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Character Creation

Choose a Playbook

When you choose a playbook, you’re choosing a set of special abilities (which give your character ways to break the rules in various ways) and a set of xp triggers (which determine how you earn experience for character advancement). But every playbook represents an adventurer at heart. The Warrior has special abilities related to combat, but that doesn’t mean they’re “the fighter” of the game. Any character type can fight well. Think of your playbook as an area of focus and preference, but not a unique skill set.

Choose an Ancestry

Your character’s ancestry describes where their family line is from. When you choose an ancestry, write a detail about your family life.

Choose a Background

Your character’s background describes what they did before they joined the party. Choose a background and then write a detail about it that’s specific to your character.

Assign Four Action Dots

Your playbook begins with three action dots already placed. You get to add four more dots (so you’ll have seven total). At the start of the game, no action rating may have more than two dots (unless a special ability tells you otherwise). Assign your four dots like this:

  • Put one dot in any action that you feel reflects your character’s ancestry.
  • Put one dot in any action that you feel reflects your character’s background.
  • Assign two more dots anywhere you please (max rating is 2, remember).

Choose an Experience Special Ability

Pick an Experience special ability that represents a skill your character was born with or has learned.

Choose a Playbook Special Ability

Take a look at the special abilities for your playbook and choose one.

Special Armor

Some special abilities refer to your special armor. Each character sheet has a set of three boxes to track usage of armor (standard, heavy, and special). If you have any abilities that use your special armor, tick its box when you activate one of them. If you don’t have any special abilities that use special armor, then you can’t use that armor box at all.

Choose one close friend and one rival

Each playbook has a list of NPCs that your character knows. Choose one from the list who is a close relationship (a good friend, a lover, a family relation, etc.). Mark the upward-pointing triangle next to their name. Then choose another NPC on the list who’s your rival or enemy. Mark the downward-pointing triangle next to their name.

Choose your vice

Every character is in thrall to some vice or another, which they indulge to deal with stress. Choose a vice from the list, and describe it with specific details.

  • Worship: You’re dedicated to a faith, ancestor, etc.
  • Gambling: You crave games of chance, betting on sporting events, etc.
  • Luxury: Expensive or ostentatious displays of opulence.
  • Obligation: You’re devoted to a family, a cause, an organization, a charity, etc.
  • Pleasure: Gratification from lovers, food, drink, drugs, art, theater, etc.
  • Stupor: You seek oblivion in the abuse of drugs, drinking to excess, getting beaten to a pulp in the fighting pits, etc.
  • Weird: You experiment with strange essences, consort with spirits, observe bizarre rituals or taboos, etc.

Record your name, alias, & look

Choose a name for your character. If your character uses an alias or nickname, make a note of it. Record a few evocative words that describe your character’s look.

Review your details

Take a look at the details on your character sheet, especially the experience triggers for your playbook (like “Earn xp when you address a challenge with magic or intellect,” for example) and the special items available to a character of your type (like the Mechanist’s prototype item, for example). You begin with access to all of the items on your sheet, so don’t worry about picking specific things—you’ll decide what your character is carrying later on, when you’re on the job.

That’s it! Your character is ready for play. When you start the first session, the GM will ask you some questions about who you are, your outlook, or some past events. If you don’t know the answers, make some up. Or ask the other players for ideas.

Character Creation
  1. Choose a Character Playbook. Your playbook represents your character’s reputation, their special abilities, and how they advance.
  2. Choose an Ancestry. Detail your choice with a note about your family life.
  3. Choose a Background. Detail your choice with your specific history.
  4. Assign four action dots. No action may begin with a rating higher than 2 during character creation. (After creation, action ratings may advance up to 3. When you unlock the Mastery advance for your crew, you can advance actions up to rating 4.)
  5. Choose an Experience special ability. This reflects your character's previous experience.
  6. Choose a playbook special ability. Take a look at the special abilities for your playbook and choose one.
  7. Choose a friend and a rival. Mark the one who is a close friend, long-time ally, family relation, or lover (the upward-pointing triangle). Mark one who is a rival, enemy, scorned lover, betrayed partner, etc. (the downward-pointing triangle).
  8. Choose your Vice. Pick your preferred type of vice, detail it with a short description and indicate the name and location of your vice purveyor.
  9. Record your name, alias, and look. Choose a name, an alias (if you use one), and jot down a few words to describe your look. Examples are provided on the preceding page.

Loadout

You have access to all of the items on your character sheet. For each operation, decide what your character’s load will be. During the operation, you may say that your character has an item on hand by checking the box for the item you want to use—up to a number of items equal to your chosen load. Your load also determines your movement speed and conspicuousness:

  • 1-3 load: Light. You’re faster, less conspicuous; you blend in with other people.
  • 4/5 load: Normal. You look like a adventurer, ready for anything.
  • 6 load: Heavy. You’re slower. You look like a person on a mission.
  • 7-9 load: Encumbered. You’re overburdened and can’t do anything except move very slowly.

Some special abilities (like the Mule experience ability) increase the load limits.

Some items count as two items for load (they have two connected boxes). Items in italics don’t count toward your load.

You don’t need to select specific items now. Review your personal items and the standard item descriptions.