Sunday, July 14, 2013

Disaster based behaviour

People always assume that a disaster will involve running and screaming and people clawing at each other to get past.  Not only is that often not entirely true (most people have families or friends with them, notable instances of people in crowds helping each other have been found) as it's less that no one cares or is trying to help and more than it's difficult in a tight crush of people to help those who have slipped (if you even see them) but it can even be the complete opposite of that.  Sometimes people will just pretend that everything is normal.  Weird but true.  So if you're going to be running a crowd in a risky situation then you can create a more unique situation by including a bunch of people who have chosen to wait.

Saturday, July 13, 2013

Running Multiple NPC Companions

Running multiple companions can be a daunting task.
(Skyrim)
Some systems allow players to accumulate multiple companions either through allies, retainers, followers or cohorts.  The trouble is that most games have multiple players in their party which can lead to quite a load on the GM's shoulders.  It does seem quite like a problematic challenge.  They all need rules so that one can roll for them.  They all need to speak and act and fight.  The players need to be able to differentiate between them otherwise, well, what's the point in having several of them?  How do you run them?  Why would you?  Where would you find the time?  Should you even do it?

Well, maybe.

That last question is up to you.  You know your talents and skills as well as the needs of your game and the capabilities of your players.  I can only tell you what works for me. 

Firstly, know your NPC Companions.  They need to feel real to you.  It often helps to come up with a demeanor, coping style, and basic thought processes.  What are the pillars of stability keeping them sane?  What do they believe in?  What are their fears, likes and dislikes?  What do they think of each other?  You need to get to the point where you could comfortable ad hoc the answer to any question asked of them.  Often a lot of tactics used by authors when developing their characters can be used to develop your NPC Companions.

Secondly, ensure that there's plenty of character building time in-game.  There needs to be a purpose to the NPCs other than simply providing 'extra skills'.  The PCs could always hire a private investigator or a caravan guard in the short-term.  Why keep them around?

Because they enrich the story.  These are the pivotal NPCs.  The ones who add heart to the tale.  Whose panic makes the fear feel richer.  Whose sweet aspirations remind the PC what they're fighting for.  Whose humorous asides cut the tension in a way that allows it to rise greater.  They may have secrets, fears, and passions of their own and, being recurring, can develop over the course of the campaign and aid the PCs in doing the same.  In short, they help bring the campaign to life.

So how many can you have?

I've been in a solo game with up to eight NPC Companions on top of my own and I have to say that just like in a television series with a large ensemble cast you don't get as much time to form much of a relationship with them.  If you must have such a large grouping than find out which ones your player prefers and use them whenever possible as though they were major characters in a novel (as opposed to the protagonist) and leave the rest of them as mere secondary characters.

I mean, think about the various games you've played with multiple PCs.  The larger the party the less time everyone has and, more often than not, the more unequal the spotlight distribution becomes as some players consistently demand their 25% cut of the time even when there's only about 15% time available if it were split fairly (and also there are players who demand only 5% of the time regardless).  Think about the kind of party size you could handle and let that be your upper maximum.  Remember that you can't rely on other people to move them forward.  It's all on you.

Therefore unless you think you could handle a party of eight then don't add another four NPC Companions to your cast of four PCs.  If your PCs have retainers or followers then either let the players know they will be minor NPCs mostly in the background but who will nevertheless be part of the recurring cast or ask your player to play them (or see if another player will volunteer).  If you can run the world plus everyone else in it, the player might well be able to run a retainer and themselves.

Personally I doubt there is generally much room for more than one NPC companions in any cast of four or more and they're generally more of the campaign enrichment variety (i.e. adopted orphans, lovers) rather than active participants in the game itself.

With smaller groups, especially solo games, you could potentially have enough NPC companions to have them bicker, flirt, and otherwise engage with each other.  If you can do this (and remember to do this) often enough than marvellous.  If you can't do it then I'd recommend sticking to one or two no matter how few PCs you have and then working your way up as your skill increases.  It gets weird after awhile when the characters only ever talk to the PCs and never to each other.

You don't have to hold long conversations with yourself, mind.  It is all about the PCs, after all.  You don't even have to maintain two different characters in conversation with the PC very often.  Just the occasional aside, reference to the other companion, or short conversation between two or more of them can really help with that immersion.

One other limiter to the number of NPCs you hold ... best to only have as many as you can reasonably distinguish between body language and tone of voice.  It's much easier to run a conversation between Perky Voice and Dour Voice than having to go "Davenport said Blah and then Casey said Blah."

Oh, one more thing: abide by all of the rules of the NPC companion when you do so.  The player should never feel upstaged by them.  Their character is the protagonists.  Yours come secondary.  Always.

What do you guys think?  Ever tried your hand at Multiple NPC Companions?  Did it work out for you?  Why or why not?

Friday, July 12, 2013

Fianyarr Class: Brawler


(Castlevania: Lord of Shadows)
Campaign World: Fianyarr.

Purpose: Not everyone relies on bladed weapons.  Some rely on their own fists and their fury to win in combats with their enemies.  Still there is often a certain fear factor that comes hand in hand with being able to tear someone apart with your bare hands and the people around you are generally well aware of that possibility.  Nothing prevents a brawler from picking up a weapon and using it well.  Its just that their focus on brawl makes it more difficult for them to specialise in such weapons and learn a fighting style.

They might have fought in gladiatorial matches or served leaders who believed in bringing the enemy in alive.  There are few people who make better bounty hunters as they are most likely going to be able to take down those they fight without killing them.  These brawlers are highly skilled at landing massive amounts of damage and surviving the same though they are often less inclined to the path of death and devastation than fighters.

Blessings of the Warrior

Mighty Grip: Brawlers are sometimes required to put their muscles to non-violent uses and have found the ability to spend Glamour to increase their non-combat Strength rolls on a one-for-one basis.  This increase in Strength only lasts for a single round.  Changeling Earthbones kith: core rulebook page 109.

Booming Voice: There's just something about a powerful figure who can break you in two with his bare hands that makes you want to listen and listen good - even when he's full of smiles, friendliness and humility.  It almost makes you feel grateful he's in a good mood.  A brawler can spend a point of Glamour to add half their Strength to all Manipulation rolls, rounded up, against a single target for a scene.  Changeling Troll kith: Winter Masques page 110.

Render: A brawler can spend a point of glamour to ignore up to three points of Durability when attacking objects with their bare hands.  Changeling Render kith: Winter Masques page 91.

Giant Among Men: Brawlers can increase in size by spending a point of Glamour.  If they do so, they can become truly large and tower above all others.  When the brawler spends that point of Glamour, they add half their Wyrd to their Size, rounded down (which also affects health and speed).  This lasts for a single scene or until the Brawler spends a point of Glamour to end it.  Upon returning to their normal size, the brawler takes 1 lethal damage. Changeling Gargantuan kith: core rulebook page 118.

Class Restricted Mechanics

Restricted Class Merits: Charmed Life (**), Combat Awareness (**), Danger Sense (**), Demolisher (* to ***), Entering Strike (**), Equipped Grappling (**), Feral Mien (***), Ground & Pound (**), Heavy Hands (*), Lethal Mien (**), Predator's Gaze (**), Rigid Mask (**), Strong Back (*), and Quick Healer (****), Weapon to Empty Hands (**).

Fighting Style: Armored Fighting (** or ****), Aggressive Striking (* to *****), Aikido (* to *****), Berserker (* to *****), Brute Force (* to ****), Evasive Striking (* to *****), Filipino Martial Arts (* to ****), Frenzied Assault (* to *****), Grappling (* to *****), Gladiatorial (* to ****), Judo (* to *****), Krav Maga (* to *****),  MAC (* to *****), Mauy Thai (* to *****), Police Tactics (* to ***), Qinna (* to *****).

Thursday, July 11, 2013

Fianyarr Bugbears

Old Bloody Bones himself....
(Silent Hill 3)
A bugbear is a cautionary tale told to children to keep them obedient and in their beds.  Unfortunately despite the need for such tales, sometimes entities seep from the ground to embody such tales when it is retold enough times ... or perhaps it always existed and the cage door was unlocked by the retelling ... or perhaps it was about to exist and the first tale teller merely picked up on it presciently ... or perhaps the tale used to cover something that once was there, then wasn't, but soon will be again.  One thing is for sure, bugbears are some of the most dangerous and deadly monsters in Fianyarr, especially with their penchant for mischief and hurting small children.


Skeletal Bugaboos

The Skeletal Bugaboo is a type of bugbear that arrives in an area with a great deal of creepy death resonance (often abandoned graveyards) and slowly swells in numbers.  As their numbers grow they become more and more aggressive and violent and so while they may begin with playful and mischevious antics they will eventually become cruel and bloody.  Some people keep individual Skeletal Bugaboos as pets but to do so requires you to remove any other trace of infestation to keep your pet from turning violent.  The Skeletal Bugaboo is often considered to be quite cute with a reptilian skull atop a small skeletal body with a little tail.  They are quite athletic and love to entertain themselves with acrobatic tricks.  They hide in the soil during the day and can be spotted at night by the tell-tale red lights of their eyes.

Physical Attributes are all 3, Social Attributes are all 2, and Mental Attributes are all 1.  Athletics 3, Brawl 4, Stealth 3, Survival 2.  They are Size 3.  Some Skeletal Bugaboos can fly on leathery wings while others have the spring attack ability.  As their bony bodies are affected more by pummels than slashes, objects that normally deal bashing damage deal lethal damage to them while weapons that normally deal lethal damage deal bashing instead.

Special Ability: Spring Attack.  So long as the Skeletal Bugaboo has the higher ground (being up on a tree branch will do), they can incorporate a jump into their attack roll - allowing them to make a 1B brawl attack in the same turn that they leap at their enemy and leap away - returning to their initial perch.  Their leap can't take them any further than their Strength + Athletics in feet per turn (so, generally, 6 feet).

Nachtkrapp

This oversized raven-like bird hunts at night and prefers to abduct small children to eat them in their nests preferring to pick out their hearts from their chest.  If you don't want such a horrific end, it could simply put children in its bag and fly away to keep them in its nest or terrorising them with its loud crowing and stealing their voice.  These bugbears are demonics for there are the occasional Nachtkrapp that is more benevolent and will gently sing sick children to sleep in their rooms.

Attributes: Intelligence 2, Wits 3, Resolve 4, Strength 5, Dexterity 3, Stamina 4, Presence 3, Manipulation 1,
Composure 3
Skills: Athletics 3, Brawl 3, Expression (Sing) 3, Intimidation 2, Survival 3
Willpower: 7
Initiative: 6
Defense: 3
Speed: 18 (flight only; species factor 10)
Size: 5
Weapons/Attacks:
Type Damage Dice Pool
Beak 1 (L) 8
Health: 9

Nuckelavee

This aquatic creature has a swim speed equal to its regular speed and can live both underwater and in the air.  Its quite a strange looking beastie that seems to be like a centaur with fins at the bottom of its legs, an enormous gaping mouth and a single flaming red eye which allows it to see in the dark or underwater clearly as though using heat vision.  Of course the one detail most would notice is that its skinless with black blood visibly coursing through yellow veins.  It despises running water (streams, creeks and rivers) but adores large bodies of water such as lakes or oceans and will not cross them.  It also can't abide the smell of seaweed burnt to create soda ash - which causes it to leave though it will generally seek revenge.

Its breath can infect animals and plants with a plague suited to their type if it spends a glamour and rolls Stamina + Wyrd contested by the target's Stamina + Wyrd.  The details of this plague can vary so feel free to invent the symptoms as you go along but be sure to have a magical cure just around the corner.  The characters should roll once per day to try to shake it and must contest the creature's successes every time.  The effects of the disease (any attribute penalties or appearance penalties) should be permanent until magically cured.

Attributes: Intelligence 2, Wits 3, Resolve 4, Strength 5, Dexterity 3, Stamina 4, Presence 3, Manipulation 1,
Composure 1
Skills: Athletics 3 (Swim), Brawl 3, Intimidation 3, Stealth 2, Survival 3
Willpower: 5
Initiative: 4
Defense: 3
Speed: 18 (above and within water; species factor 10)
Size: 7
Health: 11
Wyrd 3
Contracts of Elements: Water 3
Contracts of Darkness: 2

Bloody Bones

Also known as Rawhead, this creature is thought to live near ponds or in dark places of the home (cupboards or under the stairs) and is said to target children who lie or cuss.  Homes plagued by the Bloodybones can be investigated and people peering through such cupboards or beneath floorboards might catch a glimpse of it sitting on a pile of children's bones.  These are demonics often in service to parents and normally have a role merely as a frightener.  Unfortunately for some parents there are a nastier breed among them who truly do devour children.  Some parents specifically summon the more evil ones to remove 'little problems'.

Attributes: Intelligence 2, Wits 2, Resolve 4, Strength 5, Dexterity 3, Stamina 4, Presence 5, Manipulation 1,
Composure 4
Skills: Athletics 2, Brawl 2, Intimidation 3, Larceny 2, Stealth 4, Survival 2, Weaponry 3
Willpower: 8
Initiative: 7
Defense: 3
Speed: 18 (above and within water; species factor 10)
Size: 5
Health: 8
Weapons/Attacks:
Type Damage Dice Pool
Knives 1 (L) 9
Wyrd 3
Contracts of Smoke: 5
Contracts of Darkness: 5
Razorhands Blessing (can sprout +1 Lethal knives for one glamour)
Tunnelgrub Blessing (can squeeze into small spaces)

Wednesday, July 10, 2013

Fianyarr Race: Dhampyr


The male Dhampyr
(The Witcher)

Campaign World: Fianyarr.

Nicknames: Reavers, Caulborn, Fangtouched.

Appearance: The touch of death turns all Dhampyr's hair white, their skin pale, their incisors to become fangs and causes their eyes to change to a pale and unnatural colour (anywhere from red to yellow).

Demeanor: Death has touched them and death will never leave them alone.  They can take the life's spark from those around them to stoke their own fires and feel an urge toward the night.  They tend to have a macarbe bent, ever aware of life's fragility and attracted by the smell and taste of lifesblood, though they are by no means torn towards evil they can no more turn their backs on death than we can turn our backs on ourselves.

Rumors: In some places, Dhampyrs are treated kindly as victims of circumstance who are nonetheless sensitive to death and all of its permutations.  Such people are often ushered into lives where they tend to the dead as gravediggers or morticians, perhaps even as executioners or chirurgeons.  For some strange reason, they are particularly revered when they become midwives or guides - as those who can see the boundaries between life and death are considered the best for such roles.

In other places, Dhampyrs are thought to be born without souls and so in some place it isn't a crime to kill or enslave them.  Due to this treatment, Dhampyrs are often hidden by their families, brutally dismembered, or sold to the highest bidder.  As they are often thought to be both exotic yet somehow plain in appearance and as no communities of Dhampyr exist to protect them from such a fate, they often fetch quite a high price in the slave markets in such lands.


Racial Abilities

Attribute Bonus: +1 to either Composure or Strength.

Weakness: The sun's brightness is cruel to a Dhampyr's eyes and though they can see no better in the darkness than most, they do see more poorly under the bright light of the sun.  They take a -2 to all Perception checks made in the sunlight (or equivalent light).

Mouthful of Sin
The Dhampyr can take life's vital essence from another by spending a Glamour and making a bite attack.  They may do this once per session and will heal either one lethal damage or two bashing damage for every point of damage dealt to their victim.  Innocents (Morality 7 or higher) cannot be affected by this as the innate humanity within the Dhampyr rebels from benefiting from their pain in such a way.  (Changeling Oni Kith: Winter Masques page 110).

Fangs
The Dhampyr has fangs which deal 2 lethal damage on a bite attack.  Of course, to bite they must first successfully grapple their foe.  (Changeling Gristlegrinder Kith: core book page 118).

Sap The Vital Spark
A Dhamphyr can touch the skin of a mortal being and sap their very life energy - causing terrible head aches and blood noses - once per scene for every point of Wyrd they possess.  With this power, they may spend a point of Glamour to deal one lethal to their victims in order to heal one point of lethal or bashing damage or downgrade a point of aggravated damage into lethal (Changeling Leechfinger Kith: Changeling the Lost page 106).

Charnel Sight
The Dhampyr's affinity with death means that he can spend one point of Glamour to see and hear the unquiet dead for the rest of the scenee (Changeling Gravewight Kith: Changeling the Lost 106).

Racially Restricted Merit
(****) Death Stains: The Dhamphyr can spend a point of Glamour to see the stain of death upon a place, object or an individual for a single scene.  While they can't be sure if the deaths were caused by the person or location or simply have touched it before, they can at least have a good sense of how many have died in connection to it.  They can also tell when a person is at death's door and approximately how long they are likely to survive.

Tuesday, July 9, 2013

Flashpoint: The Fashionable Party

*Spoilers for Council of Thieves lurks within.

We had a drop in player during this particular session who once played the part of a were-tiger during an earlier part of the campaign. This time the player went with a professor-style rogue with more intelligence than sense that I will call the “Professor” as I don’t recall her name. I don’t believe she ever properly introduced herself. The “Professor” was a bit of a spoof character but what a spoof! Her terribly inappropriate comments and utterly British mannerisms ensured much laughter and helped liven up the party. The other NPC party goers treated her as a bit of a “court jester” and let her get away with comments that none other could make. The servants largely made a point to avoid her. I later declared that her character now had the trait: “Abandoned by Servants” as they always seem to be somewhere else when she wants them.

 Anywho, so the daring adventurers arrive at the party with a desire to search the Mayor’s home for information on the Pathfinder Lodge. They sit through multiple meals where Lhye gets incredibly intoxicated – so much so that I capped his Wisdom loss at 3. It was meant to be booze and food he was indulging in, not poison.

I whittled away at a little of Proteus’ wisdom by having his co-star hang off his arms and try to indulge herself alongside him. Proteus sees Hallik’s sister, Chammady, and tries to brush off the starlet to go speak to her. Then begins a comedy of errors which sees him Sow Thought to make her wish to spend time with Lhye (she tries to keep Proteus in the conversation) and then finally he lays a Geas on her to introduce herself to everyone in the party.  Thoroughly drunk now and thus almost in tears at being given the brush off, she then goes to introduce herself around. Finally she passes out from all of the food and drink in the corner by 11PM.

Proteus manages to speak to Chammady, briefly, but not before the “Professor” bends her ear about how “that actor over there wants to get himself inside you” (imagine a deeply British and professor-like way of speaking). Proteus is utterly at a loss for how to get past such an introduction. He rolls a 1 on his social attempts to brush off the “Professor’s” words and only reaffirms it with his awkwardness. Proteus’ player was worried that the 1 would mean being possessed again and becoming a ranty Kuthite.

 So I make him an offer.

The bone in his hand seems rather empowered. He could always surrender himself to it briefly and allow himself to become a Lawful Evil Kuthite version of himself. I promised him that he was sure he wouldn’t rant because, well, it would hardly be beneficial. The Chelish think of Kuthites as spoilsports as they’re often quite for the stiff upper lip and not all that into debauchery but they do so often feel an understanding of Kuthites ... up until the whole self-mutilation schtick.

So Proteus allowed himself to become a Lawful Evil version of himself. He managed to charm Chammady who offered to meet him again in two nights time at the cafe as she had to leave to attend another appointment. He then picked up the unconscious starlet and used her as an excuse to head for the guest bedrooms to help her lie down. In order to clear the way at one point, he surreptitiously stuck a finger in her mouth to make her puke so that the servants would seek out a cleaner. Most of the servants were busy managing the nobility anyway so much of the house was empty. The team went upstairs and found the attic.

The “Professor” broke through a locked door, reasoning that “You people are where the party is” and hoping that she’d either meet the disabled son or the hidden harem rumoured about within the attic. Instead they found a room with reflective steel doors like a mirror. Proteus, now being a rather pragmatic and evil sort, pressed the girls feet against the door to see what would happen. She was teleported out of his arms.

Lhye then made to go past him but Proteus didn’t know if anyone could get back and, being a rational sort of evil, rejected his attempts and even slapped his tail away. But then he realised that one of the best ways to know if someone would come back is if a conscious person passed through. Also, in Lhye’s current state he’d be more help out of the way.

While they waited for Lhye to return, Lunjun searched the old paperwork stacked in the attic and found information on the nobility’s holdings as well as some very basic information on the Delvehaven Lodge and the Pathfinder Society here. The “Professor” wandered the rooms below looking for artefacts and found the treasury where she stole all the platinum piece pouches (causing her to jangle quite a bit) and dragged the chest up the attic stairs using a rug.

The “Professor” and Proteus had a conversation about the money and whether there was more money than was in the chest. He realised that she’d lied about how many platinum pieces she was carrying (once he made her admit she had them) but having a rogue in the party meant making certain concessions. Despite being Lawful, it was perfectly sensible to steal from this place as it was a dungeon to them and they were adventurers. Just like looting a tomb is no issue if there are skeletons, so is thieving from an enemy nation no issue to him either.

Lunjun decided to have a search around as well and he came across the priest’s old bedroom and the equipment hidden in there. He also found beneath the floorboards a deep purple-coloured cat with lavender eyes lying within a cage that just watched him idly. Realising the cat would be worth a pretty penny he took it with him. Lhye hadn’t returned.

An hour passed. The “Professor” knew that magical demi-planes always have an out one can discover from within as the users are always afraid that someone might magically remove their memory of the passcode or steal the key. There may be guardians in the way but there would be something there. So they pass through the mirror doors and finds themselves in a large hallway. When Proteus passes through, he could’ve sworn his reflection waved at him and then jumped through him but ... maybe that was just an effect of the teleport?

Lhye was found sitting beside the unconscious starlet with his eyes glued to the mangled corpse not far away. Everyone assumes at this point that the doors are one-way as Lhye didn’t come out. They don’t realise that a Wisdom 3 Lhye didn’t think to try them so everyone assumes the doors don't work from this side.

Lunjun searches the corpse and finds a runecurse – that he correctly identifies. He tries to hand it to the “Professor”, who also recognises it and lambasts him, so then hands it to Lhye who gullibly accepts it. Proteus convinces Lunjun to take it back – after all, Lhye is more likely to die from it in his present state AND Lhye is a healer and the “Professor” is a rogue. While still quite useful, Lunjun isn’t as vital as the other two to Proteus’ survival.

Lawful Evil Proteus is so much fun!

So they then continue into the next room that has a number of books on torture that catch Proteus’ eye. Lhye then dances through the hall, playing with books, before anyone can stop him. Several Howlers prowl into the room, unleashing their accursed howls, and the “Professor” turns to flee. And that’s where we left it.

Monday, July 8, 2013

Set of 20 Common Fantasy Equipment

Just make sure your inventory isn't so large
you need a horse and a cottage to hold it.
(Skyrim)
The World of Darkness is a world of equipment modifiers though its rare in my experience for Storytellers to remember to use them or players to remember to invoke them.  To make it a little easier for Fianyarr campaigns I made a list of 50 pieces of equipment that would work nicely in an adventurer's saddlebags or in her backpack.  After all, venturing out into the wild without so much as a change of socks isn't exactly very pleasing.  Many of these pieces of equipment could work in a mundane Jazz Age or Medieval era as well.  A few of the concepts have been borrowed from Pathfinder (wonderful game!) though the rules are naturally for the World of Darkness.

Alchemist Kit
This kit contains an alembic, mortar and pestle, and other such items that provide between a +1 to a +5 bonus on occult or science checks to make alchemical ingredients depending upon the dots purchased in this merit.  Each dot bought in this merit also increases the Size of the kit by 1 from Size 2 to Size 6.

Area Map
These detailed maps show the local geographic area and provide a +1 bonus to navigate or recognise landmarks in the local area.  Each map covers a different area.

Backpack
This well-made backpack perfectly settles equipment across the back for ready access.  A PC's Carrying Capacity is treated as though she had an additional Strength when she uses this well-made pack.  Naturally this won't assist attempts to give piggyback rides.

Barbed Vest
This vest contains this leather flaps containing hundreds of tiny little hooks that hurts anyone trying to grapple you (or whom your grappling) for an automatic one bashing damage due to the tiny lacerations.

Bracelet & Anklet Bells
These bracelets and anklets are strung with bells which allows a dance routine to make an interesting dance all the more enjoyable and these can provide an additional +2 to expression rolls made to perform certain dance routines.

Butterfly Net
Useful for collectors and those who need to use butterfly wings to make certain alchemical concoctions.  This can be a fun one to require knights and other martial characters to grab for quests related to important ingredients or even collector's items.  This negates the -4 penalty a PC will take for trying to grab a butterfly with their bare hands without damaging it.

Camouflage Netting
This netting is coloured according to the location and when used in such a location to cover or conceal a person or object it grants a +3 bonus to attempts to hide such a thing.  As its coloration is vitally important to its purpose if you try to use it outside of the right terrain it'll actually net you a -3 penalty as it stands out.

Cartographer's Tools
These pencils, paint brushes, sheaths of paper, rulers, inkwells and sand for blotting the ink are useful for those who are attempting to map hitherto unknown regions.  This can also do quite well in a pinch when caught in a labyrinth or moving through a mountain range.

Chemistry Lab
This kit contains scientific apparatus that provide between a +1 to a +5 bonus on craftst or science checks to make mundane chemicals depending upon the dots purchased in this merit.  Each dot bought in this merit also increases the Size of the kit by 1 from Size 2 to Size 6.

Chirurgeon's Kit
It contains bandages, tourniquets, small bottle of strong brandy, smelling salts vials, scalpel, tweezers, needle and thread.  It provides a +1 bonus to all medicine checks and a +3 bonus to any emergency first aid rolls when a character is filled up with lethal damage and is bleeding out into aggravated damage.

Echo Shell
This shell is perfectly designed to allow a person to project their voices over great distances without distorting the voice - as though they were simply speaking.  It is roughly equivalent to a microphone.

Gear Maintenance Kit 
Fighters have a lot of gear that needs to be kept in good repair.  This kit contains metal polish, leather paring knife, small file, conditioning oil, soft cloths, extra leather straps, needle and thread, as well as a few buttons.

Glass Cutter
A device with a sharp wheel at one end a bulb on the other.  You need to use the wheel to score the glass and then tap the glass with the bulb to actually break the glass - with a successful Crafts check the glass can be broken quietly.
Musical Instruments
There are a variety of instruments available for use in Fianyarr from lutes, pan pipes, ocarinas, flutes, rattles, tambourines, violins, drums and organs.
Poison Pill Ring
This ring has a hidden catch beneath the gem that allows a person to surreptitiously lift the edge and drop either a pill or powder.  While the pill ring is a bit fiddly to use (-2 on Larceny checks) it also provides a -2 penalty on other people's attempts to spot its use opposed to the user's stealth check.  If other people aren't actively watching your hands, they take a -5 penalty instead.

Portable Altar
This box's lid lifts up and stores candles, books, incense, cloths and oil in an easy to use manner.  Once the items have been retrieved, the lid can be replaced to form the top of this altar.

Signal Horn / Whistle 
This instrument can be heard from long distances and is often used for an attack.

Snorkel 
Snorkels allow a person to breathe in air without breaking the surface of the water which is helpful when searching the riverbeds or when simply trying to stay hidden below water.
Songbooks
These sheets of music contain a tried-and-tested song that provides a +1 bonus to performance rolls made to perform a particular style of music - especially when it comes to one that is meant to draw forth emotion by mundane means.

Tent
This tent can't support much in the way of snow or stand up to gale-force winds but it will keep the rain off you and provide a bit of a barrier to most cold windy nights.

Winter Blanket
This blanket provides a +3 bonus to attempts to survive a cold and miserable night though this benefit is lost if it becomes soaking wet.  If another person shares the blanket and is either nude or in their underclothes then it grants a +5 bonus (+2 bonus if soaking wet).