Abilities, Knacks, Skills and Backgrounds:

An 'ability' is something the character can do in uptime. 'Fighter' is an ability - it lets you do +1 level of damage with all weapons.

A 'knack' is something supernatural you can do in uptime. Unless you are Fey, you may only have one Knack (so if you are a Templar or a Rat-Speaker you cannot buy a second Knack at character creation). 'Healing Hands' is a Knack - it allows you to heal one point of damage to someone.

A 'skill' is something the character can do in downtime. 'Guard' is a skill - it upgrades your guard token by one level (Inept to Capable or Capable to Excellent).

A 'background' is an advantage which you have, mostly relevant in downtime - it is different to a skill because it may be taken away from you in play. 'Perosnal Store Room' is an advantage - you have access to your own personal store room, which only you know the location of, but you are responsible for defending it and may lose it to invaders if you do not defend it properly.

Starting Characters:

All characters start with 3 global hits, a place in faction housing, access to at least one faction-owned store room, and the ability to wear all types of armour and use all weapons for their basic damage. They will also know the location of most of their faction's places, and have one free ability, skill or knack from their faction.

Characters have 5 points to spend on Uptime Attributes (abilities and knacks) and 5 points to spend on Downtime Attributes (skills and backgrounds). ((A smaller game might want to increase these values.)) Many attributes are available at a reduced cost if other attributes are taken first; only one discount may apply to any attribute purchase.

Abilities:

Fighter: 3 points, +1 degree of damage with any weapon, reduces cost of 'Guard' skill.

Tough: 2 points, one extra global hit, reduces cost of 'Guard' skill. You may take this multiple times for further hits.

Fast: 2 points, every five minutes you may ignore one blow, reduces cost of 'Guard' skill.

Knockdown: 2 points, every five minutes you may call "Fall Over!" with your next blow if you are wielding a weapon in both hands and doing double or more, reduces cost of 'Guard' skill.

Rock Solid: 1 point, every five minutes you may ignore one "Fall Over!" call, reduces cost of 'Guard' skill.

Break Item: 1 point, you are issued with a pack of 'broken' stickers that you may put on any item if you can get both hands on it and then get the sticker on the token.

Repair Weapon: 2 points, you may remove a 'broken' sticker from a Crafted weapon with 5 minutes' fixing, reduced in cost by 'Craft Weapon' skill.

Restore Weapon: requires Repair Weapon, 2 points, you may remove a 'broken' sticker from a Mastercrafted weapon with 15 minutes' fixing, reduced in cost by 'Mastercraft Weapon' skill.

Repair Armour: 2 points, you may remove a 'broken' sticker from a Crafted piece of armour with 5 minutes' fixing, reduced in cost by 'Craft Armour' skill.

Restore Armour: requires Repair Armour, 2 points, you may remove a 'broken' sticker from a Mastercrafted piece of armour with 15 minutes' fixing, reduced in cost by 'Mastercraft Armour' skill.

Repair Stuff: 2 points, you may remove a 'broken' sticker from a Crafted item other than weapons, armour or war machines with 5 minutes' fixing, reduced in cost by 'Craft Stuff' skill. A ref may rule that you need to scribble a brief description of the repair on the item token.

Restore Stuff: requires Repair Stuff, 2 points, you may remove a 'broken' sticker from a Mastercrafted item other than weapons, armour or war machines with 15 minutes' fixing, reduced in cost by 'Mastercraft Stuff' skill.

Quick Copy: 1 point, you can make a replica of an item with 5 minutes' work and a vaguely appropriate physrep for the 'blank' you are working off. If you do not have Craft Stuff, the replica is uncrafted and looks vaguely like the original - write "Replica (foo)" on the new item token, where '(foo)' is the name of the original item. If you have Craft Stuff, the replica is crafted (unless you want it to be uncrafted) and is hard to distinguish from the original - write the same name on the front of the new item token, and "Replica - DOES NOT WORK" on the back. If you have Mastercraft Stuff, the replica is mastercrafted (unless you want it to be crafted or uncrafted) and indistinguishable from the original, except that it might not work - check the back of the original item token and copy only the parts that say you can copy them onto the new item token. (If it is a replica of an unlabelled uncrafted weapon or piece of heavy armour, you should note the basic damage of half or the basic effect of reducing doubles and above by one degree.)

Identify: 1 point, you may use IC the information written on the back of any Crafted item token not marked 'Supernatural', reduced in cost by 'Craft Stuff' skill.

Analyse: 2 points, you may use IC the information written on the back of any Mastercrafted item token not marked 'Supernatural', reduced in cost by 'Mastercraft Stuff' skill.

Bind Wounds: 1 point, you may heal one point of damage to someone who is Out Of The Fight (putting them on one global hit and Sorely Wounded) by tying a bandage around them and declaring "You are healed".

Track: 3 points, you may 'follow' someone who has gone out of character - a ref will attempt to fetch them and have them confront you and the people you have brought with you. This almost always works on NPCs (although 'tracking time' can vary), but requires the OOC consent of a player target to work (otherwise you go through a trackless part of the Underside and lose the trail). Reduces cost of 'Follow Them Home' skill.

Knacks:

Healing Hands: 3 points, you may either heal someone else of one point of damage or remove a deletarious effect short of death by placing your hands on the target's shoulders and declaring "You are healed" or "Wake up". If they are healed and they were not Out Of The Fight, they also recover from being Sorely Wounded or Crippled. If you attempt this on a second person within five minutes, it will take effect, but you fall to the floor and are Out Of The Fight for the next five minutes. If you are restored to functionality before those five minutes are up, a third attempt will also take effect but will kill you in the process.

Harming Hands: 3 points, you may cause damage to someone not currently engaged in combat or actively resisting you by placing your hands on their shoulders (or making eye contact and blowing them a kiss, or anything similarly obvious and easy to pull away from) and declaring "Triple Through". There is no limit to how often you can use this power.

Rat-Speaker: 3 points, you may communicate with rats, pigeons and similar small furry or feathered creatures. If you treat them with respect, they will carry messages for you, bring you information, watch people that you ask them to watch, and so forth. (The rats and similar creatures will be played by NPCs with one hand on the creature physrep and one finger in the air.)

Stubbornly Mundane: 3 points, you must ignore the first effect you recieve that is not delivered by physical force (weapon blows and being kicked to death are physical force, calls gained through Knacks are not physical force), every five minutes. May not be taken by Fae.

Mending Touch: 3 points, you may perform a 5-minute 'Repair' or 'Copy' task instantly, and a 15-minute 'restore' task in five minutes.

Know Magic: 3 points, you may use IC the information written on the back of any item token marked 'Supernatural'.

Regeneration: 3 points, you may heal yourself of one point of damage by placing your hands on someone else's shoulders and declaring "Single Through".

Rugged Hide: 3 points, you are permenantly wearing Crafted Light Armour for the purposes of damage reduction.

Adamant Hide: Requires Rugged Hide, 3 points, you are permanently wearing Crafted Heavy Armour for the purposes of damage reduction. (Note: Only Fey can take two Knacks.)

Disappear: 3 points, at the cost of one hit point you can put your finger in the air and disappear. You must make your way out of the IC area as swiftly as possible, and may then re-enter it at will. This can be used to represent Door's Opening ability (especially if combined with Harming Hands for what happens when you do it on a person).

Petrification: 3 points, similar to Harming Hands, but you call 'Freeze' instead of 'Triple Through'.

Sleep: 3 points, similar to Harming Hands, but you call 'Drop' instead of 'Triple Through'.

Hidden Life: 3 points, your life is hidden in an object, which you have in your posession at the start of the game. If someone breaks that object before you are dead, you will die shortly thereafter and cannot be revived. However, if someone breaks the object after you are dead, you will return to life, wherever you find yourself, one one global hit and Sorely Wounded.

Trade Life: 3 points, you can revive the dead at the cost of someone else's life. The victim must be willing to give up their life for the dead person, and you must perform some kind of ritual for 5 minutes, then touch both targets, declaring "You are dead" to the victim and "Wake up" to the dead person. As the dead person wakes up, you immediately drop to 0 hit points and are Out Of The Fight. If the ritual is interrupted (which happens if you or the victim use any other ability or knack, hit anyone, attempt to parry, resist an attempt to use a power on you, are rendered Out Of The Fight, or are similarly distracted, although you can carry on through people hitting you as long as you do not react), both you and the victim drop to 0 hit points and are Out Of The Fight immediately after taking that first action.

Speak to Dead: 3 points, you may declare "You may talk" on any target (even those who are merely frozen, commanded or dropped instead of dead).

Voice of Power: 3 points, you may call "Command: Kill (name of person) if you recognise them", "Command: Drop everything you're carrying", "Command: Deliver this message to (name of person) if you see and recognise them: (message)" or "Command: Do me no harm". Remember that all three commands are broken by taking damage, which makes this ability less useful than it might appear.

Skills:

Craft [Item]: 2 points, see Crafting (on this page) for details. Reduces Repair [Item] in cost; Craft Stuff reduces Identify in cost.

Mastercraft [Item]: 3 points, see Crafting (on this page) for details. Reduces Restore [Item] in cost; Mastercraft Stuff reduces Analyse in cost.

Guard: 3 points, increase the rating of your Guarding Token by one level. Reduced in cost by Fighter, Tough, Fast, Knockdown, Rock Solid. May be taken twice.

Follow Them Home: 4 points, allows you to choose one person to follow home from the Festival, giving you knowledge of all the locations they visit during that downtime, at the cost of your personal Guard Token. Reduced in cost by Track.

Explore: 2 points, allows you to spend your time 'exploring', handing in your personal Guard Token for the oppertunity. Generally you will acquire a couple of strange items from such an activity; you may also find new and interesting Places, or the location of other people's Places, simply by stumbling across them.

Scavenge: 1 point, lose one less global hit from being without food and/or shelter over a downtime. May be taken twice.

Backgrounds:

Faction Rank: 1 point per level, can be bought multiple times. If you have a higher Faction Rank than another player, you can requisition items that they put in faction storage, get first pick of faction housing and workshops, and recieve a more favourable price list. You may also be told of secret places the faction own and in general recieve more plot from your faction, although not all of it will be to your advantage. You can gain and lose faction rank, although it's reasonably rare.

Follower: 1 point per follower, can be bought multiple times. This background gives you a loyal mook that you can sell the services of, exploit shamelessly, or do anything you like with as long as you don't bring them to Festival. This usually manifests as one Inept Guard Token. You're responsible for finding them a place to live and making sure they get fed, although they're less likely to die of starvation than random faction NPCs, and the faction will likely house and feed them unless they're really short on Housing and Food. You can buy a follower any Skill for the amount of points it would cost you to buy the Skill yourself.

Store Room: 3 points. Your own personal Store Room (see Places on this page for details). You don't have to worry about people requisitioning items from it, and the location is less likely to swiftly become common knowledge than a faction Store Room, but the faction aren't going to defend it for you either.

Raw Material Source: 3 points. Your own personal Raw Material Source (see Places on this page for details). The raw materials it produces are unambiguously yours, but you do have to worry about supplying workers, and defending it.

Workshop: 3 points. Your own personal Workshop (see Places on this page for details). Highly useful for craftsmen, and probably quite lucrative to loan out, but remember that an undefended Workshop can be disrupted or captured if the location gets out.

Housing: 3 points. Your own personal Housing (see Places on this page for details). Maybe not as immediately useful as the other Places, but invaluable for housing your workers and avoiding sudden disruption if your faction is under serious attack, and you can ensure that your people are reliably fed. The downside is, of course, you need to provide food for the people living there, and either keep guards or keep the location very safe.