Character Creation Summary
1. Choose a playbook. Your playbook represents your character's reputation in the underworld, their special abilities, and how they advance.
2. Choose a heritage. Detail your choice with a note about your family life. For example, Skovlan: Ore miners, now war refugees in Duskwall.
3. Choose a background. Detail your choice with your specific history. For example, Labor: Leviathan hunter, mutineer.
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 a special ability. They're in the gray column in the middle of the character sheet. If you can't decide, choose the first ability on the list. It's placed there as a good first option.
6. Choose a close 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).
7. 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.
8. 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.
Playbooks
Cutter: Cutters are good at winning fights, with violence and with intimidation. Play a Cutter if you want to get your way.
Hound: Hounds are good at tracking things down and also long-distance combat. Play a Hound if you want to choose your battles.
Leech: Leeches are good at using alchemy and wrecking stuff with sabotage. Play a Leech if you want to be creative with weird tools.
Lurk: Lurks are good at sneaking around and breaking into places. Play a Lurk if you want to slink around in the shadows.
Slide: Slides are good at social situations and subterfuge. Play a Slide if you want to manipulate and deceive people.
Spider: Spiders are good at masterminding maneuvers. Play a Spider if you want to assist teammates and deal with other factions.
Whisper: Whispers are good at magical stuff and dealing with ghosts. Play a Whisper if you want to meddle with arcane powers.
Heritages
Akoros is the largest and most industrialized land in the Imperium, and is home to the capitol city as well as Duskwall itself. They're known as a diverse conglomeration of cultures that have grown together in close proximity for centuries, somewhat like Europe.
If you want to be a rootless wanderer you could be from the Dagger Isles. People there often grow up on ships and travel a lot before settling down. They're known as corsairs and merchants who live without lightning barriers ---dealing with spirits in other ways.
If you want to be from a culture considered "foreign" by the locals,
you could be from Iruvia, a rich and powerful desert kingdom far to the south. It's another diverse land of varying cultures similar to old Persia, Egypt, and India.
If you want to be from a place considered "wild" by the rest of the empire, you could be from Severos. Outside the few Imperial settlements, most Severosi live in nomadic horse-tribes scattered across the blasted deathlands, surviving within the ruins of ancient arcane fortresses which still repel spirits.
If you want to be from a marginalized people, you could be from
Skovlan, the island kingdom just across the sea from Doskvol.
Skovlan was last to be brought under Imperial rule, over the course of the 36-year Unity War (which ended only a few years ago). Many Skovlander refugees who lost their homes and jobs in the destruction of the war have come to Doskvol seeking new opportunities.
If you want to be weird, you can be from Tycheros. It's a semi-mythical place, far away beyond the northern Void Sea. Everyone says that the people there are part-demon. If you choose Tycherosi heritage, also create a demonic telltale (like black shark eyes,
feathers instead of hair, etc.) that marks your character.
Backgrounds
Academic: A scholar, a professor or student from Doskvol Academy,
a philosopher or journalist, etc.
Labor: A servant, a factory worker, a coach driver, a docker, a
sailor, a Rail Jack, etc. A stevedore for the North Hook Company.
Law: An advocate or barrister, a Bluecoat or inspector (or even Spirit Warden), a prison guard from Ironhook, etc.
Trade: A shopkeeper, a merchant, a skilled crafts-person, a shipping agent, etc. A liaison to the Ministry of Preservation.
Military: An Imperial or Skovlander soldier, a mercenary, an intelligence operative, a strategist, a training instructor, etc.
Noble: A dilettante, a courtier, the scion of a fallen house, etc.
Underworld: A street urchin, gang member, young thug, or other outcast who grew up on the streets.
Vices
Faith: You're dedicated to an unseen power, forgotten god,
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 rogue spirits, observe bizarre rituals or taboos, etc.
Crew Creation Summary
1. Choose a crew type. The crew type determines the group's purpose, their special abilities, and how they advance.
~ You begin at Tier 0, with strong hold and 0 rep. You start with 2 coin.
2. Choose an initial reputation and lair. Choose how other underworld factions see you: Ambitious, Brutal, Daring , Honorable, Professional, Savvy, Subtle, Strange. Look at the map and pick a district in which to place your lair. Describe the lair.
3. Establish your hunting grounds. Look at the map and pick a district in which to place your hunting grounds. Decide how to deal with the faction that claims that area.
~ Pay them 1 coin.
~ Pay them 2 coin. Get +1 status.
~ Pay nothing. Get -1 status.
4. Choose a special ability. They're in the gray column in the middle of the crew sheet. If you can't decide, choose the first ability on the list. It's placed there as a good first option.
5. Assign crew upgrades. Your crew has two upgrades pre-selected. Choose two more. If your crew has a cohort, follow the procedure to create it. Record the faction status changes due to your upgrades:
~ One faction helped you get an upgrade. Take +1 status with them. Or spend 1 coin for +2 status instead.
~ One faction was harmed when you got an upgrade. Take -2 status with them. Or spend 1 coin for -1 status instead.
6. Choose a favorite contact. Mark the one who is a close friend, long-time ally, or partner in crime. Record the faction status changes related to your contact:
~ One faction is friendly with your contact. Take +1 status with them.
~ One faction is unfriendly with your contact. Take -1 status with them.
At your option, increase the intensity of the factions' relationship with your contact and take +2 and -2 status, instead.
Crew Types
Assassins: Killers for hire. They execute "accidents,"
disappearances, murders, and ransoms.
Bravos: Mercenaries and thugs. They execute battles, extortion,
sabotage, and smash & grabs.
Cult: Acolytes of a forgotten god. They execute artifact acquisitions, auguries, consecration, and sacrifices.
Hawkers: Vice dealers. They execute product procurement, covert sales, shows of force, and social events.
Shadows: Thieves and spies. They execute burglaries, espionage,
robberies, and sabotage.
Smugglers: Contraband transporters. They execute clandestine deliveries, territory control, and expeditions outside the city.