Dear Diary,
Traveling by yourself and exploring the word alone are bad decisions. A small group of motivated individuals (the PCs) has definitely a better survival chance than a lonely individual.
But recruiting “small hands”, like torchbearers, informers, people on the lookout, or shadowing on your behalf, can give you a definitve advantage.
Sure, you will have to pay them a few shillings and they might not be very loyal and certainly won’t risk their life for you.
But once you’ve earned their trust, they might really come in handy.
In the 1800ies, the social system is not a welfare state. If you’re unlucky enough to be born into the lower class, you’ll have to go work early as a child, sometimes as early as 8 years old. If you’re really unlucky, your parents died at work, during childbirth, or succumb of one of the random infections that plague the insalubrious poor neighbourhoods, that have been quickly built to house the influx of people leaving the campaigns for the towns.
Those unluckiest children tend to gather in small bands living on the streets, begging, stealing and getting by on any opportunity.
You, as an adventurer, are such an opportunity. And these kids are also an interesting ressource for you.
These characters need to be 3 things: helpful, memorable, and odd.
Helpful is easy, they only need to do what you expect them to do without whining.
Memorable is trickier: you need at least a name and something special. An accent, a strange habit, a peculiar physical trait.
Odd is in the name of the game, so it’s important too. Furthermore, it makes Characters more memorable.
Traveling by yourself and exploring the word alone are bad decisions. A small group of motivated individuals (the PCs) has definitely a better survival chance than a lonely individual.
But recruiting “small hands”, like torchbearers, informers, people on the lookout, or shadowing on your behalf, can give you a definitve advantage.
Sure, you will have to pay them a few shillings and they might not be very loyal and certainly won’t risk their life for you.
But once you’ve earned their trust, they might really come in handy.
Street urchins
2 Urchins and child on a london street |
Those unluckiest children tend to gather in small bands living on the streets, begging, stealing and getting by on any opportunity.
You, as an adventurer, are such an opportunity. And these kids are also an interesting ressource for you.
These characters need to be 3 things: helpful, memorable, and odd.
Helpful is easy, they only need to do what you expect them to do without whining.
Memorable is trickier: you need at least a name and something special. An accent, a strange habit, a peculiar physical trait.
Odd is in the name of the game, so it’s important too. Furthermore, it makes Characters more memorable.
A few urchins to get started
1d20
|
Name
|
Nickname
|
Oddity
|
1
|
Cuthbert
|
Cuddy
the Saint
|
Lives
in a church cellar. Quotes approximately the bible
|
2
|
Nathaniel
|
Filthy
Fanny
|
Always
tries to see naked people
|
3
|
Harold
|
Shadow
Hal
|
Always
wears black. Very discreet in shadowy environments
|
4
|
Isaac
|
Frosty
Zak
|
Wears
multiple layers of wool and always seeks warmth
|
5
|
Jeduthan
|
Stabby
Jed
|
Fascinated
by knives and blades
|
6
|
Gerald
|
Feathery
Jerry
|
Picks
and cleans feathers (mostly seagull and crow), then wears them
|
7
|
Christopher
|
Kit
the Tinkerer
|
Fascinated
by mechanics. Seems to be able to repair instinctively
|
8
|
Malcolm
|
Mal
long fingers
|
Kleptomaniac
who gives stuff back
|
9
|
Patrick
|
Irish
Paddy
|
Was
born and raised in british columbia
|
10
|
Nathaniel
|
Indian
Nat
|
Born
of a Wampanoag huntress and a scottish sailor (both died on boat)
|
11
|
Thaddeus
|
Right
said Tad
|
Listens
to aristocrats to learn new words. Uses words he doesn’t
understand
|
12
|
William
|
Willie
the Bolt
|
Runs
very quickly
|
13
|
Jeremiah
|
Jem
& tommy
|
Is
protected by a dog quite as big as him. He sometimes rides Tommy.
Tommy always eats first.
|
14
|
Phineas
|
Squeezy
Finny
|
Seems
to be able to squeeze through any crack, fence, or hole
|
15
|
Robert
|
Bully
Dob
|
As
stupid as strong and violent. Kids and animals are instinctively
afraid of him
|
16
|
Martha
|
Mother
Molly
|
Already
a mother at 15 (kid is 3). Had to fight in court to keep her Nan
(Ellen)
|
17
|
Arabella
|
Perverted
Bella
|
Sells
her mouth to men for food. Pretends to still be a virgin.
|
18
|
Lucinda
|
Spotless
Cindy
|
Never
dirty. Works in a wash-house
|
19
|
Dorothy
|
Boom
Boom Dolly
|
Fascinated
by explosions, black powder and pyrotechnics
|
20
|
Augusta
|
Gussie
the dressmaker
|
Creates
dolls and clothes. Accepts payment in textile, threads, and yarns
|
All these characters are poor souls, some of them still kids, not even teenagers, a few of them already 16.
All have 1 HP, and 1D6+6 STR.
Most of them don’t possess a weapon.
Your characters will probably invest in those kids. First, financially, but in the end it's the emotional investment that will be interesting. Make those urchin likeable and make your players their ally.
Life on the street is though. Coldness, dirt, violence, stray dogs, sickness, predators, there are a lot of dangers on the streets especially for kids. And then there's the worst kind of predators: the human kind. Be it slave-traders trying to catch and sell the little ones somewhere where slavery is still allowed, or be it the sexual predator kind of scum, those are adversaries worth the time of your player's characters. Help and save those kids from these felons and they'll be forever loyal.
Dangers on the street
Your characters will probably invest in those kids. First, financially, but in the end it's the emotional investment that will be interesting. Make those urchin likeable and make your players their ally.
Life on the street is though. Coldness, dirt, violence, stray dogs, sickness, predators, there are a lot of dangers on the streets especially for kids. And then there's the worst kind of predators: the human kind. Be it slave-traders trying to catch and sell the little ones somewhere where slavery is still allowed, or be it the sexual predator kind of scum, those are adversaries worth the time of your player's characters. Help and save those kids from these felons and they'll be forever loyal.
Sources
An interesting article on how to get rid of street urchins (it is meant to be satire, but suprisingly informative and inventive)
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