#let chap02_title = [ = Character Creation
<character-creation>
]

#let chap02=[

== Overview:

+ Roll 1d3+3 to determine Skill.
+ Roll 2d6+12 to determine Stamina.
+ Roll 1d6+6 to determine Luck.
+ Record Baseline Possessions that every new character starts with:
+ 2d6 Silver Pence, a Knife, a Lantern & Flask of Oil, a Rucksack, 6
  Provisions.
+ Roll d66 on the Background Table and record Possessions and Skills.

== Backgrounds
<backgrounds>
Backgrounds are everything your character was before you got hold of
them. They provide you with Skills, Possessions, and other Special
benefits where noted. Slide into the role and make it your own.

Roll randomly to determine your starting Background. Notice that they
only touch the edge of specificity: it is up to you to tailor them to
the worlds you play in. Rework them or remove them entirely and replace
them with your own unique vision of the spheres. Boldly lay claim to the
games you play, create content recklessly, and always write in pen.

=== Creating Your Own Backgrounds
<creating-your-own-backgrounds>
When creating your own Backgrounds, as a general rule, stick to 10 or so
total points distributed in a range of 1 to 3 with 3 being someone who
has already mastered their trade. Do not dismiss the importance of a
description — they are the players’ window into the world — but don’t
feel intimidated by them. Keep them simple and pack as much information
into them as you are able; when they are short and evocative the player
will fill in the gaps. The Backgrounds need not be balanced or equal to
one another but should instead be fun and flavourful. After making a new
Background take a moment to consider the reaction of someone receiving
it instead of some other entry in your particular and ever changing
list. Balance the enjoyment rather than the numbers.

== Sample Backgrounds
<sample-backgrounds>
=== 11 Ardent Giant of Corda
<ardent-giant-of-corda>
Every giant has a different story about Corda, well told and interrupted
with tears and laughter, of how they lost it and mean to find it soon
enough but oh, what of today? We should drink and cheer, we’ll search
once again in the morning!

==== Possessions
<possessions>
- An Artefact of Lost Corda, being either an enormous Blue Star Map
  which can tell you where any portal leads \(with a successful
  Astrology test) or a pocket barometer for forecasting the weather \(5
  in 6 accuracy) or a Ruby Lorgnette granting +2 Second Sight.

==== Advanced Skills
<advanced-skills>
- 4 Strength
- 3 Astrology
- 2 Run
- 2 Climb

=== 12 Befouler of Ponds
<befouler-of-ponds>
You’re a wise man, a high priest, a pond-pisser, a typical but committed
adherent of P!P!Ssshrp. The bloated Toad God has no church other than
the periphery of ponds where the foulness catches in the reeds and no
congregation other than the gnats and dragonflies. You minister to them
all the same.

==== Possessions
<possessions-1>
- Sackcloth Robes, caked in stinking mud and undergrowth. +1 to Sneak
  rolls in marshy terrain while wearing them, -1 everywhere else ’cos it
  stinks!
- A Large, Worn Wooden Ladle \(Damage as Mace).

==== Advanced Skills
<advanced-skills-1>
- 3 Spell – Drown
- 3 Swim
- 2 Spell – Tongue Twister
- 2 Spell – Undo
- 1 Spell – Web
- 1 Sneak
- 1 Second Sight

==== Special
<special>
You never contract disease as a result of drinking stagnant liquids.

=== 13 Burglar
<burglar>
As a second-story man you often have cause to wander. Enemies come
naturally from both sides of the law and it pays to keep ahead of
trouble.

==== Possessions
<possessions-2>
- Crossbow and 18 Bolts.
- Roll of Lock Picks.
- Grappling Hook.

==== Advanced Skills
<advanced-skills-2>
- 2 Sneak
- 2 Locks
- 1 Awareness
- 1 Climb
- 1 Trapping
- 1 Knife Fighting
- 1 Crossbow Fighting

==== Special
<special-1>
You may Test your Luck to find and get in with the local criminal
underbelly if one exists.

=== 14 Cacogen
<cacogen>
You are Those-Filthy-Born, spawned in the hump-backed sky lit only by
great black anti-suns and false light. Your mother was sailing on the
golden barges or caught in some more abstract fate when she passed you,
far from the protective malaise of the million spheres. You were
receptive to the power and the glory at a generative time and it shows
in your teratoid form.

==== Possessions
<possessions-3>
- Fusil.
- 2d6 Plasmic Cores.
- Sword.
- Velare.

==== Advanced Skills
<advanced-skills-3>
- 2 Fusil Fighting
- 2 Astrology
- 2 Second Sight
- 2 Spell – Random
- 2 Spell – Random
- 2 Golden Barge Pilot
- 1 Spell – Random
- 1 Sword Fighting

=== 15 Chaos Champion
<chaos-champion>
You no longer don the spiked brass armour but you still have the ear of
your Chaos patron. They’re happy for you to experiment with not plunging
your world into disorder and, ultimately, darkness, but the door is
always open.

==== Possessions
<possessions-4>
- Ritual Scars.
- A Huge Maul.
- Assortment of Ragged Armour \(counts as Modest Armour).
- Dream Journal, almost full.

==== Advanced Skills
<advanced-skills-4>
- 6 Language – Kurgan
- 3 Maul Fighting
- 3 Secret Signs – Chaos Patron
- 1 Spell – Random
- 1 Second Sight

==== Special
<special-2>
Name your patron. You may call upon your patron for aid once per day. To
do so roll three 6s on 3d6. The GM interprets their intervention.

=== 16 Claviger
<claviger>
The Key Masters wander the universe fathoming the workings of all
entryways. Though they’re quite fascinated with simple chests and doors
they are most excited by metaphysical and metaphorical barriers. You
might find small conclaves of Clavigers camped around the feet of Demon
Gates, debating appropriate methods of attack, or building obscure
machines of entry.

==== Possessions
<possessions-5>
- Festooned with Keys \(counts as Modest Armour).
- A Distinguished Sledgehammer \(Damage as Maul).
- Lock Picking Tools.

==== Advanced Skills
<advanced-skills-5>
- 4 Locks
- 3 Strength
- 3 Trapping
- 2 Spell – Open
- 1 Spell – See Through
- 1 Maul Fighting
- 1 Spell – Lock

=== 21 Demon Stalker
<demon-stalker>
You stake your reputation upon your ability to hunt and kill demonic
creatures and those who break bread with them. Goat men in the wilds or
the Angel cults of the slums, all need to be driven back off the edge of
the map and onto the shores of chaos.

==== Possessions
<possessions-6>
- A Silver Sword.
- 16 Silver Arrows and Bow.
- Pouch of Salt.
- Vial of Demon Blood.

==== Advanced Skills
<advanced-skills-6>
- 5 Language – Abyssal
- 3 Spell – Blood Shroud
- 2 Second Sight
- 2 Sword Fighting
- 2 Bow Fighting
- 1 Tracking
- 1 Sneak

=== 22 Dwarf
<dwarf>
You are a short, hairy, belligerent, alcohol dependent creature. Dwarfs
are a sculpted people, ungendered, and thus there are no Dwarf children
or Dwarf families to prevent you from fully committing to the important
Dwarfy endeavours of creating fine art in unusual places. You intend to
find the most unusual places in all the million spheres.

==== Possessions
<possessions-7>
- Masonry Hammer.
- Roll of Artist’s Supplies.

==== Advanced Skills
<advanced-skills-7>
- 3 Awareness
- 2 Sculpting
- 2 Painting
- 2 Metalworking
- 2 Construction
- 2 Strength
- 2 Fist Fighting
- 2 Wrestling
- 1 Hammer Fighting

==== Special
<special-3>
Dwarfs may eat gems and rare metals as food replacements. You, in fact,
vastly prefer the taste of rare minerals to mundane food.

=== 23 Epopt
<epopt>
You are a roaming seer, selling your visions at courts and fetes. You
are instantly recognisable by your yellow coif and habit as being open
for business. Road weary and worldwise, your unpopular visions cause you
to constantly move on.

==== Possessions
<possessions-8>
- Yellow Epopt Outfit, padded for protection against unhappy clients
  \(counts as Modest Armour).
- Epopt Staff, being a walking staff with seeing crystal on one end
  \(Damage as Staff).
- Collapsible Tent, large enough for your stall.

==== Advanced Skills
<advanced-skills-8>
- 2 Awareness
- 2 Evaluate
- 1 Second Sight
- 1 Etiquette
- 1 Fist Fighting
- 1 Run

==== Special
<special-4>
Epopts may Test their Luck to get a yes or no answer to a question about
mundane matters. The GM should make this Test in private, not informing
the Epopt if their visions are accurate.

=== 24 Exographer
<exographer>
Where you come from it’s become quite normal to traverse the Spheres.
Idle academics like yourself have even begun to study these more remote
reaches of the divine effluvia. Though these rural indwellers may never
appreciate your important work, you continually, thanklessly measure
their latent phlogiston.

For posterity.

==== Possessions
<possessions-9>
- Hermetically Sealed Rubber Suit \(counts as Heavy Armour)
- Exographical Surveyors Box
- Spring-Loaded Measuring Tape
- Pistolet
- 1d6 Plasmic Cores

==== Advanced Skills
<advanced-skills-9>
- 4 Exography
- 3 Golden Barge Pilot
- 2 Astrology
- 2 Pistolet Fighting

=== 25 The Fellowship of Knidos
<the-fellowship-of-knidos>
Mathmologists honour the clean and unambiguous truths of mathematics and
coordinate them with their observations of the multiverse. All things
can be measured and predicted with the application of the correct
mathmological ratios, those methods applied to penetrate the ethereal
surface and glimpse the fundamental numbers below.

==== Possessions
<possessions-10>
- Large Astrolabe \(Damage as Mace).
- Abacus.
- Lots of Scrolls and Writing Equipment.

==== Advanced Skills
<advanced-skills-10>
- 3 Mathmology
- 2 Astrology
- 2 Spell – Find

=== 26 Fellow of the Peerage of Porters & Basin Fillers
<fellow-of-the-peerage-of-porters-basin-fillers>
Luggers are a servile group by nature, most often found in the service
of others, weighed down by loads that would buckle a donkey. You take
pride in this, so much so that the everyday assignments of the guild
cannot sate your desire to serve, causing you to venture out in search
of a real challenge for such a talented varlet.

==== Possessions
<possessions-11>
- A Wooden Yoke.
- Brown Overcoat and Soft Doffing Cap of the Guild.
- A Bale Hook \(Damage as Knife and +1 on rolls to lift heavy objects).
- Length of Rope.

==== Advanced Skills
<advanced-skills-11>
- 4 Strength
- 2 Fist Fighting
- 2 Run
- 1 Hook Fighting
- 1 Sneak
- 1 Awareness

=== 31 Gremlin Catcher
<gremlin-catcher>
No matter what country, sphere, or abstract dimension you may find
yourself in, be assured that gremlins will be there digging their
warrens and bothering nice people willing to pay you a shiny penny to
bash their little heads in.

==== Possessions
<possessions-12>
- Small but Vicious Dog.
- Flat Cap.
- A Club.
- A Sack.
- 1d6 Empty Gremlin Jars.
- A Jar with a Pissed–off Gremlin Inside.

==== Advanced Skills
<advanced-skills-12>
- 4 Tunnel Fighting
- 4 Trapping
- 2 Sneak
- 2 Awareness
- 2 Club Fighting
- 2 Tracking
- 1 Swim



==== 32 Journeyman of the Guild of Sharp Corners
<journeyman-of-the-guild-of-sharp-corners>
You are an assassin in training, graduated from fighting dummies and
branding practise clients, freshly imbued with a license to ply your
trade. You haven’t fully developed the idiosyncratic methods required of
a master but you are on the path.

==== Possessions
<possessions-13>
- Black Clothes of the Apprentice.
- Garrotte.
- Curved Sword.
- 3 Vials of Poison.
- Crossbow and 6 Bolts.

==== Advanced Skills
<advanced-skills-13>
- 1 Poison
- 1 Sneak
- 1 Locks
- 1 Knife Fighting
- 1 Climb
- 1 Awareness
- 1 Crossbow Fighting
- 1 Swim
- 1 Disguise

=== 33 Lansquenet
<lansquenet>
You were a mercenary retained in the exclusive service of the Phoenix
Throne, handsomely paid and sent to distant spheres on golden ships to
spread the ineffable glory of your lords at the tip of your flaming
sword.

==== Possessions
<possessions-14>
- Exquisite Pistolet.
- Bandolier containing 18 Plasmic Cores.
- Greatsword.
- Brightly Coloured Clothing with lots of tassels and bells \(impossible
  to sneak). Though frivolous looking it is in fact built with the
  Autarch’s divine alchemy and considered Modest Armour while weighing
  the same as normal clothing \(takes no slots in your inventory).

==== Advanced Skills
<advanced-skills-14>
- 2 Greatsword Fighting
- 2 Pistolet Fighting
- 1 Run
- 1 Fist Fighting
- 1 Astrology

=== 34 Lonesome Monarch
<lonesome-monarch>
You were the ruler of all you surveyed, a great conqueror, a lawbringer!
Unfortunately your horse sped off into the pixie forest, or the court
magician ensured you disappeared, or you led a sortie into the stars to
put your stamp on them as well. Either way you are now a lost and lonely
sovereign without a kingdom — no one has heard of you or your people.
Most don’t believe you and laugh, or worse, they do believe you and
shrug at the vagaries of fate.

==== Possessions
<possessions-15>
- Nice Weapon of your choice.
- Crown.
- Tired Horse.

==== Advanced Skills
<advanced-skills-15>
- 3 Etiquette
- 3 Fighting in your Nice Weapon
- 3 Ride
- 1 Tracking

=== 35 Member of Miss Kinsey’s Dining Club
<member-of-miss-kinseys-dining-club>
The Eaters know that there are only two worlds: the Without and the
Within. They intend to insert as much of the prior into the latter as
they can while experiencing the finest delights available. All culinary
experience is open to them as nothing is forbidden at Miss Kinsey’s. Try
the other, other, other white meat.

==== Possessions
<possessions-16>
- Sharp metal dentures \(Damage as Sword) or forked metal dentures
  \(Damage as Knife. On a Mighty Blow you may cleanly strip all the
  flesh from one small appendage) or blunt metal dentures \(Damage as
  Knife. May be used to eat hard objects).
- Embroidered napkin.

==== Advanced Skills
<advanced-skills-16>
- 3 Etiquette
- 1 Strength
- 1 Tracking
- 1 Trapping
- 1 Gastrology

==== Special
<special-5>
Eaters are immune to mundane ingested poisons. They may also identify
any object if eaten, gaining knowledge of its material, its origin \(if
plausibly familiar), and its magical properties on a successful Test of
Gastrology though the object must be thoroughly masticated, not merely
swallowed and passed. This does not grant special immunity to any
effects the object may possess.

=== 36 Monkeymonger
<monkeymonger>
Life on The Wall is hard. One is never more than a few yards from an
endless fall yet those precarious villages still need to eat. This is
where you come in with your Edible Monkeys \(the distinction is purely
for appeal since all monkeys are of course edible). You used to spend
days on end dangling your feet off the edge of the world, watching over
your chittering livestock while they scampered hither and thither, but
there was no future in monkey meat. You wanted much more and so stepped
off. Or you fell off. Either way you and some unlucky monkeys are here
now and that’s all that matters.

==== Possessions
<possessions-17>
- Monkey Club.
- Butcher’s Knife.
- 1d6 Small Monkeys that do not heed commands but are too scared and
  hungry to travel far from you.
- A Pocket Full of Monkey Treats.

==== Advanced Skills
<advanced-skills-17>
- 4 Climb
- 2 Trapping
- 1 Club Fighting
- 1 Knife Fighting

==== Special
<special-6>
The GM may choose to roll on this table anytime the Mien of monkeys must
be determined.

==== Mien
<mien>
- 1 Playful
- 2 Stalking
- 3 Hungry
- 4 Tired
- 5 Austere
- 6 Aggressive

=== 41 Necromancer
<necromancer>
The least popular of magical practitioners, Necromancers are shunned by
the major centres of learning, left to their own devices on the edges of
society, passing on knowledge in the time honoured master–student
dynamic. This loneliness encourages students to make their own friends.

==== Possessions
<possessions-18>
- Dusty Robes.
- The Skull of your Master or Zombie Servant or Ghost with whom you have
  developed a codependent relationship.

==== Advanced Skills
<advanced-skills-18>
- 2 Healing
- 2 Mortuary Science
- 2 Relationship Counseling
- 1 Spell – Posthumous Vitality
- 1 Spell – Skeletal Counsel
- 1 Spell – Torpor
- 1 Sneak

=== 42 Parchment Witch
<parchment-witch>
Known for their smooth skin, midnight gatherings, and preternatural fear
of rain and open flames; the Parchment Witches are long-dead sorcerers
who cannot give up the vanity of life. They cover themselves in perfect
paper skin, a patiently painted and immaculately folded imitation of
life intended to hide ancient bone and gristle.

==== Possessions
<possessions-19>
- d6 Rolls of Parchment.
- Vials of Pigments and Powders.
- Collection of Brushes.
- Sword Cane.

==== Advanced Skills
<advanced-skills-19>
- 2 Spell – Protection From Rain
- 2 Spell – Callous Strike
- 2 Spell – Quench
- 2 Spell – True Seeing
- 2 Disguise
- 2 Second Sight
- 1 Healing
- 1 Spell – Undo
- 1 Spell – Random

==== Special
<special-7>
You are undead and so do not need to breathe or circulate blood. You
take double Damage from Silver Weapons and regain Stamina half as
effectively from all sources. You must Test your Luck if outside in the
rain, are made wet, are close to open flames, or suffer generally
grievous wounds. A failure will see your skin ruined. If your skin is
compromised you are very obviously a walking corpse.

=== 43 Derivative Dwarf
<derivative-dwarf>
Dwarfs are known for being the finest artisans of the million spheres.
Give a Dwarf a rock and they will make gold, give a Dwarf a boulder and
they will make a Dwarf. You were supposed to be the finest expression of
Dwarfy craftsmanship, a true masterpiece, a brand new step in aesthetic
design, a jump not seen since the old masters.

==== Possessions
<possessions-20>
- Woodsman’s Axe.
- Empty Firkin.

==== Advanced Skills
<advanced-skills-20>
- 3 Fist Fighting
- 3 Awareness
- 2 Strength
- 2 Wrestling
- 2 Axe Fighting

==== Special
<special-8>
As 22 Dwarf but additionally:

To non-Dwarfy eyes you look like any other Dwarf. Only Dwarfs can see
the derivative or uninspired parts of your creation. Other Dwarfs will
completely ignore you since you remind them of their fading novelty. You
have +4 Sneak versus Dwarfs.

=== 44 Questing Knight
<questing-knight>
You are on a quest for the grail, or the sword, or the throne, or for
god, or a lost love, or some other significant object. Your sort are
common enough, wandering the worlds, acting out your romantic melodrama,
accusing good folk of being demons or faeries. Questing Knights are
generally considered to be harmless.

==== Possessions
<possessions-21>
- Heavy Armour.
- Horse.
- Lance \(Damage as Spear).
- Sword.
- Shield.
- A Quixotic Undertaking.

==== Advanced Skills
<advanced-skills-21>
- 3 Jousting
- 2 Sword Fighting
- 2 Spear Fighting
- 1 Shield Fighting
- 1 Awareness

=== 45 Red Priest
<red-priest>
You are an evangelist of the Red Redemption, wandering confessor,
cauterizer of the festering wound of sin: the constant accumulation and
recreational consumption of Mass. How can your spirit fly free while
shackled and flabby?

==== Possessions
<possessions-22>
- Red Robes.
- Traditional Faceless Metal Helmet of
- your order \(Modest Armour).
- Symbolic \(but fully sized and fully functional) Single Headed
  Greataxe, to help batter down the door to sin \(Damage as Greatsword).

==== Advanced Skills
<advanced-skills-22>
- 2 Spell – Ember
- 2 Spell – Fire Bolt
- 2 Spell – Flash
- 2 Great Axe Fighting
- 1 Second Sight
- 1 Spell – Exorcism

=== 46 Rhino-Man
<rhino-man>
The original Rhino-Men were created by an insane sorcerer several
centuries ago but rebelled and killed him. They are fairly rare
creatures, serving as formidable and loyal guards to those who can
afford their services.

==== Possessions
<possessions-23>
- Horn \(Damage as Knife).
- Thick Skin \(Rhino Men always count
- as being Modestly Armoured).
- Undersized Spear.
- Tiny, Useless Helmet.
- Knuckle Dice.
- Half Full Firkin of Rhino-beer \(20 Provisions worth).

==== Advanced Skills
<advanced-skills-23>
- 3 Spear Fighting
- 2 Run
- 2 Strength
- 1 Gambling

=== 51 Sceptical Lamassu
<sceptical-lamassu>
With the body of a bull, the head of a man, the forelegs of a cat, and
the wings of a swan you are the sweetest of the children of the gods.
You, however, were not content to rest on your cloud and instead
descended from the heavens or crawled up from the abyss and set about
finding your own path among the stars.

==== Possessions
<possessions-24>
- Incidental Sacred Jewellery worth 10d6 Silver pence if traded.
- Pillbox Hat.
- Claws \(Damage as Sword).
- Hooves \(Damage as Club).
- Wings — able to fly as fast as a running man over clear ground.

==== Advanced Skills
<advanced-skills-24>
- 3 Fly
- 3 Spell – Random
- 3 Spell – Random
- 3 Spell – Random
- 2 Claw Fighting
- 1 Hoof Fighting

=== 52 Sorcerer of the Academy of Doors
<sorcerer-of-the-academy-of-doors>
You are a student at Troika’s most prestigious wizarding academy \(pride
of the city, experts in pan-dimensional mobility) you were finally able
to penetrate the \(2d6)th door. You are no master but few outside your
peers can claim to know more about the vagaries of skyward travel than
you.

==== Possessions
<possessions-25>
- Small Functional Door worn on your forehead through which you
- channel your magic.
- Flashy Robes.

==== Advanced Skills
<advanced-skills-25>
- 3 Astrology
- 2 Second Sight
- 2 Spell – Astral Reach
- 1 Spell – Teleport
- 1 Spell – Web
- 1 Spell – Random
- 1 Spell – Random
- 1 Spell – Random

=== 53 Sorcerer of the College of Friends
<sorcerer-of-the-college-of-friends>
As an integral part of your tutelage in the sub-dimensional academy of
the Cordial Wizard God you spent your childhood learning about the fate
of pixies, the colour of magic, ritual grammar, and endless other
theoretical topics. Now you’re out in the world, discovering that your
education hardly accounted for any of the things that you’ve seen.

==== Possessions
<possessions-26>
- Pointed Wizard Hat you received at graduation.
- Pocket Full of Wizard Biscuits \(2d6, each counts as a Provision).
- Wand used to help focus new apprentices, now kept for sentimental
  reasons.

==== Advanced Skills
<advanced-skills-26>
- 4 Secret Signs – Witching Words
- 2 Run
- 1 Climb
- 1 Sleight of Hand
- 1 Swim
- 1 Sneak
- 1 Second Sight
- 1 Spell – Jolt
- 1 Spell – Amity
- 1 Spell – Mirror Selves
- 1 Spell – Protection from Rain
- 1 Spell – Helping Hands
- 1 Spell – Purple Lens
- 1 Spell – Random

=== 54 Fellow of The Sublime Society of Beef Steaks
<fellow-of-the-sublime-society-of-beef-steaks>
Brawlers believe the application of might and a good beef steak is the
universal truth. Words have no power and can no more define the universe
than they can build a house, lift a cup, or sear a steak. Might can!
Really, they have thought a lot about this.

==== Possessions
<possessions-27>
- Weapon of your choice.
- Small Gridiron.
- 2kg of Premium Meat Cuts.
- Waistcoat.
- Bottle of Strong but Fancy Wine.

==== Advanced Skills
<advanced-skills-27>
- 2 in a Fighting Skill of your choice
- 2 Wrestling
- 2 Swim
- 2 Climb
- 2 Run
- 2 Fist Fighting
- 1 Grilling

=== 55 Temple Knight of Telak the Swordbringer
<temple-knight-of-telak-the-swordbringer>
You were once \(and possibly still are) a fanatical monk set to maintain
constant, vigilant martial readiness in preparation for the end times,
when all doorways crumble inwards. You are always prepared and never
unready.

==== Possessions
<possessions-28>
- The Blessing of Telak.
- 6 Swords of your choice.

==== Advanced Skills
<advanced-skills-28>
- 3 Awareness
- 2 Blacksmithing
- 1 Sword Fighting
- 1 Greatsword Fighting

==== Special
<special-9>
The blessing of Telak awards you Armour equal to half \(rounded down)
the number of Swords you carry. If you carried 6 Swords your Armour
would be 3 while if you carried 9 it would be 4. You must be overtly
armed at all times or else Telak will take this blessing away until you
forge and donate to the unarmed a brand new Sword.

=== 56 Thaumaturge
<thaumaturge>
Wandering miracle workers, the depths of whose clothes are filled with
pouches of unguents, holy icons and herbs. No matter the metaphysical
need, you are always prepared.

==== Possessions
<possessions-29>
- Thaumaturgic Fez.
- Staff, bedecked with charms and bells. May reroll one die on the Oops!
  Table if using this staff, however, may never sneak up on anyone
  because of the ringing and clattering it makes.
- Curled Shoes.
- Voluminous Robes.

==== Advanced Skills
<advanced-skills-29>
- 3 Spell – Undo
- 2 Spell – Assume Shape
- 2 Spell – Thunder
- 2 Spell – Random
- 1 Spell – Brittle Twigs
- 1 Spell – Random
- 1 Second Sight
- 1 Astrology

==== Special
<special-10>
You may Test your Luck to just so happen to have exactly the \(common)
mystic tchotchke, bauble, or gewgaw the situation requires.

=== 61 Thinking Engine
<thinking-engine>
Your eyes are dull ruby spheres, your skin is hard and smooth like ivory
but brown and whorled like wood. You are clearly broken, you have no
memory of your creation or purpose, and some days your white internal
juices ooze thickly from cracks in your skin.

==== Possessions
<possessions-30>
- Soldering iron.
- Detachable autonomous hands or centaur body \(+4 Run) or inbuilt
  particle detector \(+4 Second Sight) or one random Spell at rank 3.

==== Advanced Skills
<advanced-skills-30>
- 3 Golden Barge Pilot
- 2 Astrology
- 2 Pistolet Fighting
- 2 Healing
- 1 Run
- 1 Strength
- 1 Cooking

==== Special
<special-11>
You don’t recover Stamina by resting in the usual manner — instead you
must spend a full rest period with a hot iron welding your skin back
together like putty. For each hour of rest with access to the right
tools you regain 3 Stamina.

You may recharge plasmic machines by hooking your fluids to them and
spending Stamina at a rate of 1 Stamina and 6 minutes per charge.

You always count as being at least Lightly Armoured.

=== 62 Vengeful Child
<vengeful-child>
Your village was burnt down by ruffians, or your mother was beheaded by
snake cultists, or your father was hung by corrupt officials. Either way
you took umbrage and entered the world with a chip on one shoulder and
an oversized Sword on the other.

==== Possessions
<possessions-31>
- Too-Large Sword that provides +1 to Longsword Fighting and Damage
  while using it. Only you may benefit from this bonus; it’s not magic,
  just sentimental.
- Old Hunting Bow and 12 Arrows.

==== Advanced Skills
<advanced-skills-31>
- 3 Longsword Fighting
- 1 Awareness
- 1 Climb
- 1 Bow Fighting
- 1 Run
- 1 Swim
- 1 Vengeance

=== 63 Venturesome Academic
<venturesome-academic>
You’re a classically trained Academic, a product of the universities of
the Brass City, the Palace of Tigers, or some other less prestigious
centre of learning among the spheres.

==== Possessions
<possessions-32>
- Reading Glasses in a sturdy case \(you cannot read without them).
- Small Sword.
- Bundle of Candles and Matches.
- Writing materials.
- Journal.

==== Advanced Skills
<advanced-skills-32>
- 2 Evaluate
- 2 Astrology
- 1 Healing
- 1 Spell – Random
- 1 Sword Fighting
- 1 Sleight of Hand

==== Special
<special-12>
You may Test your Luck to recall facts that you might reasonably be
expected to have encountered relating to the natural sciences and
humanities.

=== 64 Wizard Hunter
<wizard-hunter>
Some people say man is the most dangerous prey. They’re wrong. Can men
ignite the air and freeze your blood? Can men turn into flocks of
seagulls when cornered in an alley? No, they can’t. Wizards are the most
dangerous prey.

==== Possessions
<possessions-33>
- Large Sack.
- Witch-hair Rope.
- Crossbow and 12 Bolts.
- Sword.
- 1d6 Pocket Gods.
- Ruby Lorgnette.

==== Advanced Skills
<advanced-skills-33>
- 2 Tracking
- 2 Disguise
- 2 Crossbow Fighting
- 1 Sword Fighting
- 1 Sneak
- 1 Locks
- 1 Etiquette

=== 65 Yongardy Lawyer
<yongardy-lawyer>
Down in Yongardy they do things differently. They respect the Law. Every
day there is a queue outside the courts to get a seat to see the latest
up and coming barrister defend their case with a metre of steel. The
people follow the careers of their favourite solicitors, watch all their
cases, collect their portraits, and sneak into the court after hours to
dab the patches of blood on white handkerchiefs. In Yongardy, they love
the Law.

==== Possessions
<possessions-34>
- Rapier \(Damage as Sword) and Puffy Shirt or Sjambok \(Damage as Club)
  and Lots of Scars or Longsword and Heavy Armour or Hammer and
  Gargantuan Shield.
- Manual on Yongardy Law.
- Barrister’s Wig.

==== Advanced Skills
<advanced-skills-34>
- 4 Fighting in your chosen Weapon
- 2 Etiquette
- 1 Healing

=== 66 Zoanthrop
<zoanthrop>
At some point in your past you decided you didn’t need it anymore: you
found a Zoanthropologist and paid them well to remove your troublesome
forebrain and elevate you to the pure and unburdened beast you are
today.

==== Possessions
<possessions-35>
No starting possessions; you have thrown off the shackles of
civilisation. You are probably nude.

==== Advanced Skills
<advanced-skills-35>
- 3 Climb
- 3 Run
- 2 Strength
- 2 Fist Fighting
- 2 Club Fighting
- 2 Wrestling

#colbreak()

==== Special
<special-13>
You are immune to all mind altering effects. You are able to speak but
usually choose not to. When making Advancement Checks for Skills related
to abstract thought, such as Spells or Astrology, you must roll twice
and succeed on both to improve them.

#v(36pt)

]

