Almost everything that actually exists in the game world will have some kind of token representing it. The main types of token are Guarding Tokens, Favour Tokens, and Item Tokens.

Guarding Tokens represent one unit of manpower. They come in three varieties - Inept, Capable or Excellent - and also bear the name and the current housing of the person they represent. Every player gets one Guarding Token to represent themselves, and may start with additional Guarding Tokens to represent followers and/or members of their faction that they have been asked to find employment for. They are only usable in downtime, as detailed in the Places section below.

Favour Tokens represent favours you have promised to people. The magic of the Underside means that favours are easily transferrable between people; even if you have never met somebody before, you will know instinctively if you owe them a favour when they try to call one in. Out of character, the mechanism for this is the favour token they will show you.

Item Tokens should be found on nearly every item. All players may attach as many item tokens as they like to as much random stuff as they feel like bringing along. Item tokens have a name or brief description for the item ('Longsword' or 'Small Purple Feather' or 'Blue Waistcoat') and its crafting status (Uncrafted, Crafted or Mastercrafted; you may only label your random items as crafted or mastercrafted with the relevant craft skill). They have a section for telling you the effects of doing certain things with the item, if applicable (for instance, the basic damage for weapons - especially mastercrafted weapons where there is a choice), and a section for writing a storage location. Item Tokens without a physrep must have a storage location written on them, which is the store room in which they can be found. Raw materials are a special case of Item Token. They are almost certainly physrepless with a storage location - if you want to bring a unit of raw material along, the physrep must be about half a cubic meter of relevant material.


Store Rooms, Raw Material Sources, Workshops and Housing are the four standard kinds of place. (There may well be other places, which are connected to Weird Shit, but these are not common knoweldge.) All factions, and some players, start the game with a selection of places that they are currently in control of. Characters start the game knowing the locations and with the use of some of their faction's places, and knowing the location and having the use of any places they purchase.

If you know the location of a place, you can raid or invade it. If you own a place, you can defend it. Raiding, invading and defending require Guard Tokens, and can be aided by giving your guards crafted armour and weapons and bringing along Siege Engines or building Fortifications. Raiding disrupts the normal activity of the place, and may make off with items from Store Rooms or kill people in Housing. Invading allows you to gain control of a place. Defending stops either of the above happening to your place.

Learning the location of places is important - you can't raid or invade otherwise. You do not learn the location of a place just because you have guarded it or worked there - the owner probably took precautions to get you thoroughly lost first. (Equally, goods tranfer from storage to storage is normally done in a neutral third place, with trusted people from each end doing the handover, but this takes negligable amounts of time and hence is ignored in the downtime system.) Someone who knows the location of a place can tell you (they will confirm in downtime that they told you the location, and then you'll have it), or you can use the downtime skill Follow Them Home to acquire location information.

The places in more detail:

Store Room: With space for up to 20 units of raw material (or a similar number of war machines) and innumerable smaller items, access to a store room is essential for anyone who wants to deal in bulky products (or large quantities) without building a cart to carry them in. Faction store rooms are somewhat risky storage places, as other members of the faction may requisition or steal your items, and their locations are generally well-known. If necessary, a Store Room can also be converted into temporary Housing for five people.
Raw Material Source:

Up to 10 people can work at this source of one of the essential raw materials (Wood, Cloth, Metal or Food). For each worker, one unit of raw material is produced. You need the Guard Token of anyone you want to employ in a Raw Material Source, but their guarding level does not matter. Your workers do not guard the facility by default. You can order them to 'work or guard', which means that if the place is attacked they will defend it, but if an attack occurs they will not produce a unit of raw material.


A nice workshop full of tools. A craftsman working here halves the time it takes to do whatever they're trying to do. It only supports one craftsman at a time.


One unit of housing shelters 10 people. Every person represented by a Guard Token has some kind of Housing they call home. You can kill off a faction or player's NPCs by attacking the housing they are stored in. Each unit of Housing requires one unit of Food as upkeep each downtime, which feeds everyone in it; if a unit of Housing is not supplied with food, one of the people who lives there dies of starvation (the rest successfully scavenge). Followers die last; if there are several Followers in a starving Housing unit, those belonging to PCs with higher Faction Rank die later, and those with skills die later. NPCs automatically die if there is no Housing available to shelter them. PCs deprived of food start an event on 2 global hits; PCs deprived of food and shelter start an event on 1 global hit and Sorely Wounded.


There are four Crafting skills: Craft Weapon, Craft Armour, Craft War Machines and Craft Stuff. Craft Armour and Craft Weapon are most prevalent in the Templar faction; Craft War Machines and Craft Stuff are most prevalent in the Troglodyte faction. There are Mastercraft versions of each of these skills. Working in a Workshop halves all crafting times.

Craft Weapon:

With Craft Weapon, you can make a crafted weapon out of Metal or Wood. (Crafted Weapons do single as their base damage.) Mastercraft Weapon lets you make a melee weapon with base damage of Double out of Wood, or a crossbow with base damage of Single Through out of Wood, or a melee weapon with base damage of Single Through out of metal.

Weapons require one unit of raw material per weapon. A Crafted weapon takes half a downtime to make; a Mastercrafted weapon takes an entire downtime.

Craft Armour:

With Craft Armour, you can make pieces of crafted armour (vanbraces, greaves, body armor or a helm). All armour requires a unit of Cloth per piece; Heavy armour also requires a unit of Metal (even if the eventual physrep is plastic or ceramic and doesn't look like metal in the slightest). You can make a piece of Combined Armour (with both heavy and light sections, such as a breastplate with leather backing) as if you were making Heavy Armour.

Crafted limb or head armour takes a quarter of a downtime to make. Crafted body armour takes half a downtime to make. Double this for Mastercrafted items.
Craft War Machines:

With Craft War Machines, you can build siege weaponary and fortifications. This is usually only relevant in downtime, but if someone shows up with a safe siege engine physrep which shoots things that actually hit people, it will be statted. Having siege weaponary really helps a raiding party or a guarding group, and having fortifications really helps the guards. Mastercrafting siege weaponary and fortifications is an expensive endeavour, but when you've finished you will have an unstoppable force or an immmovable object. War Machine material and time requirements are FOIP.

Craft Stuff:

With Craft Stuff, you can make almost anything not covered above. This includes making replica Stuff which is hard to tell from the original, although it is not good enough to make replica keys that work. This skill is generally useful for fulfilling specific orders that people have; all of the random stuff you bring to Festival (like your clothes) can be tagged Crafted (you made it earlier and had it lying around somewhere); there will be a small list of useful items (poisons, tonics and the like) that are available for you to make. This skill rarely requires raw materials.

Mastercraft Stuff is like that but more: you can produce a perfect replica of anything (although in the case of weapons, armour and war machines, it will be a non-functional replica - you can make excellent fake armour, weapons and war machines and sell them as the real thing, not being found out until they are actually used in conflict, though), meet the exacting standards of the most demanding customers of random trinkets, and so forth. There is a larger list of entertaining random items for you to make, and you can tag random stuff that you bring along as Mastercrafted, although the physrep should look Mastercrafted (you can tag things Crafted and Uncrafted as well if you like).