography-3D+2; 
  Sub-Geography: London Below-4D; Torture-4D; Search-6D+2; Stealth-
  4D; Tracking-6D; Intimidate-8D. 
  � Magicks:  Bloodless and Painless-8D; Juice (Strength)-5D.  Reliance: Mr. 
  Vandemar has an extremely difficult time making decisions without Mr. 
  Croup's guidance.  In fact, without his partner, Mr. Vandemar has been 
  known to suffer a kind of paralysis.  If Mr. Croup is incapacitated or 
  otherwise removed from influencing Mr. Vandemar, the latter will forget 
  whatever task is at hand and attempt to assist or rejoin Mr. Croup.  
  Further, Mr. Vandemar appears to be rather simple minded, and is bad at 
  bargaining, investigating, and solving puzzles.  Like Mr. Croup, Mr. 
  Vandemar  appears to be both more and less than human--immortal (or 
  long-lived), impervious to most harm, and inhumanly cruel. 
  • 
  The Rat-Speakers (Lord Rat-Speaker) 
  o Description:  The Rat-Speakers are a small, dedicated group of humans that 
  serve as "the hands" of various Rat Folk in the Underside.  They speak fluent Rat 
  and serve the Rats with an unwavering loyalty.  They often take on rat-like 
  qualities, will kill and eat cats (part of the ongoing war between the Rats and the 
  Cats), and are often rewarded with goods, information or other favors from their 
  rat patrons.  Those new to the Underside may scoff that humans would serve 
  rats, but those fools usually receive a quick come-uppance.  Rat-Speakers tend to 
  be good guides in the Underside and are often the first that a newcomer will 
  encounter upon entering London Below. 
  o Typical Rat-Speaker: 
  � Attributes:  STR=2D, DEX=2D+2, CON=2D+1, KNO=2D, INS=3D, 
  PRE=2D. 
  � Skills:  Brawling-4D; Dodge-4D; Running-4D; Melee Weapons-4D; 
  Missile Weapons-3D+1; Resistance-3D; Willpower-2D+2; Gossip-4D; 
  Value-4D; Sub-Geography-4D+2; Sub-biology-4D;  Search-3D+2; 
  Stealth-4D+2; Survival-4D+1; Bargain-4D. 
  � Magicks:  Beastspeak: Rat-5D. 
  o Lord Rat-Speaker 
  � Description:  Sharp and quick, Lord Rat-Speaker organizes and watches 
  over the Rat-Speakers, keeping them ready to do their patrons' bidding.  
  He's extremely distrustful of outsiders, just as willing to slit a throat as 
  
   
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  spare a moment for words.  Despite his quick temper, he is unfailing in 
  his service to his rat lords and obeys them without question. 
  � Attributes:  STR=3D+1, DEX=3D+2, CON=3D+1, KNO=2D+2, 
  INS=3D+2, PRE=2D+2. 
  � Skills:  Brawling-6D; Dodge-6D; Running-5D; Melee Weapons-6D; 
  Missile Weapons-4D+2; Resistance-5D; Willpower-5D+2; Gossip-6D; 
  Value-6D; Sub-Geography-6D+1; Sub-biology-6D;  Scrounge-4D+2; 
  Search-5D+2; Stealth-5D+2; Survival-6D; Bargain-6D; Command: Rat-
  Speakers 6D; Intimidate-5D+2. 
  � Magicks:  Beastspeak: Rat-5D. 
  • 
  Lear ('Twixt) 
  o Description:  Like most 'Twixts, Lear is little known among the populations of 
  either London Above or Below.  But he is a resourceful man, and some, like the 
  marquis de Carabas have had dealings with him in the past.  As such, he owes 
  and is owed favors from both sides of the city.  Lear is often a good source of 
  information and can act as an agent for dealings with the Upside when an 
  underdweller cannot perform the action himself. 
  o Attributes:  STR=2D+1, DEX=2D, CON=3D, KNO=2D+2, INS=2D+1, 
  PRE=2D. 
  o Skills:  Brawling-3D+2; Dodge-2D; Running-3D+1; Melee Weapons: Knife-4D; 
  Security-4D+1; Gossip-4D+2; News-4D+2; Value-4D+1; Sub-Geography-3D;   
  Scrounge-3D+2; Stealth-4D+2; Survival-4D+2; Bargain-4D; Fade-4D+2; 
  Perform: Music-5D. 
  o Magicks:  Unknown.  Lear may know of some charms and tricks that help him 
  survive. 
  • 
  Serpentine and the Seven Sisters 
  o Description:  The Seven Sisters are something of a legend in the Underside, 
  many things to many people.  Some equate them with the Fates, others attribute 
  particular powers, temperaments and stories to each.  They are witches, demons, 
  wights, demigods.  Some say there are good sisters, bad sisters, sisters balancing 
  the whole.  Others claim they are all evil clan that would control the Underside if 
  only they could cease their petty, sibling squabbling.  They work in concert on 
  occasion, but most often move against each other in a giant game of seven 
  person chess--whimsically doing favors and dispatching agents with little 
  motivation other than frustrating one of their sisters. 
  � Serpentine:  Intimidating is too soft a description to describe Serpentine.  
  Her severe, pinched face and flashing sharp eyes are enough to strike 
  terror in even a hardened underdweller.  She is extremely tall, with a 
  shock of gray hair spiking from her head, and often wears the tattered 
  remains of a wedding dress.  She is crafty and cruel, a callous 
  businesswoman with little use for idealism or philanthropy.  Rumors say 
  she will readily eat small children that stray into her realm, while others 
  claim that she only cultivates such stories to increase her powers of 
  intimidation.  She is always courteous, even to her victims and will stick 
  to her word.  Though a killer, she acts with clear logic and deliberation, 
  and can be bargained with in almost any case. 
  
   
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  � Attributes:  STR=4D, DEX=5D, CON=5D, KNO=3D+2, 
  INS=3D+1, PRE=4D 
  � Skills:  Martial Arts-8D; Dodge-8D; Running-6D; Melee 
  Weapons-7D; Missile Weapons-7D; Resistance-7D; Willpower-
  8D; Education-5D; Gossip-6D; Language: Ancient-8D; Arcana-
  8D; Alchemy-7D; Value-7D; Sub-Geography-7D; Sub-biology-
  6D; Profile-8D; Search-6D; Persuasion-4D+2; Command-6D 
  (Command: Servants-9D); Intimidate-8D+2. 
  � Magicks:  Claws (STR+1D damage, reduce armor by 2D);  
  Serpentine likely has many offensive and defensive magicks at her 
  disposal.  She is not a woman to be trifled with! 
  • 
  The Black Friars 
  o Lead by the Abbot, the Black Friars are a fairly unique group in the Underside:  a 
  religious order that has maintained its traditions amidst the chaos and hardships 
  of the world Below.  Dressed in their black robes, the Friars carry themselves 
  with an austere confidence.  They are able warriors, keepers of mystic secrets, 
  healers of the sick, and savers of souls.  But their traditions border on the 
  militant and zealous, and many are put off by their severe ways.  Indeed, visitors 
  are often not allowed to pass into the Friar's abbey (as their underground haven 
  is called) unless they can pass a series of tests:  often physical combat, riddles, 
  and trials of mind and spirit.  . 
  o The Abbot 
  � Description:  Blind and weak with age, the old Abbot still leads the Friar 
  flock with an able mind bent on furthering their mission.  He is both 
  wise and kind, though he will ruthlessly enforce the traditions the Friars 
  hold dear.  He believes their duties are holy and just and indoctrinates his 
  brothers with these same ideals.  The Abbot can be trusted with secrets 
  and sought in need, but he will avoid entangling himself or his brothers 
  in any scheme or mission outside of their sacred duties. 
  � Attributes:  STR=1D, DEX=1D, CON=2D, KNO=5D, INS=4D, 
  PRE=3D+2. 
  � Skills:  Education-6D; Philosophy-6D; Arcana-7D; Arcana: Christian 
  mysticism-9D; Alchemy-7D; Profile-7D+2; Command: Black Friars-9D; 
  Persuasion-7D+2. 
  � Magicks:  Unknown.  The Abbot has a create deal of knowledge and 
  likely knows a number of charms and tricks.  Since he is well guarded by 
  younger, more able Friars, he rarely has a need to reveal the depths of his 
  abilities. 
  o Typical Black Friars: STR=3+2D, DEX=3D+2, CON=3D, KNO=3D, 
  INS=2D+2, PRE=2D.  Brawling-5D; Melee Weapons: Blunt-5D; Missile 
  Weapons-5D; Dodge-4D+2; Running-4D; Willpower-4D+2; Resistance-4D+2; 
  Education-4D; Philosophy-4D; Aracana-3D+2; Alchemy-3D+2; Search-4D; 
  Persuasion-3D+1.  There are many among the Black Friars with unusually high 
  attributes (similar to player characters) and magical abilities. 
  
   
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  Paris  
  The idea of salvation from below is ennumerated several times in the book, namely in Valjean's 
  sanctuary in the convent and his descent into the sewers with Marius.  
  --G. Worth in an analysis of Victor Hugo's Les Miserables (available at 
  http://www.geocities.com/Paris/LeftBank/9640/) 
  Much like its sister above, Paris Below is a rival for its London counterpart.  Paris' tunnels are, 
  perhaps, even more extensive and ancient than those beneath London.  And they are filled with 
  quite similar personalities and dangers.  Indeed, there is a fair bit of trade and transactions 
  between the two cities.  However, while London Below is a mix of feudal loyalties and anarchy, 
  Paris Below adheres to a more rigid social structure.  The Queen of Paris Below, Colette de 
  Reneaux, has managed to maintain order and demand fealty from the Parisian underdwellers.  
  Her family line traces back to the first rulers of Paris Below, and through a vast network of 
  soldiers, spies, and assassins the de Reneaux clan remains firmly entrenched.  A fair number of 
  dukes, marquis, counts, barons and other courtiers can be found in Paris Below as well.  Many 
  scheme for a larger piece of the political pie, others just scramble for a bit of Queen Colette's 
  praise and favor.  Despite her rule, the Queen has not managed to tame the dangerous rabble 
  found in the Left Bank and has initiated a more active line of sentries to keep those outcasts 
  from seeping across the Seine.  
  Community:  Very Large.  
  Beast:  Gargoyle.  
  • 
  Description:  It is fitting that the Beast of this magical city is itself a magical being.  
  Created centuries ago by a mad alchemist, the Gargoyle of Paris roams its deepest 
  tunnels.  What is seeks remains a mystery, one whose answer likely died with the 
  Gargoyle's creator.  It has been known to stand rigid for years, letting some who have 
  unfortunately stumbled upon it go without harm without, in fact, moving at all.  Some 
  say it has never killed unprovoked, while others claim it is a thing of the Devil and will 
  slay any who happen upon it in an animated state. 
  • 
  Attributes:  STR=7D, DEX=3D, CON=11D, KNO=Unknown, INS=4D, PRE=3D 
  • 
  Skills:  Flying-5D; Jumping-7D+2; Climbing-8D; Running-4D; Attack-7D+2; Damage-
  8D+2; Dodge-4D; Resistance-10D; Search-5D+2; Tracking-5D+2; Intimidate-8D. 
  • 
  Magicks:  Stone Skin-Reduce all damage by 3D, including armor piercing; he also 
  appears to be impervious to flame, cold, and most acids as well; Nightvision (perfect); 
  Claws-ArmorPiercing reduce armor by 2D. 
  Zones:  
  • 
  The Sewers 
  o Paris's underground system rivals, and in many ways surpasses that of London.  
  When Paris Above was modernized in the 19th century, a complex system of 
  tunnels and sewers was also built to accomodate the city's growth.  Today, most 
  dwellers Above have little concept of the vastness of the network of tunnels that 
  lies beneath them.  With the addition of the Metro and modern cabling efforts, 
  
   
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  the tunnels have expanded considerably in the 20th century.  The underdwellers 
  of Paris make ample use of this network. 
  • 
  The Right Bank (La Rive Droite) 
  o The Royal Houses and the Rabble:  A large proportion of the Parisian 
  underdwellers inhabit the Right Bank.  It's tunnels tend to be a bit more direct 
  and safer and most of the Floating Markets of Paris take place in the grand 
  buildings found north of the Seine.  More importantly (for some), this is where 
  Queen Colette and her entourage of syncophants and scheming courtiers reside.  
  The Queen maintains an air of forced dignity in the compromised surroundings 
  of Paris Below.  Her gowns tend to be tattered, her make-up severe and almost 
  clownish, and her arrogance bordering on madness.  The rabble of Paris Below 
  generally ignore her rantings, though she has an ample armed guard and 
  maintains strict control through a network of spies and informants. 
  • 
  The Left Bank (La Rive Gauche) 
  o The untouchables:  Above, the Left Bank is considered the bohemian quarter--
  the zone of artists, immigrants, impoverished students.  At least it was in the 
  early part of the 20th century, when such folk could afford to live there.  Now it 
  is like most of Paris Above--expensive and full of boutiques mainly aimed at the 
  tourist trade.  However, it still retains some of its bohemian flair.  Below, the Left 
  Bank has taken a much darker turn.  It has become the refuge of outcasts of all 
  sorts--renegades against the hierarchy of the French Underside, untouchables, 
  monsters in flesh and mind.  The inhabitants of the Left Bank occasionally band 
  together and make forays into the more affluent Rive Droite, looting what they 
  can until driven back into the shadows.  The residents of the Right Bank see 
  them as filth and killers, while the Left Bank dwellers call their adversaries elitist 
  and imperial.  Those who have attempted to unify both sides have only been met 
  with derision and open hostility. 
  • 
  Black Bridge (Le Pont Noir) 
  o The Black Bridge is of such legendary, horrific reputation that even the Queen's 
  sentries refuse to guard it.  As such, it is the only unwatched passage between the 
  Left and Right Banks of the Seine Below.  Though the river is hardly more than 
  200 meters wide at the Bridge's point, those who have crossed Le Pont Noir 
  describe a trial that lasted hours, even days.  Some say it is yet another similarity 
  with London Below and its nightmarish Knightsbridge.  But the Pont Noir is 
  more than a dweller for nightmares and secret monsters:  it is first a bridge into 
  Some Other Place, an entirely different world or dimension according to some 
  rumors.  Those who enter this Other Place must navigate its varied landscapes--
  mountains, seas, deserts, jungles--to come out on the other side of the Bridge. 
  • 
  Les Invalides 
  o The army of ghosts:  Above, Les Invalides is the immense hospital that Napolean 
  built for his troops (now a museum).  Below, the twisted corridors and open 
  caverns have become inhabited by the ghosts, half-dead, and time-lost soldiers 
  that once inhabited the hospital.  It is not uncommon to see a young French 
  soldier, still bleeding from a wound, standing sentry at one of the entrances to 
  the area.  All of these lost souls, alive and dead, await orders from some 
  commander, but none can remember his name nor reason why it is they are 
  there.  They are muddled, believing they are still in some pitched war above, 
  
   
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  sometime even hearing gunfire and cannon shot. They will attack those they 
  deem enemies of France but assist those who are allies (it helps to speak French 
  and to not speak English!). 
  • 
  The Banlieu ("suburbs") 
  o No one much likes to travel to the outer tunnels and into les Banlieu, or suburbs 
  of the Underside.  Indeed, these outer areas are permeated with a feeling of 
  pointlessness and boredom.  Those who venture into them generally feel their 
  energy and intelligence sapped away (GM's may require periodic Willpower tests 
  for players to remain focused).  The inhabitants of the Banlieu tend to to move 
  about in a soporific, almost zombified state.  They speak little and have a glazed 
  look in their eyes, hardly managing to complete more than the most basic of 
  tasks. 
  • 
  Notre Dame 
  o The Hallowed Grounds:  Few know that the great cathedral above sits atop a 
  deep, winding network of tunnels, secret passages and even a hidden cathedral 
  that rivals the one Above.  Many underdwellers attend mass at the underground 
  cathedral, one of the few of its kind in the Underside.  Overseen by the kindly 
  and absent-minded Bishop Loiseux, the cathedral is seen as neutral ground and 
  the prohibition against violence is as strong as it is in the Floating Markets.  
  Loiseux does his best to navigate the dangerous waters of Paris Below's political 
  system, but he lacks the intelligence and willpower to avoid becoming a pawn. 
  Only his assistant, Father Marcus, keeps him from becoming torn apart by the 
  politics.  But Marcus is cold and calculating and some say he dabbles in dark 
  magic and eyes the Bishop's char for his own.  It may only be a matter of time 
  before some kind of coup occurs. 
  Personalities:  
  • 
  The American 
  o Description:  A tall, lean, rangy white man with a shock of messy brown hair, 
  some fairly ragged clothes, and a general unkept appearence.  He roams freely 
  through much of Paris Below, though he is most often found in the Left Bank. 
  o Attributes:  STR=2D, DEX=3D, CON=3D, KNO=3D, INS=4D, PRE=3D 
  o Skills:  Brawling-7D, Missile Weapons-Crossbow-7D, Dodge-7D, Running-5D, 
  Resistance-5D, Willpower-7D, Sub-geography-9D, Sub-biology-6D, Gossip-8D, 
  First Aid-6D, Value-8D, Search-6D, Profile-8D, Survival-7D, Courtliness-6D, 
  Bargain-7D 
  o Magicks:  Pockets-8D, Beastspeak-Pigeon-5D, Beastspeak-Rat-7D, Annoyingly 
  Lucky-8D. 
  • 
  La Comptess 
  o Description:  A beautiful, middle-aged woman with a somewhat remote 
  demeanor.  Always beautifully dressed and coldly radiant.  She is a rival of mad 
  Queen Colette's, or so the Queen believes.  Some say it is only femine jealousy, 
  while others say the feud runs much deeper and is more dangerous.  La 
  Comptess is cautious to never insult the Queen--directly, at least--and careful 
  cultivates favor with other courtiers in order to secure some degree of safety for 
  herself.  The Comptess' true motivations and goals remain a mystery. 
  
   
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  o Attributes:  STR=1D+2, DEX=2D, CON=3D, KNO=4D+1, INS=3+2D, 
  PRE=4D 
  o Skills:  Willpower-8D, Gossip-10D,  Value-8D, Profile-8D, Courtliness-10D, 
  Persuasion-7D, Intimidate-7D, Con-6D, Bargain-7D 
  o Magicks:  Sources:  the Comptess somehow learns nearly all of the gossip of 
  Paris Below even as it begins.  While she doesn't know who starts the gossip or 
  even if it's true, she can use her formidable intelligence and deductive powers to 
  make very accurate guesses.  Level=8D. 
  • 
  Meaulnes 
  o Description:  A somewhat plump, perpetually young pre-teen boy (appears 10-12 
  years old).  He always looks like he's been out playing--hair tousled, clothes dirty 
  (without being as ragged as many in Paris Below). Meaulnes is a bit shy and 
  standoffish, but he can come around to those he decides to trust.  He seems to 
  appear and disappear with ease, and those around him have the sense of 
  experiencing a waking dream, or of actually living within their own nostalgia for 
  their childhood.. 
  o Attributes:  STR=2D, DEX=3D, CON=3D, KNO=3D, INS=3D, PRE=2D+2 
  o Skills:  Brawling-4D, Dodge-5D, Running-6D, Resistance-4D, Sub-geography-
  9D, Sub-biology-6D, Gossip-5D, Search-6D, Fade-8D 
  o Magicks:  Dreamtime Aura:  Meaulnes seems to carry with him a piece of the 
  Dreaming--it seems to surround him at all times.  The laws of physics--time, 
  gravity, entropy--appear to function somewhat differently.  Further, those around 
  him experience a wave of nostalgia and the lingering feeling of lucid dreaming.  
  While this may appear to have little practical effect in the day-to-day struggle of 
  the Underside, it has helped Meaulnes survive and is likely the source of his 
  apparent immortality. 
  • 
  'Modo 
  o Description:  A squat, extremely strong hunchback with a horribly ugly face.  
  Modo is reclusive and unintelligible (he has no tongue and cannot speak), but he 
  is not a true monster.  In fact, he is both brave and loyal to those he trusts and 
  loves. 
  o Attributes:  STR=5D+2, DEX=4D+2, CON=6D, KNO=1D+2, INS=3D, 
  PRE=1D 
  o Skills:  Jumping 8D, Brawling-8D, Dodge-7D, Running-5D, Resistance-7D, 
  Willpower-7D, Sub-geography-5D, First Aid-3D, Survival-Underworld-7D, 
  Search-6D, Intimidate-6D (8D if they've never seen his face before). 
  o Magicks:  Juice: Strength-6D, Lovesick (for Esmeralda, a beautiful gypsy in the 
  upworld, who continues to be reincarnated as different women across the years)-
  4D. 
  • 
  The Troglodytes ("Les Trogs") 
  o Description:  Les Trogs are a small cadre of underdwellers that have banded 
  together for mutual protection and assistance.  They remain aloof of most 
  underdwellers, making their homes in deep tunnels and caves, often hidden by 
  secret doors and mechanisms (they take their name from the term troglodyte).  
  However, unlike their monstrous namesake, the Trogs are actually extremely 
  technologically saavy.  While they must still work within the technological 
  limitations of the Underside, they, perhap more than anyone in the underworld, 
  
   
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  push the limits of what is possible.  The Trogs keep their technological secrets 
  very close and involve themselves with the affairs of others only when necessary. 
  o Typical Attributes:  STR=2D+1, DEX=3D, CON=3D, KNOW=3D+1, 
  INS=2D, PRE=2D. 
  o Typical Skills:  Brawling-4D, Dodge-4D, Melee Weapons-4D+1, Missile 
  Weapons-4D+1, Resistance-4D, Willpower-3D, Jury-Rig-4D, Steamworks-
  4D,Sub-geography: Paris-5D, Sub-biology: Paris-4D, Education-4D+1, 
  Tracking-3D, Search-3D, Survival-4D+2, Bargain-3D, Fade-3D. 
  o Leader:  General Gilles. 
  � Description:  General Gilles is a small, lean man with a shock of black hair 
  atop his head, a long, crooked nose, and small, alert eyes.  Some (behind 
  his back) say he resembles a ferret.  He is extremely clever, though his 
  arrogance can sometimes put off even close advisors.  He keeps strict 
  order with the ranks of the Trogs, carefully nurturing new recruits and 
  supervising their training.  Though they complain about him often, the 
  Trogs admire Gilles and gladly do his bidding. 
  � Attributes:  STR=2D+1, DEX=3D, CON=3D, KNO=4D, INS=2D, 
  PRE=3D+2 
  � Skills:  Brawling-5D, Dodge-6D, Melee Weapons-5D, Missle Weapons-
  6D, Willpower-6D, Resistance-5D, Sciences-7D, Steamworks-8D, Value-
  7D, Education-6D, Search-5D, Survival-5D, Command-7D, Command: 
  Trogs-9D, Intimidate-5D. 
  � Magicks:  Braincrank-7D.. 
  Rome  
  Rome Below is one of the oldest undercities in all of the world.  In the West, it rivals those 
  found in Athens and Cairo.  As one would expect, the mixtures of cultures, races and timelines 
  is complicated to the point of defying description.  Roman soldiers mingle with punk rock 
  runaways, ageless gods haggle with hippy dealers for some decent ambrosia, gladiators now fight 
  with tire irons and brass knuckles...you get the picture.  The underside is truly immense.  It is a 
  bewildering complex of old and new tunnels, dizzying catacombs, massive caverns and little 
  niches.  There are pockets of lost pasts, potential futures, and ignored presents.  Rome Below 
  truly has everything an underdweller might seek, if one can survive long enough to find it.  
  Community:  Very Large.  
  Beast:  Wolf.  
  • 
  Description:  Some say that the Beast of Rome is of the same bloodline as those wolves 
  that raised Romulus and Remus, who went on to found the great city Above.  But this 
  Beast has no love for the humans that now intrude upon its territories.  It is a voracious 
  and clever killer, actively seeking prey, toying with it, and killing without mercy.  Its 
  lonely howls can echo through the catacombs, blend into the subterranean winds and 
  chilling even the bravest soul. 
  • 
  Attributes:  STR=7D, DEX=5D+2, CON=7D+2, KNO=3D+2, INS=7D, PRE=3D 
  • 
  Skills:  Jumping-8D; Running-8D+2; Attack-8D; Damage-8D (claws); Dodge-8D; 
  Resistance-7D; Search-9D; Tracking-9D+2; Intimidate-8D. 
  
   
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  • 
  Magicks:  Claws-Reduce armor by 1D; Sense of Smell-will recognize and remember 
  everyone by their scent; Thick Hide-Reduce all damage by 1D (no effect against armor 
  piercing). 
  Zones:  
  • 
  The Old Forum 
  o The Buried City:  while bits and pieces of ancient Rome remain above ground 
  and open to tourism, much of the old city has been buried, forgotten or lost with 
  time.  Other parts have been hidden by the underdwellers of Rome, keeping 
  pieces of the old world for themselves rather than losing them to 
  modernization.  Much of Rome Below is constructed of the old brick and marble 
  buildings, replete with beautiful statues, intricate columns, and prized reliefs.   
  Royal, wealthy families, and the powerful undead  tend to populate these old 
  palaces. 
  • 
  St. Peters 
  o The Heart of the Church:  The center of Catholicism perched Above only hints 
  at the vast complex Below.  For centuries, the Church rulers have dug out 
  tunnels and secret store rooms beneath their sovereign lands.  There are few, if 
  any, people alive who know of all the secret passageways, libraries and treasure 
  troves found here.  Within those rooms are kept the most powerful artifacts and 
  magicks known or unknown on Earth.  There are histories and atlases of other 
  worlds; grimoires written in long dead languages; magical items so powerful that 
  their keepers dare not even speak their name.  Rumor and hyperbole also 
  surround the Heart, with many of the underdwellers claiming that the Church 
  has imprisoned various demons and heretics there over the centuries--all alive 
  and raging to be free.  Regardless, the area is securely guarded by the Eleven, an 
  ancient order tracing its roots back to the original Apostles (the Pope is the 12th 
  Apostle, and though he knows of the Underside, he has few if any dealings with 
  it).  Ageless and mighty, these paladins guard all known tunnels into the Heart, 
  refusing entry to all but a select few.  One has to wonder what is guarded the 
  secret tunnels... 
  • 
  The Coliseum 
  o The Arenas:  The Romans build large tunnels and caverns below the real 
  Coliseum in they could store equipment, animals, and slaves.  Some chambers 
  were large enough to serve as gladiator training arenas.  A number of 
  underdwellers have taken to using them for their own gladitorial games, usually a 
  test of combat for two young Bravos.  They are also used to resolve disputes 
  between two parties, each choosing to fight or selecting a champion, and the 
  winner being considered "in the right."  Not all the combats are fatal though, of 
  course, they are extremely dangerous.  There's always a wager to be placed for 
  the gambling sorts.  Further, criminals or other misfits are sometimes thrown 
  into an arena against one of the bizarre creates that inhabits the Underside. 
  • 
  The Catacombs 
  o The Twisting City:  Without a doubt, the tunnels of Rome Below are the most 
  well built and extensive in the world.  Citizens have been working on them for 
  thousands of years and there is likely no one who knows their entire extent.  The 
  
   
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  Catacombs are filled with twists, turns, giant caverns, pockets of lost time, secret 
  doors, dangerous traps, indescribable beasts, and primordial magicks.  The old 
  Catacombs connect and re-connect with more recent tunnels in numerous 
  places.  It is possible to get into every single part of Rome Above through these 
  tunnels, and many lead well out into the countryside. 
  • 
  The Aqueducts 
  o The Watery Transport:  The Aqueducts supplement the vast network of the 
  earthen catacombs.  Built in Roman times to carry water into the city and remove 
  waste, they are still a functioning sewer system (side by side with the more recent 
  sewer tunnels).  There are a number of folk who make a living as ferrymen along 
  the waters, transporting their passengers at a much increased speeed.  There are 
  rumors of horrible, tentacled beasts dwelling within the waters, and it is true that 
  the occasional ferryman fails to make it home at night. 
  Personalities:  
  • 
  Giambetta (Criminal King) 
  o Description:  Fat and devious, Giambetta is a pivotal figure in Rome Below.  
  Indeed, his connections spread throughout the underside of Europe.  He is 
  tapped into the gossip mills of Prague Below, can have someone's kneecaps 
  broken in Berlin, will smuggle in an ancient artificact from the tunnels below 
  Athens.  Giambetta manages his empire with a clever ue of 'Twixts to serve as 
  agents in the Upside, skilled assassins and thieves of otherworldly powers, and 
  maintaining a grip of fear over many in the local population.  Though he is a 
  thief and a liar, he is not without a sense of honor and will uphold his word in 
  nearly any situaton. 
  o Attributes: STR=3D+2, DEX=2D+1, CON=3D+2, KNO=3D, INS=3D, 
  PRE=2D+1 
  o Skills:  Brawling-8D; Dodge-6D+2; Melee Weapons-7D+1; Missile Weapons-
  7D; Resistance-6D; Willpower-7D+2; Gossip-8D; Value-8D; Education-4D; 
  Steamworks-3D+2; Arcana-3D+1; Sub-Geography-5D+1; Security-7D; Search-
  6D+1; Stealth-5D+2; Survival-5D; Profile-6D; Persuasion-5D; Con-5D+2; 
  Intimidate-6D+2; Bargain-6D+2; Command-6D+2; Command: Underlings-
  8D+2. 
  o Magicks:  Elsewhere-7D.  Every assassination attempt against Giambetta  has 
  been unsuccessful and he seems preternaturally gifted at avoiding danger.  The 
  Elsewhere Knack doesn't manifest itself as manifesation, but rather a subtle 
  restructuring of reality to negate the danger--for example, a crossbow will jam 
  and not fire, a plate of poisoned food will be dropped before served to him, etc.  
  It is still not clear whether this is actually a Knack or some other magick at work. 
  • 
  Sophia (Inventor) 
  o Description:  Sophia is a reclusive genius inhabiting some of the deeper caverns 
  of Rome Below.  A reknowned scientist and inventor, Sophia has skills that are 
  sought by many throughout the underside.  She is a master Steamworks engineer 
  and is studying the "scientific" origins of Knacks and other powers.  Sophia is 
  still fairly young (in her twenties) and inherited the lab from her almost equally 
  brilliant father.  She does not like to leave her caverns and will resist doing so.  
  
   
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  This apprehension is a mixture of dedication to her work and fear of the outside 
  world. 
  o Attributes: STR=2D, DEX=2D+2, CON=2D+1, KNO=5D, INS=2D, 
  PRE=2D 
  o Skills:  Willpower-4D+2; Gossip-3D; Value-5D+2; Education-7D; Steamworks-
  7D+2; Arcana-5D; First Aid-5D+1; Sciences-6D; Medicine-4D;   Scrounge-
  6D+1; Security-5D; Search-3D+1; Bargain-4D+2; Fade-5D. 
  o Magicks:  Mechanophile-6D; Hacker Genius-7D (ability to put together 
  machines that otherwise wouldn't work for anyone else). 
  • 
  The Old Gods (Mars, Pluto, Venus, Mercury, etc.) 
  o Description:  In their old incarnations, they ruled the Mediterranean.  There still 
  exists temples and artwork dedicated to their greatness.  But these are different 
  times.  No one believes in the Old Pantheon any longer.  And as the people's 
  faith diminished, so did the powers of the gods.  Now, Mars (Ares)  works as a 
  trainer for up and coming Bravos.  Mercury ekes out a living with a competent 
  network of spies and delivery boys.  Venus (Aphrodite) sells love in all its forms 
  and devices.  Saturn (Neptune) give swimming lessons.  You get the picture.  The 
  old gods tend to be fairly grumpy and unhappy about their lot in life (imagine 
  being a god, and then having to haggle over just a bit of Ambrosia).  They 
  continue their bickering ways, forming alliances against one another and 
  attempting to use mortals as pawns.  Some take a liking to certain mortals, 
  however, and will be amenable to a trade of goods, information or favors. 
  MIDDLE EAST  
   
  Cairo  
  Community:  Very Large.  
  Beast:  Asp.  
  • 
  Description:  Imagine a snake 50 feet long, mouth as wide as a small truck, rushing 
  towards you through a dark, narrow tunnel.  That is the last thing most men see when 
  they happen upon the Asp of Cairo in its underground lair.  Some say the Beast has 
  dwelt there since being summoned by an ancient, mad pharoh who used it to guard his 
  most powerful magical grimoires.  Regardless, few have attempted to challenge it and 
  seek out the legendary texts. 
  • 
  Attributes:  STR=9D, DEX=5D+2, CON=8D, KNO=1D+2, INS=6D, PRE=5D 
  • 
  Skills:  Jumping-10D; Climbing-11D; Running-10D; Attack-7D+2; Damage-10D (bite); 
  Dodge-6D; Resistance-9D; Search-5D+2; Intimidate-9D. 
  • 
  Magicks:  Armored Scales-Reduce all damage by 2D (1D against armor piercing 
  weapons); Venom-7D (on a successful bite attack, the snake may inject a victim with 
  deadly venom.  The victim must make a Resistance roll against the venom once per 
  minute to avoid death.  The antidote's formula is a closely held secret of the Order of the 
  Snake.) 
  
   
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  Zones:  
  • 
  The Dump 
  o The Discarded City:  As Cairo Above has expanded, a sprawling pile of discarded 
  waste has festered  and grown on its outskirts.  Over time, a large community has 
  come to inhabit the vast range of refuse.  Folks carve out caves in settled piles of 
  garbage, setting up home and shop.  Most scrounge through the endless piles for 
  useful items or edible food.  The Cairo Dump is one of the few places in the 
  Upside where underdwellers may pass and be readily seen (likely because the 
  inhabitants of the Dump are themselves ignored and invisible to most 
  updwellers).  All manner of items may be found there (you'd be surprised what 
  folks throw away), but it is strongly recommended that newcomers secure a 
  guide.  There are substantiated stories of cannibalism in some parts of the dump 
  where food is rare.  And the Dump has become so large and complicated, it is 
  easy to become lost among the towers of waste. 
  • 
  The Necropolis 
  o City of the Dead:  Deep below the sands and streets of Cairo, the ancient City of 
  the Dead may be found.  The residents of Cairo Below shy away from all of the 
  tunnels that are even rumored to lead to the Necropolis, believing that to enter 
  its gates is to join the world of the dead and never return.  Others claim these are 
  wives' tales and that the city retains innumerable treasures and secrets just waiting 
  to be rediscovered.  But to get the Necropolis, one must pass over the Bridge of 
  Kings, down the Sub-Nile and into the catacombs in which the Asp of Cairo 
  slithers.  Few manage to make it past the first step of the journey! 
  • 
  Bridge of Kings 
  o Stone Gods:  This is the only Bridge known to pass over the Sub-Nile to the 
  Island of the Sun, where the ferry of the Sub-Nile may be boarded.  It is lined 
  with statues of long dead kings and gods, usually appearing as half-men, half-
  animals.  The statues are said to come to life and challenge any who would dare 
  pass the span without the blessings of the gods.  Those few who come to the 
  bridge, usually bring with them generous gifts for the stone gods, offering them 
  up to secure their blessings.  On occasion, the supplicant is allowed to pass 
  without trouble...but that is the exception rather than the rule! 
  • 
  The Sub-Nile 
  o The Sister River:  The vast underground river flows, more or less, in the same 
  line as its sister river above.  Only this river is filled with foul, demonic beasts, 
  pieces of the afterlife broken loose as flotsam, and deadly currents and other 
  perils.  Few brave its waters and even fewer survive.  Only the stodgy old 
  ferrymen of the Island of  the Sun seem to be able to navigate its waters with any 
  real chance for success.  Some say it is because the old men have made a deal 
  with a dark god that controls the waters of the Sub-Nile.  The ferrymen 
  themselves just like to say that they know what they're doing... 
   
   
   
  
   
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  Personalities:  
  • 
  The Serpent's Tongue 
  o Description:  Part cult, part guardian of Cairo Below's mysteries, the Serpent's 
  Tongue is a secrete society of priests, warriors, and magicians.  Its members live 
  and work among the other underdwellers, maintaining their secret affiliation.  
  But members of the Tongue bear first and foremost loyalty to their order and the 
  other members.  They work covertly to gather information, sway public opinion, 
  assassinate enemies, and acquire wealth.  The Serpent Tongue has secret 
  chambers and it is rumored that ancient texts and artifacts are guarded there.  If 
  the identify of a member is discovered to an outsider, the member must either 
  kill the outsider or himself before the information spreads.  Magicians within the 
  Tongue know some of the blackest magicks of the underside, specializing in 
  spells of the dead. 
  • 
  Kamen (Sleoping God-king) 
  o Description:  The Sleeping King of Egypt Below, Kamen resides in an ornate 
  sarcophogas in a chamber deep below the Valley of Kings near Cairo.  It is said 
  that he continues to rule Cairo Below, coming to his servants in their dreams and 
  directing their actions when necessary.  Kamen has also been known to appear in 
  the dreams of multiple sleepers on the same night, at the same time, and 
  performing the same actions.  Some say that he can even kill through dreams.   
  Legend has it that one day he will rise to unite the Above and the Below and 
  restore the great dynasties of Egypt's pharohs.  Others say he is merely a man 
  trapped in a sleeping state by some ancient magick.  The route to his chamber is 
  guarded by magickal beasts, puzzles, and traps and few even know its location. 
  o Attributes: STR=4D, DEX=4, CON=5D, KNO=5D, INS=3D, PRE=4D 
  o Skills:  Unknown.  In the Dreaming, Kamen seems to be nearly all-knowing and 
  all powerful.  He can read minds, change shape, cause and heal damage, and 
  reshape the structure of the dream. 
  o Magicks:  Dreamwalking-12D.  Likely has other magicks at his disposal. 
  • 
  Rungri 
  o Description:  Half-rat, half-man, Rungri is one of the most able survivors in 
  Cairo Below.  Like the rest of his rat-like brethren, he mainly ekes out his 
  existence in the darkest corners of the Dump.  But Rungri's knowledge and 
  talents extend much further.  He knows the secret passageways through the city 
  itself, has contacts with Twixts and underdwellers, and is owed favors by more 
  than a few.  Rungri excels at spreading rumor and innuendo, using it to his 
  advantage, and turning one ally against another.  He will simultaneously offer 
  himself up as peace maker and weapons dealer.  He distrusts humans, given the 
  way they treat his kind.  But, he also seems to spare little love for his own kind as 
  well, believing they permit themselves to be persecuted.  However, deep down, 
  Rungri has an honorable heart and it may, someday, show itself with an act of 
  selflessness or heroism. 
  o Attributes: STR=3D+2, DEX=4D+2, CON=3D+2, KNO=3D, INS=3D, 
  PRE=3D 
  
   
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  o Skills:  Brawling-5D; Climbing-6D; Jumping-6D; Dodge-6D+2; Resistance-5D; 
  Swimming-4D; Willpower-4D+2; Gossip-6D; Value-6D;  Sub-geography: Cairo 
  Below-8D; Sub-biology-6D; Scrounge-6D; Security-6D; Search-5D; Profile-5D; 
  Bargain-6D+2; Fade-5D. 
  o Magicks:  Rat Qualities--+1D Dex (included above); +2D Search with the sense 
  of smell; Prehensile Tail; Beastspeak: Rat-5D; Evasion-5D. 
  THE AMERICAS  
   
  New York  
  Community:  Very Large.  
  Beast:  The blind, white Alligator-
  King.  
  • 
  Description:  Hunter describes 
  him as "thirty feet long, fat 
  from sewage and fierce in 
  battle . . . His eyes were like 
  huge pearls in the darkness."  
  The Alligator King has unnatural intelligence and ferocity, reportedly eating anything 
  that happens too close to his gaping jaw.  His thick hide is pocked with the blows of 
  weapons, burns of various pollutants and chemicals swirling in the sewage, and the 
  ravages of time. 
  • 
  Attributes:  STR=11D, DEX=4D+2, CON=9D, KNO=3D+2, INS=4D+2, PRE=4D 
  • 
  Skills:  Attack-9D+2; Damage-12D (bite), 11D (tail swipe, automatically knocks a victim 
  back 2D6 meters); Dodge-6D; Resistance-9D; Search-5D; Intimidate-9D. 
  • 
  Magicks:  Armored Scales-Reduce all damage by 3D (2D against armor piercing 
  weapons); Motion Sensitivity-7D (though blind, the King is extremely sensitive to 
  sounds and motion nearby and can strike with deadly precision); Massive Jaws:  Armored 
  Piercing (reduce armor by 2D against his bite attack). 
  Zones:  
  • 
  Central Park 
  o The Woods:  Central Park is immense and mysterious even to those that dwell in 
  the city Above.  But the the underdwellers, all of its deep, dark secrets may be 
  discovered (usually to the chagrin of the underdweller).  The woods are filled 
  with shadows, ancient secrets, and forgotten niches.  Only the most foolhardy 
  would venture into these wilds unarmed and without a guide.  Many an 
  underdweller has wandered a bit too far off a path and been devoured by some 
  nightmarish unknown.  It is not uncommon to come across all types of mystical 
  beasts and magical beings in the woods.  Even the residents of the Park shy away 
  from the darkest, most dangerous sections in the North Woods.  There, 
  nightmares and monsters lurk behind every twisted trunk and slime-covered 
  
   
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  stone.  Some say a dark demon rules the North Woods, others a fallen god.  One 
  local scholar opines that the tenebrous ruler of the North Woods has not 
  separate identity from the Woods or the City itself, but is, instead, the 
  incarnation of its worst attributes--fear, rage, violence.  Whoever--or whatever--
  rules the Woods, it seems clear that its domain is spreading and threatens to 
  engulf more and more of New York Below. 
  • 
  Down Town 
  o The Deepest Underside:  "Down Town" in New York is not actually the streets 
  in the south of the city but is, rather, the deepest parts of the tunnels below the 
  city.  Carved out of earth, butteressed with materials stolen from the city Above, 
  the tunnels house innumerable underdwellers and lead to unknown dangers.  
  This is one of the most dangerous areas of New York Below, where the poorest 
  of the poor must live and where the darkest criminals seek refuge. 
  • 
  Hell's Kitchen 
  o The Inferno:  Like many parts of the Underside, New York's neighborhoods take 
  on a nature that almost literally translates the area Above.  Hell's Kitchen is 
  actually a piece of Hell, or some place quite like it.  It burns without devouring, 
  chills without freezing, tortures without offering the final, welcome release of 
  death.  It is populated by all manner of demons--tricksters, tempters, and those 
  that would consume both flesh and soul.  Some are for hire, others exist only to 
  perpetuate the rebellion against the Heavenly Hosts.  The Kitchen is a source of 
  black magicks, terrible mercenaries, and arcane secrets.  All who enter must pay a 
  price, and it is said that no one leaves with an untainted soul. 
  Personalities:  
  • 
  Lord Chelsea 
  o Description:  Tall, thin, and pale, Lord Chelsea has also earned the nickname 
  "Old Blueblood" among many of the underdwellers. His regal air and Victorian 
  affectations strike a sharp contrast to the New World anarchy that runs rampant 
  in New York Below.  Despite his separate nature, Lord Chelsea is one of the 
  single most powerful men in New York Below.  His vast wealth, unfailing 
  ingenuity, and uncanny ability to predict an opponent's actions have permitted 
  him to maintain a strong hand in the politics of the city, making him many allies 
  and enemies in the process.  Chelsea fervently hopes to install some great sense 
  of order in the Underside, firmly believing in Victorian ideals of enlightenment 
  and education for all.  This occasionally leads him to make somewhat naive 
  attempts at bettering the life of those below, even against their will. 
  o Attributes: STR=2D, DEX=2D, CON=2D+1, KNO=4D, INS=2D+2, 
  PRE=2D+2 
  o Skills:  Resistance-3D; Willpower-7D; Arcana-5D; Alchemy-6D; Education-7D; 
  Value-6D+2; Sub-geography-5D; Sub-biology-6D; First Aid-5D; Medicine-4D; 
  Steamworks-5D; Sciences-5D; Search-4D; Profile-4D+2; Persuasion-4D; 
  Intimidate-4D; Courtliness-6D; Command-4D.. 
  o Magicks:  Unknown.  Though it is not Foresight, Lord Chelsea's ability to second 
  guess his opponents is formidable (treat as a Knack at 7D).  Chelsea also 
  
   
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  probably knows some other, common magicks, though he may prefer to use 
  scientific methods over magickal ones. 
  • 
  The Green Witch 
  o Description:  Nearly every account says that the Green Witch has existed since 
  before Manhattan, even before the first Native Americans set foot on the island.  
  She is part of the firmament of the place, wild as its wilderness and yet as civil as 
  the modern metropolis that steams above.  Like whatever presence that grows in 
  the North Woods, the Green Witch is an incarnation of the place's spirit--only 
  she represents the creativity, strength, and progress that flourishes there.  Not 
  surprisingly, the Green Witch is found below New York's Greenwich 
  neighborhood, usually in a cavern that is lush with vegetation and refreshed with 
  a clear, clean stream from an unknown source.  She remains neutral in the events 
  around her, but may help those in need, particular those seeking to protect or 
  maintain the balance of all energies in the City. 
  o Attributes: STR=2D+1, DEX=2D+2, CON=3D, KNO=7D, INS=9D, 
  PRE=7D 
  o Skills:  Unknown.  The Green Witch appears to be extremely knowledgeable 
  about events in the New York Above and Below, can read the hearts and minds 
  of those before her, can heal wounds, provide directions to secret passages, and 
  has been known to drive hardened soldiers to cower before her if she is enraged.  
  None has ever engaged her in combat, though it is assumed that her magicks are 
  strong and her life force is immortal. 
  o Magicks:  Unknown. 
  • 
  The Warriors 
  o Description:  The Warriors are, for lack of a better term, a street gang that roams 
  the tunnels below New York.  There are a few other gangs, but the Warriors 
  have managed to diminish or wipe out nearly all of their competition.  Despite 
  this dominance, the Warriors do not have extensive power throughout New 
  York Below.  They run the labyrinths of a few neighborhoods and are indeed a 
  force to be reckoned with, but they are checked by the forces of Lord Chelsea, 
  their competing gangs, and the other underdwellers who do not take kindly to 
  anyone who attempts to control their way of life.  Still, the underdweller than 
  wanders into the wrong tunnel run by the Warriors without the proper writ of 
  acceptance had better be good at bribing, lying, or fighting if he plans to survive 
  the encounter. 
  o Typical Warrior member STR=3D+2, DEX=3D, CON=2D+2, KNO=2D, 
  INS=2D, PRE=2D 
  o Skills:  Brawling-5D; Dodge-5D; Running-4D; Melee Weapons-5D; Missile 
  Weapons-4D+2; Throwing-4D+2; Willpower-3D; Resistance-4D; Sub-
  Geography: NY Below-4D+2; Scrounge-4D; Tactics-4D; Value-3D+2; 
  Streetwise-4D+2; Stealth-4D; Search-4D; Con-3D+1; Intimidate-4D+2. 
  o Magicks:  Many of the Warriors have Knacks, usually involving combat-related 
  skills. 
  • 
  C.H.U.D.'s ("Cannibalistic Humanoid Underground Dwellers") 
  o Description:  Deep in the tunnels of Down Town, some underdwellers have 
  slipped into a bestial, feral existence.  They have formed tight packs, moving 
  through the tunnels like hyenas, picking off the stragglers and the weak, and 
  
   
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  feeding upon them.  All the underdwellers of New York Below fear and avoid 
  the C.H.U.D.'s and occasionally mercenaries are hired to thin their ranks or drive 
  them from hunting too close to populated areas.  If the C.H.U.D.'s have retained 
  any of their human feelings and ability to communicate, it seems those abilities 
  have been deeply repressed or overridden by the voracious hunger. 
  o Typical C.H.U.D.: STR=3D+1, DEX=3D+1, CON=3D+2, KNO=1D+1, 
  INS=3D, PRE=1D 
  o Skills:  Brawling-5D; Dodge-4D+2; Climbing-4D; Jumping-4D; Resistance-5D;  
  Search-4D; Tracking-5D; Intimidate-4D+2. 
  o Magicks:  None known. 
  • 
  The Angel of Death 
  "I can't hurt you, lost angel."  
  The words come out of the tunnel's blackness without warning when I stumble 
  into a cavelike recess.  
  "But I can hurt those you care about," he says silkily.  "Some of me is within 
  you," he says, shielding his eyes with his left forearm as though there is a flood of 
  light that I don't see.  "Not enough for me to hurt you.  But enough for me to 
  hurt others close to you.  You have a fascination with the darkness of my 
  tunnels.  The evil within it.  And it is evil," he says with cool force, a fine layer 
  from fury.  "Everything down here is pure evil."  
  "You have left the world o fairness and good.  Goodness can no longer reach 
  you down here.  You are no longer safe," he says, now looking at the ground.  
  Then he hisses.  "Leave, little lost angel, before the tunnels swallow you and you 
  are one of mine."  
   --An account from Jennifer Toth, in The Mole People, p. 165, 168  
  o Description:  Nearly everyone in New York Below knows of the Angel of Death, 
  as he calls himself.  He's neither short nor tall, built onto a slim frame, with 
  bright, bloodshot eyes.  By all accounts, he is mad.  But many are convinced that 
  he is some devil--perhaps Satan himself--incarnate.  His small cave, referred to as 
  "Satan's Den" may be found below Grand Central, though nearly everyone 
  attempts to avoid it.  His powers of intimidation protect him from physical 
  danger, and some are even driven to serve him. 
  o Attributes: STR=3D, DEX=3D, CON=3D, KNO=3D, INS=2D+1, 
  PRE=3D+2 
  o Skills:  Brawling-4D; Melee Weapons-4D; Dodge-4; Resistance-4D; Willpower-
  6D; Arcana-5D;    Scrounge-5D; Search-6D; Profile-6D; Survival-6D+2; Stealth-
  5D; Fade-5D; Persuasion-4D; Intimidate-6D. 
  o Magicks:  Unease-6D.  The Angel of Death gives off a "creepy vibe" that makes 
  even the most confident sort uncomfortable and slightly afraid.  Some say it is 
  because he is mad and unpredictable, because he believes in his supernatural 
  powers of evil.  Others claim that he really has the power to curse you to injury 
  
   
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  or harm the ones you love.  Regardless, those around the Angel must make a 
  Willpower roll against his Unease Knack or feel an overwhelming desire to leave 
  him alone and avoid him--even stopping any aggression or pursuit of him if the 
  Willpower roll fails. 
  • 
  Mad Hettie 
  o Description:  Mad as a porridge-knife, Mad Hettie has the appearence and 
  general demeanor of a aging streetperson.  But she's been alive for centuries and 
  knows a thing or two about getting by and how the real world works.  Though 
  she is neither an underdweller nor a 'Twixt, Hettie interacts with underdwellers 
  as if she were one of them.  Hettie appears to split her time between London, 
  New York, and a few other major cities in Europe. 
  o Attributes: STR=2D, DEX=2D+1, CON=2D+2, KNO=3D+2, INS=3D+2, 
  PRE=3D+2 
  o Skills:  Melee Weapons-3D; Dodge-3D+2; Resistance-4D; Willpower-6D+2; 
  Gossip-5D; Value-5D+2; Arcana-7D; Alchemy-6D+2, First Aid-5D;  Sub-
  Geography-4D+2; Geography-5D; Scrounge-5D+2; Search-6D+1; Profile-
  6D+2; Survival-7D; Stealth-6D+2; Bargain-6D+2; Fade-5D; Persuasion-4D; 
  Intimidate-4D+2. 
  o Magicks:  Hidden Heart-7D, Augury-8D, Avoidance-8D, Fluster-7D.  Hettie 
  certainly knows a number of other tricks and charms. 
  New Orleans  
  New Orleans Below shares much of the chaotic diversity and history of its sister city Above.  It 
  is a vibrant and bristling community, full of colorful and dangerous characters.  Its smallish size 
  creates a close-knit feel, and most everyone knows at least a bit of everyone else's business.  New 
  Orleans Below is probably the most mystical of the undercities in North America, as much of 
  the voodoo and Creole supersitions Above have filtered down to the City Below.  New Orleans 
  Below is a friendly enough place, welcoming to strangers, indulgent of most every vice, and 
  eager for news of other cities.  However, it is also an extremely dangerous place of shifting 
  alliances, scheming opportunists, and potent black magic.  Newcomers had best tread lightly.  
  Community:  Small to Medium.  
  Beast:  Feral Vampire.  
  Zones:  
  • 
  The Backwaters: 
  o The Bayou Dwellers:  Beyond and back, outside the city above's limits, a sub-
  population of New Orlean's underdwellers exist in near autonomy from their 
  brethren.  There, they follow traditions long abandoned, abolished or forgotten 
  in either the world above or the more urban underdwellers.  Slavery, voodoo, 
  native mysticism, and amalgams of all flourish.  Few outsiders manage to find 
  their way past the beasts that populate the swampy Backwaters; fewer still 
  manage to survive their more human inhabitants.  But it is in the Backwaters, 
  perhaps more than any other place in New Orleans Below, that dwellers may 
  find powerful magicks, long-lived historians, and solutions to the most insolvable 
  problems. 
  • 
  Cemetary Catacombs: 
  
   
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  o The Labyrinth of New Orleans:  The tunnels beneath the city's largest and oldest 
  cemetary are by far the most complex, populated and dangerous in New Orleans 
  Below.  They serve as the hub of the city's underworld, twisting into large 
  complexes, living quarters, dead end tunnels, and decades long past.  Some dead-
  end in musty crypts (where the occupants are not always quite dead), secret 
  temples of the blackest arts, and darkest niches even most underdwellers work to 
  avoid.  In their deepest depths, the city's beast dwells, where it supposedly can 
  change the structure of tunnels and confuse travelers to lure them into its hungry 
  clutches. 
  • 
  Centre Ville (The Latin Quarter): 
  o The Population Center:  Above and Below in New Orlean's Latin Quarter, the 
  populations come to buy, sell, entertain, and discover.  As the main hub of 
  commerce, the Centre Ville is both accessible and well-guarded by those 
  interested in maintaining a semblance of peace and commerce in New Orleans 
  Below.  Idle passers-by and troublemakers may miss the entrances altogether.  
  And those who break the Centre Ville Rules (No Fighting, No Stealing, No Bad 
  Mojo) tend to find justice swift and harsh. 
  • 
  The Slave Quarter 
  o The Winding Neighborhoods:  Not far through the tunnels from the Centre 
  Ville, the subterranean version of the city's old slave quarter still houses a 
  substantial population.  Many claim it was the first part of New Orleans Below to 
  take shape, since slaves often passed without notice from the World Above (and, 
  ironically, often found life more accomodating Below).  Aside from the standard 
  scenes of domesticity in the underworld, travelers to the area may find a great 
  number of services: Eyeball oracles, voodoo priests, willing Brave mercenaries. 
  • 
  The Underground Railroad 
  o The Secret Source:  The "Underground Railroad" that helped some slaves escape 
  the clutches of their Southern masters took on, at some point, a very literal 
  manifestation.  The railroad tunnel from below New Orleans, stretches north, 
  branching, twisting, and, some would say, continually shifting and expanding.  
  None have reported its end point.  The tunnel seems almost alive, as does the 
  driverless train that steams--without fuel--along the tracks.  These days, the train 
  arrives when it deems appropriate, and speeds off at its own whim.  Some say it 
  can be bargained with, cajoled, even bribed to take on passengers to far off cities, 
  locked away secret chambers, and, perhaps, times gone by. 
  Personalities:  
  • 
  Rampling (Local Historian) 
  o Description:  An extremely thin, fierce-looking woman who appears to be in her 
  middle-age, Rampling has become something of New Orlean Below's unofficial 
  historian and scribe.  She can be counted on to know the reasons behind the 
  great feuds, the names of past heroes and rogues, and the comings and goings of 
  notable persons in the undercity.  She has 
  o Attributes:  STR=1D+2, DEX=2D+2, CON=3D+2, KNO=4D+2, INS=4D, 
  PRE=3D 
  
   
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  o Skills:  Resistance-4D, Willpower-6D+2, Sub-geography-7D, Sub-biology-6D, 
  First Aid-5D, Scholarship-History-7D; Scholarship-History-New Orleans Below-
  11D, Value-7D, Arcana-6D, Alchemy-5D, Search-5D, Profile-5D, Bargain-4D, 
  Con-5D, Perform-Writing-7D. 
  o Magicks:  Unknown.  Some say Rampling is ageless--perhaps either immortal or 
  already dead.  Her ability to gather and recall knowledge is also preternatural. 
  • 
  Mama Fast (Oracle and Healer) 
  o Description:  Mama Fast is a grand, broad old woman with sparkling, intelligent 
  eyes, a quick, flashing smile that still melts the hearts of men and boys, and an 
  intuition keen she often knows what someone wants before the person can 
  reckon it for themselves.  She takes her name from her ability to size a new 
  person up, guess their secret motivations and fears, and slip them some safe 
  advice even before they manage to mumble out a greeting.  Mama Fast is kindly, 
  but her jolly demeanor hides knowledge of dark voodoo magicks and an 
  understanding of what it takes to survive in the World Below.  She has employed 
  more than a little of that knowledge in her ongoing feud with Christian the 
  White. 
  o Attributes:  STR=2D, DEX=2D, CON=2D, KNO=3D, INS=6D, PRE=3D 
  o Skills:  Resistance-6D, Willpower-9D, Sub-geography-8D, Sub-biology-6D, First 
  Aid-8D, Medicine (Healing)-6D, Arcana-6D, Arcana-Voodoo and Animism-9D, 
  Alchemy-Voodoo-8D, Value-7D, Language-Ancient-7D, Search-6D, Profile-
  10D, Con-8D, Command-7D.  Mama Fast probably has many more skills than 
  those listed here. 
  o Magicks:  Augury-10D, Hindsight-8D, Healing-7D, Seance-6D. 
  • 
  Gripner (Dealer of Curiosities) 
  o Description:  Gripner is a lean, cagey old man with as keen a nose for business as 
  any in the World Below.  He has long given up hawking normal wares and 
  services and only participates in a deal that provides special challenges or piques 
  his very unique sense of curiousity.  Because of this, Gripner has squandered 
  whatever riches he once had on deals that others would consider insane (and 
  impossible): trafficking in fresh dinosour eggs, arranging a trip to Limbo, 
  attaining the services of a dead musician for a wedding.  It is entirely impossible 
  to predict what deal will catch Gripner's interest and, likewise, what he will have 
  to offer on any given day. 
  o Attributes:  STR=2D, DEX=2D+2, CON=2D+1, KNO=3D+2, INS=4D, 
  PRE=3D+1 
  o Skills:  Dodge-5D, Melee Weapon-Knife-6D, Missile Weapon-Crossbow-7D, 
  Resistance-6D, Willpower-7D, Sub-geography-8D, Sub-biology-6D, Arcana-4D, 
  Alchemy-Voodoo-4D, Value-10D, Steamworks-5D, Business-11D, Navigation-
  7D, Search-6D, Profile-7D, Con-9D, Persuasion-7D. 
  o Magicks:  Pockets-7D. 
  • 
  Christian the White (Faction Zealot) 
  o Description:  Christian the White is a tall, imperious-looking white man, with 
  shining blond hair and sparkling blue eyes.  Like some of his aryan bretheren 
  above, he believes strongly in notions of racial purity, morality and an amalgam 
  of Christian and Aryan mythology.  He has managed to carve out a small niche 
  for himself in the relatively tolerant World Below, claiming to have not "fallen 
  
   
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  between the cracks" to arrive there, but, rather, having journeyed there on a 
  mission from God to save the pure blood whites living Below and maintain their 
  genetic and moral superiority.  As you might imagine, Christian the White did 
  not come to New Orleans to make friends and his zealotry--sometimes erupting 
  in violence--has created rifts in the underdweller community.  Christian has 
  amassed enough followers, however, to make him a player in the happenings 
  below. 
  o Attributes:  STR=3D+2, DEX=3D+2, CON=3D, KNO=2D, INS=2D, 
  PRE=3D 
  o Skills:  Brawling-6D, Dodge-7D, Melee Weapon-8D, Missile Weapon-8D, Run-
  7D, Resistance-6D, Willpower-7D, Sub-geography-4D,  Scholarship-Aryan 
  History-5D, Arcana-Christian-Aryan Mythology-5D, Value-7D, Tactics-7D, 
  Business-4D, Search-5D, Profile-4D, Con-4D, Command-6D, Command-Aryan 
  Followers-10D, Persuasion-7D. 
  o Magicks:  Juice (Strength)-7D, Hidden Heart-5D. 
  Rio de Janeiro, Brazil  
  Rio also hosts a substantial underpopulation beneath its sunny streets. As the largest 
  metropolitan area in South America, Rio has ample tunnels, nooks and shadows to house 
  underdwellers.  Like the city above, Rio Below is a somewhat colorful and chaotic place 
  (especially when compared to other Undercities).  Its inhabitants have developed somewhat 
  primitive tribal units, often quite adversary to one another.  They often practice many of the 
  magicks associated with South American and Caribbean natives, including forms of animism, 
  voodoo, and Catholic mysticism.  
  Community:  Large.  
  Beast:  Rio's Beast is an ancestral rodent, endemic to South America, which grew to the size of a 
  rhinoceros.  It's fur has become blackened and matted with the soil and blood of its travels 
  through Rio's winding catacombs.  It is rumored that its organs would provide the necessary for 
  extremely powerful magicks, including a spell to raise the dead.  It has been seen wallowing the 
  mud of the Amazon Below, far inland.  
  Zones:  
  • 
  The Deep Mines 
  o The Sparkling Tunnels:  Brazil is famous for many of the precious minerals its 
  soils produce (often at a high human cost).  The dwellers below are typically 
  masters at finding rare minerals and gems--the likes of which have never been 
  seen Above.  Because precious metals and gems have little value below, these 
  miners focus more on odd and magical items.  Some dig years before finding 
  anything of real value.  Many of the tunnels have been abandoned, for mining 
  purposes at least, and some residents have formed small communities therein.  In 
  other, dark and forgotten tunnels, beasts of unknown origins have taken up 
  residence.  Some say they have been put there to guard the mine's contents. 
  • 
  The Underground Amazon 
  
   
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  o The River of Life:  Deep below the 
  Amazon Above, a sister river flows 
  like the River Styx.  Filled with all 
  kinds of life never seen in the world 
  above, lined with lush vegetation and 
  reaching into the depths of the 
  continent and, many say, back into 
  Time itself.  The Amazon is both life 
  and death to the dwellers below.  It 
  provides food and water, but has 
  been known to suddenly swell and 
  flood tunnels for miles, drowning the 
  inhabitants. 
  Personalities:  
  • 
  Germania ("Hermania") de la Rocha 
  o Description:  A plump old woman of untold age, Germania serves as a kind of 
  spiritual leader and advisor to the underdwellers of Rio.  She is revered by nearly 
  all of its residents, even by those who fear or despise her.  Germania is generally 
  quite cheerful and kindly, rarely showing a stern face or harsh word. 
  o Attributes:  STR=1D+1, DEX=1D+2, CON=2D+2, KNO=5D, INS=6D, 
  PRE=5D 
  o Skills:  Resistance-4D, Willpower-9D, Sub-geography-7D, Sub-biology-6D, First 
  Aid-9D, Medicine (Healing)-5D, Search-6D, Profile-8D.  Germania probably has 
  many more skills than those listed here. 
  o Magicks:  Pockets-8D, Augury-10D, Hindsight-8D, Other Form-Serpent-8D, 
  Healing-7D, Mending-8D, Channeling-8D, Seance-9D. 
  • 
  Che 
  o Description:  Young and charismatic, Che is the first real leader to appear in Rio 
  Below for a long while.  He tends to be headstrong, even arrogant, and will often 
  commit himself to idealistic and nearly impossible feats.  He hopes to some day 
  unite the various tribal factions, and that goal alone is making him dangerous 
  enemies.  He has attracted a good number of followers and so far managed to 
  remain on peaceful terms with the tribal leaders.  However, it is apparent that if 
  continues to seek this goal he will be marked for banishment or, more likely, 
  death. 
  o Attributes:  STR=3D, DEX=3D+2, CON=3D, KNO=2D+1, INS=2D, 
  PRE=4D. 
  o Skills:  Brawling-7D, Melee Weapons-6D, Missile Weapons-6D, Dodge-7D, 
  Run-5D, Throw-Spear-6D, Resistance-5D, Willpower-6D, Tactics-6D, Sub-
  geography-6D, Sub-biology-4D, Search-5D, Survival-6D, Command-6D, 
  Persuasion-6D, Con-5D. 
  o Magicks:  Unknown for certain.  It is rumored that he has Juice (4D). 
   
  
   
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  San Francisco  
  San Francisco, sitting on a large bay on America's West Coast, serves as home to a large and 
  diverse population of both up- and underdwellers.  Unlike many other cities with a large 
  underdweller population, San Francisco lacks a large number of tunnels and subterranean 
  caverns.  The unstable land upon which the city is built has precluded much digging.  There are a 
  few mass transit tunnels (the BART subway system stretching into the East Bay and limited local 
  trains), but most of the other tunnels have been built in secret by underdwellers over the years.  
  Because of this, the "underdwellers" of the city often spend a great deal of time above ground, 
  co-existing in parallel with the oblivious updwellers.  They merge with the city's homeless and 
  transient populations--folks pushing shopping carts, kids begging for change down on the 
  Haight, old haggard men trying to catch a nap in Golden Gate Park.  They are just as invisible as 
  the populations of the other Undercities, only they happen to see the sun a bit more.  
  San Francisco's underpopulation is also less structured than that in other regions.  There are 
  numerous notable figures, some attracting the fealty of followers, but by and large there's a 
  somewhat chaotic feel to the community.  Alliances are nearly always temporary, fitting the need 
  and mood of the moment.  That said, the underdwellers themselves tend to be a bit less factional 
  than those in other cities, often helping one another out without extracting too high a price.  As 
  with all the other undercities, San Francisco Below is an extremely dangerous place, full of 
  danger and magic (much of it colored by Chinese and local Native American traditions).  
  Community:  Very Large.  
  Beast:  San Francisco's Beast appears as a massive, hoary Grizzly Bear.  Like his more mundane 
  kin, he is extremely intelligent, adaptable and a brutal fighter.  He dwells in the subterranean 
  caverns created by the San Andreas Fault which runs below the Bay.  No one is sure how old 
  this Beast is, but it rumored that his predecessor was killed in 1906, when a devestating earth 
  quake nearly destroyed the city.  It is unclear whether the Beast's death caused the earthquake or 
  whether it was killed for causing it.  
  Zones:  
  • 
  Alcatraz 
  o The Prison:  ghosts still roam the empty halls, no more able to escape the stone 
  walls and bars then they were when living.  Thieves, rapists and murders, the lost 
  souls still retain much of their twisted ways and demonic personalities.  They 
  know much of the spiritual underworld, usually the darker rumors and blackest 
  secrets. 
  o The Cormorant Colony:  on the rough rocks of the island, a large colony of 
  Brandts Cormorant makes nests and raises young every year.  These wise 
  seabirds hold much knowledge, passed from parent to chick, regarding the wilds 
  and the sea.  The Cormorant King rules over them all, as he has done for 
  millenia.  Like other cormorant colonies, the Alcatraz site is crammed full of 
  birds, extremely loud and raucous, and quite smelly.  Visitors will often be met 
  with fear or aggression unless the visitor makes it known that he seeks the King. 
  • 
  The Backyards 
  o A major part of San Francisco Below consists of the backyards of numerous 
  homes.  Large Victorian-style homes were built up with their facades right on the 
  street, leaving room for sizeable backyards.  In the aggregate, these yards create 
  fairly wide-open spaces within each city block.  Many clever underdwellers know 
  
   
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  how to use these backyards to quickly travel from one part of the city to 
  another.  There are also often old, forgotten sheds from decades gone by that 
  underdwellers will sometimes inhabit. 
  • 
  Chinatown 
  o Tunnels:  Chinatown is home the largest number of secret tunnels in the city.  
  Built mainly by Chinese immigrants in the latter half of the 19th century, these 
  tunnels often lead to large underground chambers, dark pools full of danger and 
  mystery, and even below the ocean itself.  Some say that the right tunnel will give 
  you a short cut right into Beijing Below. 
  o Magic:  Chinatown also has the largest magical resources in San Francisco 
  Below.  It is quite possible to find an Arcanist or Eyeball and procure their 
  services.  There are regular markets comprised of only Chinatown dwellers.  
  Also, it appears that there are some among the updwellers who can see and deal 
  with underdwellers (though they may 
  not always deal fairly...). 
  • 
  The Fog 
  o Hidden Worlds:  San Francisco Above 
  is famous for its fog.  In the World 
  Below, it is more than a mere weather 
  event.  When the Fog creeps into the 
  City, the very nature of San Francisco 
  Below can change. Lost Souls, demons 
  and other creepies become more bold.  
  Whole neighborhoods take on a more 
  gothic, dangerous feel.  It is possible, 
  too, that certain pathways, when 
  followed in a Fog, will lead to other 
  times and places.  Just be sure you 
  know how to get home. 
  • 
  Golden Gate Park 
  o Wild Lands:  The Park sits firmly in the middle of the city's largest residential 
  zones and stretches for miles to the ocean.  Within its boundaries, nearly 
  anything associated with pre-developed California may be found:  thick, scrubby 
  hills; deep, dark forests; running streams; whole Indian tribes still living their 
  lives as normal; even Grizzly Bears.  What one finds in the Park is often 
  dependent upon the entrance taken. 
  • 
  The Haight 
  o Street Urchins:  The Haight attracts youth like no other place in the city.  They 
  come from all over the world and then fall between the cracks, often well on 
  their way to becoming an underdweller before arriving in San Francisco.  Lost, 
  hungry, tired and desperate, they make their living as they can--often begging 
  during the day and evening and finding a place to sleep in the nearby park at 
  night.  Many of these youths are 'Twixts, able to interact with the updwellers and 
  underdwellers alike, but unable to every truly belong.  As such, they make good 
  contacts for when someone needs something done in the World Above, and 
  there are a fair number that may be hired as Bravos, thieves and assassins. 
  • 
  Mission Street 
  
   
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  o The Rabble:  Mission Street's underpopulation is probably the largest and most 
  diverse of that in the City.  There are numerous immigrants from all over the 
  world (both Below and Above) and a fairly steady flow of updwellers who have 
  "fallen through the cracks."  Because of its size, the Mission offers a wide range 
  of services and products, as well as some of the greatest dangers in the City.  
  Many underdwellers have tried to wrest control over the residents, but none has 
  succeeded, with the slight exception of the Chairman (see below). 
  • 
  The Marina: 
  o The Burning:  The Marina is the one zone in the City that underdwellers cannot 
  seem to access.  In fact, they are actively repelled as they approach (will take 
  stunning damage of the character's Constitution score +1D).  Obviously, 
  someone knows of the underdwellers and has wrought some magic to keep them 
  away from the pristine homes and boutiques of the neighborhood.  Even 'Twixts 
  experience nausea and frequent hassling from police when they show up in the 
  neighborhood.  There are many rumors as to what is hidden in the Marina to 
  require such a shield and, perhaps more importantly, who would have the power 
  to create it. 
  • 
  The Tenderloin 
  o The Black Market:  The Tenderloin Above is the most dangerous part of San 
  Francisco.  Filled with the poor, desperate and often addicted, the neighborhood 
  itself is often run down and full of homeless.  It comes as no surprise, then, that 
  the Tenderloin Below is even more dark and dangerous.  Few underdwellers will 
  go there, and when they do, only if they too are extremely desperate.  If they can 
  afford it, they arrive with at least a couple of Bravos to watch their backs.  But, as 
  with all dangerous places, the Tenderloin also offers some of what others 
  cannot.  There, one may find reagents for the blackest magicks, information on 
  demons whose names go unspoken, and hire services that would make most 
  shudder to think of. 
  Personalities:  
  • 
  Chairman of Mission Street 
  o Description:  The Chairman runs the undercity in the Mission district with the 
  iron fist, yet megolmanical flair, of a revolutionary Communist leader.  He rejects 
  the notions of the East Coast and European hierarchies, though, of course he 
  has set up his own hierarchy on the West Coast. He has numerous followers, 
  many of whom adhere to his orders with zeal. 
  o Language:  English,  Ratspeak (5D), Pigeonspeak (5D). 
  o Attributes:  STR=2D+1, DEX=2D, CON=3D, KNO=3D, INS=3D+2, 
  PRE=4D. 
  o Skills: Brawling-6D, Melee Weapons-7D, Dodge-7D, Missile Weapons-6D, 
  Resistance-5D, Willpower-7D, Streetwise-9D, Sub-geography: San Francisco-
  10D, Sub-biology: San Francisco-7D, Tactics-8D, 
  o Magicks:  Beastspeak: Ratspeak (5), Pigeonspeak (5); Avoidance (5D); Suggestion 
  (6D); Fluster (5D). 
  
   
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  • 
  The Cormorant King 
  o Description:  An ancient, hoary cormorant who 
  stands about 5 feet tall (taller than his kin), is 
  covered in rough brown feathers, has shining blue 
  skin patches on either side of his head, and 
  mesmerizing yellow eyes. 
  o Language:  Bird-Cormorant.  Can understand 
  English (and probably every other language).  If a 
  character who does not speak Cormorant asks the 
  King a question, and the King decides to answer, 
  the character will "know" the answer without 
  hearing words or understanding how he came to 
  have that knowledge. 
  o Attributes:  STR=2D, DEX=2D,CON=7D; 
  KNO=8D; INS=7D; PRE=8D. 
  o Skills:  Unknown.  He seems to know a lot--a 
  whole lot--about history, past civilizations, ancient artifacts (especially those lost 
  at sea), and other even more arcane lore.  He also has a very commanding 
  presence. 
  o Magicks:  Unknown.  It is rumored that he has a Pacifistic Bubble around him 
  (STR=10D) which prevents anyone from attacking him or his nearby kin. He 
  obviously has communication abilities as well. 
  • 
  Empress Han 
  o Description:  Shrunken and bent with centuries of age, the wise Empress Han 
  rules over San Francisco's Chinatown Below like a stern mother bear would her 
  cub.  Nearly everyone in San Francisco Below fear her wrath, and nearly all owe 
  her a favor of one sort or another.  Aside from a fair number of skilled troops, 
  the Empress also employs a vast array of spies, informants and assassins.  
  Further, Chinatown sits atop the most extensive tunnel system in the City, nearly 
  every inch controlled by Han.  Very little happens in the undercity without her 
  knowledge. 
  o Language:  English.  Numerous Chinese dialects.  She probably knows many 
  others. 
  o Abilities:  STR=1D+1, Dex=1D+2, Con=3D, KNO=6D, INS=7D, PRE=7D. 
  o Skills:  the Empress probably has many more skills than those listed:  Resistance 
  8D, Willpower-9D, Streetwise-9D, Tactics-6D, Sciences-6D, Arcana-9D, Profile-
  9D, Search-7D, Command-8D, Command-Imperial Guard-12D, Intimidate-9D. 
  o Magicks:  Warping (9D); Avoidance (9D), Harm (8D), Augery (9D), and 
  probably many more. 
  • 
  Falstaff 
  o Description:  Fat and jolly, this old rake hides a dangerous mean streak under his 
  exuberant persona.  Falstaff is both clever and cowardly, often manipulating 
  events to his own advantage without ever taking a risk himself.  He has managed 
  to capture the loyalty of many of the Haight's youths, often employing them as 
  thieves and bravos for his schemes.  They regularly give him a 40% take on what 
  they have managed to beg or a steal (he finds ways of transfering upworld cash 
  into useful stock down below).  Falstaff is always game for a plan that will bring 
  
   
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  mutal benefit, and he can find almost anything, but don't be surprised if the 
  terms of the deal change when he sees fit. 
  o Language:  English,  Ratspeak (6D), Pigeonspeak (7D). 
  o Attributes:  STR=3D+2, DEX=2D, CON=3D+1, KNO=3D, INS=2D+2, 
  PRE=2D+1. 
  o Skills: Brawling-5D, Melee Weapons-5D, Dodge-7D, Missile Weapons-8D, 
  Resistance-6D, Willpower-8D, Streetwise-9D, Sub-geography: San Francisco-9D, 
  Sub-biology: San Francisco-6D, Tactics-5D, Value-9D, Search-6D, Profile-7D, 
  Command-6D, Command: Street Urchins-9D, Persuasion-8D, Con-8D. 
  o Magicks:  Elsewhere-7D, Beastspeak: Ratspeak (6)d, Pigeonspeak (7D); 
  Suggestion (7D); 
  Mending (6D). 
  • 
  The Sisters of Perpetual 
  Indulgence 
  o Description:  The 
  Sisters have a dual 
  existence in San 
  Francisco.  Above, they 
  are a transvestite, 
  transgender and gay 
  activist group, with a 
  heavy dose of humor 
  thrown in.  They exist 
  mainly to ruffle the 
  feathers of the uptight 
  and too-straight.  Below, the Sisters have developed a deep committment to 
  helping the less fortunate (or even less fortunate) of the World Below.  The 
  Convent provides haven and healing to those who need it.  While they cannot 
  feed  nor house all that come to their doors, they can provide some temporary 
  services.  Further, some of the Sisters have become quite skilled at combat and 
  will act to defend a victim of violence. 
  o Lanugage:  English. Members of the Sisterhood speak all of the languages that 
  are found in San Francisco Below, and probably some that aren't. 
  o Typical Attributes:  STR=2D+1, DEX=2D+2, CON=3D, KNOW=2D+2, 
  INS=2D, PRE=2D. 
  o Typical Skills:  Brawling-4D, Dodge-4D, Melee Weapons-4D+1, Missile 
  Weapons-4D+1, Resistance-4D, Willpower-3D, First Aid-5D, Sub-geography: 
  SF-4D, Sub-biology: SF-4D, Value-3D+2, Alchemy-3D, Education-3D+2, 
  Search-3D, Intimidate-4D. 
  o Leader:  Holy Mother Catherine of the Blessed Thong. 
  � Description:  Mother Catherine, formally Bill Jenkins investment banker, 
  has served as the head of the Sisterhood Below for nearly ten years.  In 
  that time, she has brought a new level of discipline and committment to 
  the order.  Mother Catherine is firm, confident and often serious, but she 
  has a strong sense of humor and nearly endless compassion.  She will not 
  take sides in a dispute, nor commit members of her order to 
  
   
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  unnecessarily dangerous missions, but she will act as she sees fit to help 
  the most people within her means. 
  � Attributes:  STR=3D+1, DEX=3D, CON=3D, KNO=4D, INS=2D, 
  PRE=2D+2 
  � Skills:  Brawling-5D, Dodge-7D, Melee Weapons-6D, Missle Weapons-
  7D, Willpower-9D, Resistance-6D, First Aid-8D, Medicine-4D, 
  Alchemy-7D, Arcana-6D, Value-7D, Education-6D, Search-5D, Profile-
  7D, Command-7D, Command: Sisterhood-9D, Intimidate-7D. 
  � Magicks:  Healing (7D), Mending (7D), Augury (5D), and probably many 
  others. 
  
   
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SOURCE: textdata/thevault/Neverwhere/Neverwhere d6 Corebook.pdf