Sorts

Table of Contents
Primary Item (H2)

Arche­types for playable char­ac­ters. Each bestows skills and start­ing pos­ses­sions.

Weaknesses

Every sort lists two weak­ness­es. To qual­i­fy for a sort dur­ing char­ac­ter cre­ation, your weak­ness must match one of them.

Starting Virtues and Issues

Some sorts come with issues or virtues. These nei­ther give nor cost XP, even if they usu­al­ly would.

Mutant sorts

Some human sorts are mutants—the prod­uct of genom­ic med­dling by Dark Age sor­cer­ers seek­ing to pro­duce a more durable race of chat­tel. You have a 1-in-6 chance of being allowed a mutant sort at time of selec­tion.

Unusual Sorts

Unique crea­tures and per­son­al­i­ties. Two of a kind can­not coin­cide in a par­ty. You have a 1-in-12 chance of being allowed an unusu­al sort at time of selec­tion.

A note on bur­den :When record­ing start­ing pos­ses­sions, remem­ber that tools and weapons are usu­al­ly 1 bur­den (1#.) Small­er items usu­al­ly stack to 3. Con­tain­ers full of small items are usu­al­ly 1 bur­den.

Bighter

At sea, when a whip­ping to be dis­pensed, it is the bighter—the hand best at knots—who ties and swings the bit­ing lash. A jail­er, a scourge, and a tor­tur­er. Be they sol­diers, sailors, or mer­ce­nar­ies, rough folk abide your woe­ful art: The hum­bling kiss of rope.

Type| Human or Rag­man

Weak­ness| Intel­lect or Sub­tle­ty

Skills

  • Melee: Snap & Lash 2
  • Knots 3
  • Top­ic: Seas 2
  • Sail­ing 2
  • Melee: Hand-to-Hand 2 
  • Lan­guage: [com­mon] 2
  • Lan­guage: [com­mon] 3

Possessions

  • 60 yards of hemp rope
  • Scourge or bull­whip
  • A red-and-white ker­chief
  • Ser­rat­ed sailor’s knife or bag of cal­trops

Binder

A weaver of swad­dled folk. A respect­ed fig­ure in chif­fonier cir­cles. An arti­san unique­ly skilled in the art­ful bind­ing-up of rav­eled life; of flow­ing blood and cloth alike.

Type| Rag­man

Weak­ness| Agili­ty or Might

Flesh Inter­lace You can use Top­ic: Weav­ing to stanch bleed­ing and bind wounds instead of Med­i­cine (12 yards of trap­pings equal one ban­dage.) At Weav­ing 6+, you can tourni­quet any limb that is wear­ing trap­pings.

Skills

  • Top­ic: Weav­ing 3
  • Knots 2 
  • Melee: Impro­vised 1
  • Top­ic: Cou­turi­er 3
  • Top­ic: Chif­fonier fash­ion 4
  • Lan­guage: [com­mon] 3

Possessions

  • 75 yards clean cot­ton trap­pings strips
  • 50 yards soft leather trap­pings strips
  • 25 yards col­ored rib­bon 
  • Long-blad­ed tailor’s scis­sor (as com­bat knife)

Blighted vanguard

Where many with your dis­ease have found despair and pari­ah­dom, you have found oppor­tu­ni­ty. Instead of fear and pity, you engen­der demand. Demand for your ser­vices as an unfeel­ing liv­ing shield.

Type| Rag­man or human

Weak­ness| Agili­ty or Per­cep.

Dis­ease Your left upper arm, fore­arm, & shoul­der have stage II blight (see Dis­eases.)

Skills

  • Melee: Shield & Slam 2
  • Melee: Hand-to-Hand 2
  • Med­i­cine 2
  • Top­ic: Out­casts 4
  • Top­ic: Aveth 3 or Epi­demi­ol­o­gy 3
  • Lan­guage: [uncom­mon] 4 
  • Lan­guage: [com­mon] 2

Possessions

  • rein­forced saloon door (as large shield)
  • thick leather shoul­der pads 
  • 5 ban­dages
  • Wood­en rosary or can­dle and 20 match­es

Body snatcher

A med­ical mis­ap­pro­pri­a­tor. A thief of the hon­ored dead for sale on the black mar­ket, or for your own dis­sec­tion and har­vest.

Type| Rag­man or human

Weak­ness| Agili­ty or Immu­ni­ty

Skills

  • Dis­sec­tion 1
  • Med­i­cine 2
  • Top­ic: Plague 3
  • Top­ic: Black Mar­ket 3
  • Melee: Crush & Strike 2
  • Thrown 2
  • Lan­guage: [com­mon] 5

Possessions

  • Jar of chlo­ro­form
    or bot­tle of lau­danum
  • Maple cosh 1#
  • Thigh-high stock­ing with eye­holes
  • Roll of 3 scalpels
  • Bone saw 1#

Boilermaker

You bring a bit of civ­i­liza­tion wher­ev­er you go: A lit stove and a boil­er of hot water. A beloved ally to ven­ture­some types, for whom heat and com­fort may oth­er­wise be so far away.

Type| Rag­man or human

Weak­ness| Agili­ty or Sub­tle­ty

Virtue: Fit­ment: [your start­ing stove]

Skills

  • Top­ic: Met­al­work­ing 2
  • Top­ic: Armory 2
  • Match­smithy 3
  • Engi­neer­ing 2
  • Wood­cut­ting 3
  • Stowage 3
  • Top­ic: Labor unions 4
  • Top­ic: Steamships 4
  • Lan­guage: [com­mon] 2

Possessions

  • 8 tin cups
    or big cast iron skil­let
  • 2 units of fire­wood
  • Hatch­et
  • Steel plate armor patch kit
  • Blow­torch

One of these start­ing stoves:

Caitiff

You’ve been this way all your life: Hat­ed. A poltroon, a lily-liv­er and a back­biter. A cow­ard­ly das­tard who’ll not only flee your side but take advan­tage in due time. You can’t help it—life is more ter­ri­fy­ing than any­one seems to real­ize, only palat­able when tak­en with the upper hand. It’s in your blood, though you’ll nev­er know it: Ancient med­dling has sown in your blood­line the mak­ings of a per­fect, despi­ca­ble spy­mas­ter.

Type| Human - Mutant

Weak­ness| For­ti­tude or Intel.

Craven: When­ev­er per­il starts and you weren’t the one to insti­gate it, you must roll on the ter­ror chart.

Skills

  • Throw 2
  • Cards 3
  • Horse­man­ship 3
  • Bar­ber­ing 3
  • Swim­ming 2
  • Eti­quette 2
  • Knots 3
  • Lan­guage: [com­mon] 3
  • Lan­guage: [com­mon] 5

Possessions

  • A once-fine silk shirt
    or an immod­est lace vest
  • Leather trousers
    or cream ten­nis shorts
  • Rid­ing boots
    or rub­ber plim­solls
  • An inti­mate item that isn’t yours
  • An war­rant for your arrest in a near­by prin­ci­pal­i­ty

Cooper

A ben­der and a binder of stout hous­ings. A trades­man con­vert­ed by pop­u­lar demand from a crafter of kegs and wine bar­rels to an out­fit­ter of cutter’s casques and body-plates.

Type| Rag­man or human

Weak­ness| Per­cep­tion or Immu.

Virtue: Fit­ment: Keg back­pack or Fit­ment: Buck­et hel­met

Skills

  • Top­ic: Cooper­age 3
  • Top­ic: Wood­work­ing 3
  • Top­ic: Armory 3
  • Melee: Crush & Strike 1
  • Top­ic: Trades­men 3 
  • Lan­guage: [com­mon] 4

Possessions

  • Wood­en buck­et
  • Emp­ty pony keg w/straps (replaces back­pack)
  • 12 steel spikes

Leather tool roll con­tain­ing:

  • Cooper’s ham­mer
  • Draw knife
  • Hand drill

Cutler

A work­er in the live­ly art of blades; in the revi­tal­iz­ing pass of steel over stone and strop; and in the per­ish­ing wake of live steel.

Type| Human, Rag­man, Mouse

Weak­ness| Might or For­ti­tude

Skills

  • Top­ic: Blade­smithy 4
  • Top­ic: Weapon­smithing 1
  • Top­ic: Met­al­work­ing 1
  • Melee: Lunge & Jab 2
  • Hack & Slash 2
  • Lan­guage: [Com­mon] 4

Possessions

  • Whet­stone
  • Leather strop
  • Long, heavy file
  • Leather apron
  • Fine hunt­ing knife
    or fine cleaver

Chimneysweep

A life spent up and down the world’s flues. Bruised, abrad­ed, burned, and suf­fo­cat­ed. Knees and spine and elbows tat­tooed by the shim­my. To out­grow the chim­ney-pipe places you pre­car­i­ous­ly atop it, stoop­ing to rope out the juniors and thrust the whale­tooth brush­es. It is among the worst pro­fes­sions in a world, where the stacks stretch ever taller and acquire ever more soot.

Type| any

Weak­ness| Sub­tle­ty or Immu.

Dis­ease: Option­al­ly, start with soot wart and/or black lung. Get +10 start­ing XP for each body area affect­ed by warts and +40 for black lung.

Skills

  • Throw 2
  • Fish­ing 4
  • Melee: Cast & Tan­gle 2
  • Stowage 2
  • Knots 2
  • Top­ic: Under­class 4
  • Lan­guage: [com­mon] 2

Possessions

  • Soot flail (2#)
    or x2 tele­scop­ic pole (2# ea) + chim­ney­brush (1#)
    or cre­osote trow­el (as dag­ger)
  • 64 m cot­ton rope
  • thick can­vas jack­et and trouser
  • 3 sacks of soot (1# ea)

Church­mouse

You are an eccle­sial acces­so­ry; a tra­di­tion­al employ­ee of parish­es that do no labor upon the Sab­bath, but grate­ful­ly employ those fur­ry folk who can. For every church, there is a church­mouse. And where the church can­not go, the church­mouse goes instead.

Type| Mouse

Weak­ness| Immu­ni­ty or Scur­ry

Skills

  • Bureau­cra­cy 3
  • Match­smithy 3
  • Eti­quette 4
  • Cer­e­monies 4
  • Top­ic: Recent His­to­ry 4
  • Top­ic: Eccle­siarchy 4
  • Top­ic: Aveth 4
  • Lan­guage: [com­mon] 4
  • Lan­guage: Ancient Nor 2

Possessions

  • Sil­ver cham­ber­stick with can­dle snuffer 
  • Box of 20 match­es
  • Three red tapers
  • Cas­simere busi­ness suit
  • White choir dress man­tle
  • Suede mouse sack with ball clo­sure

Disorderly

You are, or were, valet to some offi­cer or com­mis­sion­er. By what­ev­er vagary, you have been sep­a­rat­ed, left aim­less with half your gear and a pair of officer’s boots.

Type| Human

Weak­ness| Sub­tle­ty or Per­cep.

Skills

  • Bureau­cra­cy 2
  • Rid­ing 2
  • Entrench­ing 2
  • Horse­man­ship 1
  • Bar­ber­ing 1
  • Shoot: Pis­tol 2
    or Melee: Hack & Slash 2
  • Top­ic: Mil­i­tary 4
  • Lan­guage: [com­mon] 5

Possessions

  • Belt with hol­stered:
    • Pis­to­lette w/ 5 120 gr fléchettes
    • or muni­tions spade
  • Black bicorn hat or den­im gar­ri­son cap
  • Bur­gundy dress uni­form w/ red pip­ing or den­im padded long coat
  • Black jack­boots or brown laced rid­ing boots
  • Leather sad­dle­bag con­tain­ing:
    • Stiff-bris­tled brush
    • Leather pol­ish
    • Straight razor and steel mir­ror in shav­ing bag

Driftbrick

A mem­ber of the Mason’s Guild, a coali­tion of itin­er­ants who’ll put a qual­i­ty brick in what­ev­er wall, fire­place, or offend­ing face an employ­er desires.

Type| Human, Rag­man

Weak­ness| Intel­lect or Per­cep.

Skills

  • Top­ic: Mason­ry 4
  • Engi­neer­ing 3
  • Melee: Hand-to-Hand 2
  • Melee: Impro­vised 2
  • Top­ic: Masons Guild 2
  • Lan­guage: [com­mon] 2
  • Lan­guage: [com­mon] 2

Possessions

  • Brick­lay­ing trow­el
  • Brick
  • Leather apron 
  • Leather chaps
  • Two pairs woolen socks or soft hat
  • Pewter Mason’s Guild ring

Exposist

Once a crime scene camerist. A expos­er of pho­to­plates and the lurid after­math of lives. The tabloids have lost your loy­al­ty, though: There are sub­jects more outré—more thrilling to exploit—within the deep of the ancient Coast and the bor­ders of oth­er worlds. Places where flash­bulbs have not yet burned.

Type| Human, rag­man, mouse

Weak­ness| Intel­lect or Immu.

Skills

  • Pho­togravure 3
  • Chem­istry 3
  • Top­ic: Crim­i­nal­is­tics 3
  • Top­ic: Anato­my 4
    or Waste anthro­pol­o­gy 4
  • Lock­smithy 2
    or Bureau­cra­cy 2
  • Top­ic: Orga­nized crime 3
    or Top­ic: Folk­lore 3
  • Lan­guage: [com­mon] 2
  • Lan­guage: [com­mon] 4

Possessions

  • Spice 0100 Box Cam­era
  • Cam­era strap
  • 12 pre­pared cop­per­plates
  • Cam­era flash lamp
  • 12 Flash­bulbs
  • Pack of cig­a­rettes
    or A lock­pick
  • Lined black coat 2 warmth
  • Camerist’s pouch 12 pock­et space

Field barber

A cut­ter of scruff and a mender of the bro­ken. A rare ally in dirty and painful times.

Type| Human, Mouse

Weak­ness| Might or Immu­ni­ty

Virtue: Cut­man or Main­tain Appear­ances

Skills

  • Bar­ber­ing 3
  • Med­i­cine 2
  • Herbal­ism 3
  • Surgery 2
  • Melee: Hew & Thrust 1
    or Shoot: Lon­garm 1
  • Lan­guage: [com­mon] 5

Possessions

Leather doc­tor’s bag con­tain­ing:

  • Steel scis­sors
  • Small steel mir­ror
  • Steel comb
  • Straight razor
  • Shav­ing soap
  • Shav­ing mug
  • 3 Ban­dages
  • 3 ampoules ton­ic or a tin of sooth­ing oint­ment

Fieldstone

Found in a bar­ley­field, struck by a steam tiller. You dealt it con­sid­er­able dam­age, and it did so to you, too: A seg­ment of your grieb is miss­ing. Cleaved off, lost. That seg­ment held the main mea­sure of mem­o­ries, sad­ly, a loss dis­cov­ered upon your revival by a geologist—to whom the bar­ley­man sold you. How or when you came to be dead and crys­talline in a field will nev­er be answered. There are bet­ter ques­tions, how­ev­er. Like: “How shall I get on in human soci­ety?” and “what kind of alco­hol do they pro­duce?”

Type| Hob - Unusu­al

Weak­ness| Intel­lect or Immu.

Skills

  • Melee: Hand-to-Hand­ed 2
  • Top­ic: Met­al­lur­gy 2
    or Throw 2
    or Top­ic: Engrav­ing 2
  • Top­ic: Blade­smithy 4
    or Boat­ing 4
    or Top­ic: Jew­el­ry 4
  • Top­ic: Armor­smithy 4
    or Fish­ing 4
    or Top­ic: Gem­cut­ting 4
  • Top­ic: Black­smithy 5
    or Song 5
  • Lan­guage: [com­mon] 1
  • Lan­guage: Stenghetn 5

Possessions

  • Tweed sack coat & trousers (hemmed) or bag­gy ensem­ble sewn from chintz cur­tains
  • Can­teen of strong bar­ley­wine (2u)
  • Walk­ing stick
  • Smok­ing pipe 
  • Box of 20 match­es 
  • Almanac w/ sev­er­al pages torn out
  • Hand­ker­chief, plaid

Gunhawk

A prac­ti­tion­er in the mod­ern art of pis­tols. A pair of flit­ting eyes and a palm quick on the draw bought to start vio­lence before it can spring to oth­er hands. A pro­fes­sion well-desired in the march­lands and fron­tiers, where speed and dis­cre­tion make peace. And where coin, wet with gore and gun oil, makes right.

Type| Human or rag­man

Weak­ness| Might or Intel­lect

Virtue: Pounce or Bet­ter Late

Skills

  • Shoot: Pis­tols 3
  • Melee: Hand-to-Hand 2
    or Throw 2
  • Gun­smithy 2
  • Surgery 2
  • Med­i­cine 2
    or Bar­ber­ing 2
  • Horse­man­ship 3
    or Swim­ming 3
  • Top­ic: Banks 4
  • Lan­guage: [com­mon] 4

Possessions

  • Pis­to­lette w/ leather belt hol­ster
    or flat chamois under­arm hol­ster
  • Leather gun­belt
    or ban­dolier
  • x18 120 gr fléchettes
  • White linen shirt w/ band col­lar
  • Cocoa suit jack­et w/ match­ing waist­coat & trousers
    or checked ser­ape & leather pants or long plum gun­coat & slacks
  • Pork pie hat
    or straw som­brero
    or waxed rain man­tle w/ face cov­er

Harlequin

A delight­ful ter­ror. The dev­il­some com­me­dia star in the checked suit and jeer­ing mask: Caper­ing, jest­ing, flirt­ing with the soubrette, cart­wheel­ing away from con­se­quence. In the pan­tomine, much the same: Bick­er with the Sad Clown, har­ry the grue-mimes with the slap­stick, prat­fall when kissed by the pret­ty young thing. Under the big­top: Don the grease­paint smile, sell the bal­loons, defy the ring­mas­ter, ter­ri­fy and enrap­ture the chil­dren. None of that mat­ters any­more, though. The troupe is gone, the mon­ey spent, the joke unwound. A fool remains.

Type| Human or rag­man

Weak­ness| Might or Sub­tle­ty

Skills

  • Acro­bat­ics 3
  • Melee: Hand-to-Hand 3
  • Throw 3
  • Melee: Crush & Smash 2
  • Play: [instru­ment] 3
  • Song 3
  • Lan­guage: [com­mon] 3
  • Lan­guage: [com­mon] 3

Possessions

  • Black com­e­dy mask
    or grease­paint palette
  • Checked short jack­et
    or silly con­i­cal hat
  • Checked body­suit
    or frilly clown blouse
    or col­or­ful trap­pings
  • Mandolin/mouth harp/harmonica/penny whistle/cigar box gui­tar
    or slap­stick, rub­ber gun, and jug­gling pins

Hellion

A human born cursed, they say. Born of old blood; of Dark Age war­riors who trad­ed the col­or and sen­sa­tion of the world for furi­ous clar­i­ty in war. War­riors, like you, whose dead­ly sens­es were rocked from numb­ness  only by the roar and swell of pain.

Type| Human - Mutant

Weak­ness| Per­cep. or Intel­lect

Adren­al clar­i­ty: You make all attack and Per­cep­tion rolls at -1 unless affect­ed by pain. When you are in pain, this mod­i­fi­er van­ish­es, and you can use Adren­al Response to buy Edges for your attacks (one per attack.)

Skills

  • Melee: Hand-to-Hand 3
  • Melee: Maul & Split 2
    or Crush & Strike 2 
  • Butch­ery 2
  • Wood­cut­ting 2
  • Throw 2 or Cards 2
  • Lan­guage: [com­mon] 2

Possessions

  • Knuck­le dusters
  • Long crow­bar or split­ting maul
    or sledge­ham­mer
  • Scuffed leather jack­et
    or Padded jack­et

Idler

A twid­dler of thumbs. A lean­er and a smok­er in door­frames and shad­ed cor­ners. A lis­ten­er and a thinker. Not an actor, but an observ­er. Not a layabout, but an incip­i­ent learn­er.

Type| Human, mouse, rag­man

Weak­ness|  For­ti­tude or Might

Idle hands: Once per ses­sion, you may gain Prac­tice in 1 skill you see anoth­er char­ac­ter prac­tice.

Skills

  • Top­ic: [com­mon] 4
  • Top­ic: [com­mon] 2
  • Top­ic: [Obscure] 2
  • Lan­guage: [Two com­mon] 3

Possessions

  • Pack of 12 Waxman’s cig­a­rettes
  • Box of 20 match­es
  • Flat­cap or spec­ta­cles
    or banker’s visor
  • Pen­cil
  • Notepad

Infected herbalist

A shunned apothe­cary. A learned pari­ah, dri­ven into society’s out­skirts by its hate for your con­di­tion and by your rov­ing search for ame­lio­rat­ing extracts and unknown panaceas. In the obscure and wild places of the world, you seek a cure, or, at least, an ease­ment, for your suf­fer­ing.

Type| human, rag­man, mouse

Weak­ness|  For­ti­tude or Immu.

Dis­ease: Ran­dom­ly deter­mine three body areas. These areas have stage II blight. Alter­na­tive­ly, choose anoth­er chron­ic, advanced dis­ease. See dis­eases for both.

Skills

  • Med­i­cine 4
  • Herbal­ism 4
  • Dis­sec­tion 2
    or Top­ic: [com­mon] 2
  • Peace 2
  • Lan­guage: [com­mon] 5

Possessions

  • Ban­dolier of 12 spec­i­men jars
  • Belt pouch of 12 ounces griso­date 
  • 10 ban­dages
  • Swad­dling of dirty ban­dages
  • Thick footwraps (replaces start­ing shoes)

Intrepid child

A child of small stature and out­sized ambi­tion. Self-trained by sto­ry­books in wood­en swords, stick-bows, and oth­er skills rel­e­vant to your ideations of high adven­ture.

Type| child

Weak­ness| Might or Intel­lect

Skills

  • Melee: Hack & Slash 2
  • Shoot: Bows 1
  • Wood­work­ing 1
    or Melee: Guard & Bash 1
  • Play: Whis­tle 2
  • Swim­ming 2
  • Lan­guage: [com­mon] 4

Possessions

  • Wood­en sword
  • Hunt­ing bow
  • 5 arrows in fur quiver
  • Tin whis­tle
  • Buck­et with eye­holes
    or bark shield

Intruder

A duplic­i­tous rogue. One pos­sessed of fine limbs, nim­ble man­ners, and a predilec­tion for intru­sion with­in homes and minds.

Type| human or Mouse

Weak­ness| For­ti­tude or Intel.

Skills

  • Eti­quette 3
  • Lock­smithy 2
  • Melee: Lunge & Jab 1
  • Bar­ber­ing 3
  • Cards 3
  • Knots 2
  • Lan­guage: [com­mon] 4
  • Lan­guage: [com­mon] 6

Possessions

  • Lock­pick
  • 20 yards cot­ton rope
  • Fold­ing grap­nel colomine musk cologne
  • A fine, dusty suit and shoes or hood­ed leather jerkin and soft shoes
  • Stilet­to and fore­arm sheathe

Ironmonger

A roustabout from Coun­ty Black, Firlund’s smog-choked heart of indus­try. You are indus­tri­ous and super­sti­tious, both. Raised on patri­o­tism, toil, and the glo­ry of the Indus­tri­al Enlight­en­ment, and hyper-aware of the Oth­er and its hate for all you work for and love.

Type| human

Weak­ness| Immu­ni­ty or Agili­ty

Issue: Cursed

Skills

  • Top­ic: Met­al­work­ing 4
  • Top­ic: [Two top­ics] 3
  • Top­ic: Fir­lund 4
  • Top­ic: Heavy indus­try 4
  • Top­ic: Fairies 3
  • Melee: Hand-to-Hand 1 or Impro­vised 1
  • Lan­guage: Firl­ish 5

Possessions

  • Car­pet bag or can­vas haver­sack
  • 46 cm mon­key wrench
    or drop-forged bolt cut­ters
  • Slide rule or Caliper or oil­er 
  • Deer­skin gloves  
  • Hard-soled work boots
  • Engraved horse­shoe
    or small iron bell ear­ring

Kriegsminister

You’ve tum­bled from the top. One of a hun­dred or more heads sprout­ed and sub­se­quent­ly pruned by Lothrheim’s War Min­istry in its strug­gles with Belvirine and her allied banks. You should have expect­ed it—your strate­gies weren’t any bet­ter than the rest—but that’s no excuse to have thrown you down, so. Pen­ni­less, ban­ished, stripped of your fra­ter­nal alle­giances, dis­avowed by your peers. They’ve sent you to the bot­tom, where the des­per­a­dos lie. How fit­ting it would be to become one of them; one of the caste your coun­try so unwise­ly sum­moned war by ban­ning: a cut­ter.

Type| Human or mouse - Unusu­al

Weak­ness| Might/Subtlety

mar­shal: When you call a shot with Per­cep­tion, choose two allies instead of one. The first one to attack gets the edge. The allies must still have low­er Per­cep­tion than you.

Skills

  • Melee: Hack & Slash 2
  • Shoot: Pis­tol 2 or Horse­man­ship 2
  • Top­ic: Recent his­to­ry 6
  • Top­ic: [com­mon] 3
  • Top­ic: [com­mon] 4
  • Eti­quette 6
  • Bar­ber­ing 4
  • Lan­guage: [com­mon] 4
  • Lan­guage: Emper­oussin 5
  • Lan­guage: Lothrsprech 6

Possessions

  • Rust­ed bas­kethilt
    or saber
  • Dou­ble-breast­ed black dress uni­form w/ red pip­ing insignias torn off
  • Emp­ty pis­tol hol­ster
  • Soft leather parade gauntlets
  • Tin of mous­tache wax or tube of lip­stick
  • Gold mil­i­tary acad­e­my class ring
  • A comb
  • Black jack­boots

Lee urchin

An awful young hud­dler in hol­low logs and dark alleys. A pick­pock­et and a risker. Per­haps an orphan, per­haps a vic­tim of soci­ety. Like­ly a crim­i­nal. Most def­i­nite­ly a scamp.

Type|  Child, Mouse Pup, or Ragling

Weak­ness| Might or For­ti­tude

Skills

  • Top­ic: Streets 2 or Top­ic: Woods 2
  • Cards 2
  • Match­smithy 2
  • Lock­smithy 1 or Trap­ping 1
  • Lan­guage: [com­mon] 3

Possessions

  • Raggedy set of knit clothes
  • Soft sack hat
    or Flat­cap
  • Sor­ry shoes
    or a pen­ny (both replace start­ing shoes)
  • Small steel jaw trap
    or a lock­pick or a fuzee lighter
  • Two six-sided dice
  • One cig­a­rette

Log feller

A human of sim­ple means and delib­er­ate action. A wood­cut­ter, a forest­man; curi­ous­ly adept at delv­ing into forests, how­ev­er gloomy and haunt­ed. 

Type| human or Rag­man

Weak­ness| Intel­lect or Sub­tle­ty

Skills

  • Wood­cut­ting 3
  • Match­smithy 2
  • Top­ic: Wood­lands 3
  • Melee: Maul & Split 2
  • Swim­ming 2
  • Trap­ping 2
  • Lan­guage: Firl­ish 4

Possessions

  • Felling axe
  • Hir­sute coat
    or buck­skin jack­et 
  • Tree climb­ing spurs
  • Large stick bas­ket with straps (replaces start­ing back­pack)

Lugger

A con­vey­or of bur­dens. A back grown broad and steady neath uncount­ed crush­ing loads. Per­haps a steve­dore, a farmer, or a bear­er of sacred oils. Now, a couri­er of what­ev­er car­go graces your iron frame.

Type| human, Rag­man

Weak­ness| Agili­ty or Sub­tle­ty

Virtue: Fit­ment: [your start­ing con­tain­er] and Good back

Skills

  • Melee: Hand-to-Hand 2
  • Cards 2
  • Song: 2
  • Knots 2
    or Stowage 2
  • Top­ic: [Com­mon] 3
  • Lan­guage: [Com­mon] 2
  • Lan­guage: [Com­mon] 4

Possessions

  • Lug straps
  • Pais­ley or check­ered ban­dana

One con­tain­er (4 bur­den, dou­ble the capac­i­ty of a back­pack)

  • Wine crate
  • Foot­lock­er
  • Small chest of draw­ers

Linkend

Yours it is the most junior and dread­ed job in the ven­tur­ing econ­o­my: The link­end, or link­er. A cut­ter of so lit­tle might or skill as to be rel­e­gat­ed as for­ward lantern-bear­er for stronger par­ties. Link­enden walk first in march­ing order, ful­fill­ing a sec­ondary, unspo­ken role: To trig­ger traps and bear the brunt of ambush. You are the first in dan­ger. The first to per­ish. The last to be paid.

Type| human, rag­man, mouse, child, ragling, or mouse pup

Weak­ness| For­ti­tude or Immu­ni­ty

Reluc­tant van­guard: You have a ten­u­ous scrap of luck. When in first place in march­ing order, you receive a bonus to dodge rolls equal to 2 minus your Ses­sions Sur­vived. If you sur­vive 5 ses­sions, you lose this virtue and your sort becomes Wick­ie.

Skills

  • Match­smithy 2
  • Melee: Impro­vised 1
  • Lan­guage: [com­mon] 3

Possessions

  • Woolen pock­et­ed vest
    or short woolen cape
  • Box of 20 match­es
  • 3 tal­low can­dles
  • Can­dle lantern

Lurkabout

A lurk­er and an encroach­er. A latent loi­ter­er in dank hov­els and dug-out hol­lows. Your goals and wants are rude, but dis­tinct.

Type| Rag­man

Weak­ness| Intel­lect or Fort.

Skills

  • Entrench­ing 3
  • Cook­ing 2 
  • Match­smithy 2
  • Cards 2
    or Play [Instru­ment] 2
  • Melee: Impro­vised 1
    or Melee: Hack & Slash 1
  • Top­ic: Alley­ways 3
    or Top­ic: March­lands 3
  • Lan­guage: [com­mon] 2

Possessions

  • 3 fat dubi­ous sausages
  • Rude wood­en pipe
  • Box of 20 match­es
  • Shov­el
  • Rotis­serie spit
    or Cast iron skil­let

Malpracticant

Expelled. Top of your class, and so close to your res­i­den­cy. “Ongo­ing mis­con­duct of a moral­ly trou­bling nature,” claimed the Fac­ul­ty Coun­cil. “Stag­ger­ing crim­i­nal and eth­i­cal vio­la­tions.” A unan­i­mous vote for your ejec­tion. No mat­ter: They can’t destroy your the­sis. Your work con­tin­ues else­where: In the fron­tier, the dun­geon, or the bat­tle­field will you found your ersatz research hos­pi­tal, and in cut­ters find your sub­jects.

Type| Human, rag­man,
or mouse - Unusu­al

Weak­ness| For­ti­tude or Might

Skills

  • Med­i­cine 4
  • Dis­sec­tion 4
  • Surgery 4 or
    Chem­istry 4
  • Top­ic: Anato­my 4
    or Top­ic: Phar­ma­col­o­gy
  • Top­ic: Biol­o­gy 4
  • Top­ic: Hos­pi­tals 4
  • Top­ic: [unom­mon] 3
  • Lan­guage: Ancient Nor 4
  • Lan­guage: [com­mon] 5

Possessions

  • £300 debt with 1 bank
  • black rub­ber sur­gi­cal smock
  • black leather bag w/:
    • x2 stan­dard med­ical kit
    • 3 phe­nol
    • 3 chlo­ro­form
    • x6 suture nee­dle
      x6 suture thread
    • field sur­gi­cal kit

Manhunter

You know the thin dis­tinc­tion between a killer and a civ­il con­trac­tor: One has their head on a poster. The oth­er is you.

Type| human, rag­man

Weak­ness| Agili­ty or Intel­lect

Skills

  • Hounds­man­ship 2 or Throw 2
  • Butch­ery 2
    or Match­smithy 2
  • Med­i­cine 2 or Knots 2
  • Melee: Hack & Slash 2
  • Top­ic: Boun­ty Hunt­ing 4
  • Lan­guage: [com­mon] 4

Possessions

  • Sharp­ened steel grap­nel
    or Ser­rat­ed hunt­ing knife
  • Muni­tions hatch­et
  • Leather jack­et
  • Rigid bar hand­cuffs
  • A want­ed poster for a near­by boun­ty head

Moonshiner

A kind of mer­chant refugee. A brew­er and a ped­dler of craft spir­its fled from Belvirine, where such prod­ucts are pro­hib­it­ed.

Type| human, rag­man

Weak­ness| Immu­ni­ty or Per­cep.

Skills

  • Melee: Crush & Strike 1
  • Dis­tillery 2
  • Com­merce 2 or Match­smithy 2
  • Top­ic: Met­al­work­ing 1
  • Top­ic: Black mar­ket 3
  • Lan­guage: [com­mon] 4

Possessions

  • Cop­per pot-still with straps (counts as back­pack)
  • Small bar­rel with drain holes
  • Cop­per tub­ing
  • Clay jug with fin­ger loop, full of white spir­its
  • Lighter
  • Cast iron ladle, long (as crow­bar)

Morselieur

A dar­ing vict­ualler. A hunter and a seek­er of new food­stuffs, wher­ev­er they may hide.

Type| human, rag­man, mouse

Weak­ness| Might or Agili­ty

Virtue: For­ager

Skills

  • Butch­ery 3
  • Dis­sec­tion 3
  • Cook­ing 3
  • Top­ic: Meats 4
  • Top­ic: Edi­ble plants 4
  • Lan­guage: [com­mon] 4

Possessions

  • Gar­den­ing gloves
  • Tweed flat cap
    or cloche hat
  • Galosh­es

Leather tool roll w/:

  • Gar­den trow­el
  • Butch­er knife
  • Seca­teurs
  • Cleaver
  • Hunt­ing knife

Parvenu

Briefly, you were nou­veau riche: Ascend­ed on an updraft of mon­ey and fame to scin­til­late among the unmasked aris­tos­phere. You attend­ed the din­ner par­ties, the char­i­ty balls, the rib­bon-cut­tings; the rol­lick­ing sum­mer social sea­son and its recep­tions, debu­tantes, regat­tas, and open­ing nights at the opera. The con­vivial win­ter of coun­try hous­es, hunt­ing par­ties, resort towns, and end­less smoky nights nod­ding and argu­ing with the fer­vent heads of pol­i­tics and indus­try. But not every­one likes an upstart. Soon enough, they found you out—you impostor—and cut you down.

Type| human, rag­man, mouse - Unusu­al

Weak­ness| For­ti­tude or Agi.

Skills

  • Eti­quette 4 or Bar­ber­ing 3
  • Pen­man­ship 3
    or Lock­smithy 3
  • Horse­man­ship 3
    or Fish­ing 3
  • Cards 3 or Dri­ve 3
  • Swim­ming 3 or Knots 3
  • Melee: Lunge & Jab 2 or
    Shoot: Pis­tol 2
  • Top­ic: City life 4
  • Top­ic: Aris­tos­phere 3
  • Lan­guage: [com­mon] 4
  • Lan­guage: [com­mon] 6

Possessions

  • Brief­case (replaces back­pack)
  • Bank account w/ £56 bal­ance
  • Brass foun­tain pen
  • Check­book
  • Aris­to­crat’s sil­ver mask
  • Sil­ver cig­a­rette case
    w/ 3 lock­picks
  • Bril­liantine jack­et, waist­coat,
    and trousers
  • Pat­terned silk tie
  • Oxblood loafers
  • Slight­ly crushed hat

Pavisier

On the sur­face, you’re a clever re-adopter of medieval tac­tics. In real­i­ty, you’re a would-be cut­ter with a torn-off door, a hand­ful of smarts, and a pen­chant for hid­ing behind things.

Type| human, rag­man

Weak­ness| Per­cep­tion or Subt.

Skills

  • Melee: Guard & Bash 2
  • Top­ic: Met­al­work­ing 2
  • Top­ic: Wood­work­ing 3
  • Top­ic: Weapon­smithy 3
  • Lan­guage: [Ancient Nor] 4
    or Top­ic: Dark Ages 4
  • Lan­guage: [com­mon] 4

Possessions

  • Rough half pavise (half a door w/crampons on bot­tom; armor 2/6, cov­er­age 4)
  • Hunt­ing cross­bow
  • 12 cross­bow bolts in steel map tube w/cap
  • Smith’s ham­mer

Poacher

A hun­gry stalk­er. A hunter and a thief. Phras­es like “pri­vate prop­er­ty” and “land use rights” are mere­ly phras­es. Ones con­coct­ed by the wealthy, who are poor­er woods­men than you. 

Type| human, rag­man

Weak­ness| Might or Intel­lect

Skills

  • Shoot: Bow 2
  • Thrown 1
    or Top­ic: Mon­sters 1
  • Top­ic: Law 3
    or Top­ic: Woods 3
  • Top­ic: Trap­ping 2
    or Top­ic: Botany 2
  • Lan­guage: [com­mon] 4

Possessions

  • Long­bow
  • Boiled leather quiver of 12 bod­kin arrows
  • Small leather pouch, with fringe 
  • Sprig­gan-tail cap
    or Thick leather brac­ers

Pixie eater

A wretched pup. A catch­er and a gob­bler of any­thing small and slow enough to find itself in your grub­by paws. Per­haps you have poten­tial. Per­haps you will always be like this.

Type| child, mouse pup, ragling

Weak­ness| Intel­lect or Might

Skills

  • Top­ic: Pix­ies 2
  • Top­ic: Bugs 2
  • Melee: Cast & Tan­gle 2
  • Lan­guage: [com­mon] 3

Possessions

  • Pix­ie net
  • Three glass jars, each con­tain­ing a ran­dom pix­ie
  • Sack of semi-liv­ing crick­ets
    or 2 pork­snaps

Plumeau

Yours is a role deemed inte­gral to Emper­oussin high ser­vice: The dust-mouse, who charges the clocks, fluffs the pil­lows, and  cleans the unreach­able places. A ser­vant often present, but rarely seen. A hear­er of secrets, and a view­er of the strange and recher­ché pas­times of aris­to­crats.

Type| Mouse

Weak­ness| Might or For­ti­tude

Skills

  • Eti­quette 6
  • Top­ic: Clock­work 2
    or Lock­smithy 2
  • Top­ic: Aris­tos­phere 6
  • Bar­ber­ing 4
  • Top­ic: [com­mon]
  • Lan­guage: Emper­oussin 6
  • Lan­guage: [com­mon] 4

Possessions

  • Feath­er duster
  • Valet
    or Maid’s liv­ery
  • Black mouse socks
  • Set of clock keys

Professicant

A trav­el­ing prog­nos­ti­cant. A lec­tur­ist who wan­ders, dis­pens­ing sam­ples of their col­lect­ed stock of knowl­edge. You for­sake academia’s samey halls for the var­ied school­rooms that are inns, vil­lage squares, and shad­ed lees. Per­haps you do so out of dis­con­tent, or per­haps your eru­di­tion is of a kind unfit for civ­i­lized lands.

Type| human, rag­man, or mouse

Weak­ness| For­ti­tude or Agili­ty

Skills

  • Instruc­tion 2
  • Lore [Two com­mon] 2
  • Lore [obscure] 2
  • Lan­guage: [Com­mon] 5
    or [One non­com­bat top­i­cal skill] 5
  • Lan­guage: [com­mon] 6
  • Lan­guage: [ancient] 3
    or Top­ic: Occult 2

Possessions

  • Three ran­dom books from this list
  • Book strap with buck­le
  • Ash walk­ing stick
  • Hat with tas­sel
  • Smok­ing pipe & box of 20 match­es
  • An onyx pen

Patescrape

An unusu­al fur­ri­er. Your arts unap­pre­ci­at­ed by the civ­il and the human. For you, this is no con­cern. Such folk are less often patrons than hir­sute hides wait­ing to be dressed.

Type| rag­man, ragling

Weak­ness| Intel­lect or Immu­ni­ty

Skills

  • Shoot: Sling 2
  • Butch­ery 2
  • Top­ic: Wood­work­ing 1
  • Melee: Hack and Slash 2
  • Lan­guage: [com­mon] 3

Possessions

  • Leather sling +10 sling bul­lets
    or Heavy curved knife
  • Huge grin­ning wood­en mask
  • or Hide round­shield
  • Carv­ing knife
  • 10 loose match­es
  • Carved wood­en pipe
  • Half a rub­ber boot sole

Ravelling

A colony of raglings, tan­gled by need and mis­for­tune into a sym­bi­ot­ic knot. Chil­dren unwant­ed and starv­ing, unit­ed mind and body by tied tat­ters and emp­ty bel­lies into a woe­ful, scut­tling whole.

Type| ragling - Unusu­al

Weak­ness| Might, Immu­ni­ty

Tan­gled: You are a dirty mass of weak, tiny raglings con­nect­ed by a woven man­tle-nest of trap­pings: You still occu­py 1 square, but you may not be moved through by allies; you have 2 warmth at all times; and you may not dis­con­nect indi­vid­ual raglings from the knot. You do not have names. You are “Us,” or “we.”

When you “die,” one of your con­stituent raglings dies. You may eat it or cut it from the knot and eject it. When this hap­pens, half your wounds and their cor­re­spond­ing Stress van­ish, and you gain 4 dis­tress. If this hap­pens three times, you gain a name, and become a lee urchin instead.

Per­pet­u­al hunger: You require dou­ble the usu­al food per day. You can­not become well fed.

Skills

  • Top­ic: Weav­ing 3
  • Stowage 3 or Knots 3
  • Melee: Hand-to-Hand 2
  • Lan­guage: [com­mon] 1
  • Lan­guage: [com­mon] 2

Possessions

  • 4 wood­en spoons

Refector

A priest of the Refec­tive Order. A monk devot­ed to the phys­i­cal and spir­i­tu­al nour­ish­ment of the faith­ful. As the sup­per table is your tem­ple, so too are comestibles your bless­ing.

Type| human

Weak­ness| Per­cep. or Agili­ty

Virtues: Avethan and Ordained of Aveth (see Faith.)

Lord’s lunch: Square meals you cook count as Eucharist to Avethan char­ac­ters.

Skills

  • Cook­ing 3
  • Cer­e­monies 4
  • Top­ic: [com­mon] 4
  • Lan­guage: Firl­ish 4 or Alagóran 4
  • Lan­guage: Ancient Nor 3 or Butch­ery 3

Possessions

  • Sil­ver hand wash­ing basin
  • 6 sil­ver din­ner knives
  • Wood­en rosary
  • Wick­er back­pack
    or large rotis­serie spit
  • Cleaver with sheath

Revenant delver

Despite a fatal false start to your ven­tur­ing career, you are ready to begin again. Robbed of your health, your mem­o­ry, and your first life, you have one boon to your name: A sec­ond chance at the dun­geon where­in you met your end.

Type| human - Mutant

Weak­ness| Immu­ni­ty or Subt.

Virtue: Death­blow­proof

Revenant: You have no mem­o­ry of your first life. You can’t rec­ol­lect lore skills.

Skills

  • Melee: Impro­vised 1
  • Top­ic: Tombs 3
  • Lan­guage: [com­mon] 5

Possessions

  • Fin maille blouse •• (2/6 tor­so, back, shoul­ders, arms) 
  • Shov­el
  • Wood­en box com­pass
  • 1 ran­dom item from this list
  • 2 ran­dom severe wounds healed to 2 stich­es
  • 5 Dis­tress (no XP)
  • The loca­tion of a near­by dun­geon

OR the wounds and belong­ings of a dead com­pan­ion aban­doned recent­ly. Your wounds are healed to 2 stitch­es each.

Revenant soldier

You awoke amidst the car­cass­es of your com­rades. Blood­ied, for­got­ten, half-buried. Struck down by a mor­tal blow, yet still alive. To those you once knew, to your old life, you are dead. You know noth­ing of that life; you are a new crea­ture entire­ly. How you now remain alive, you will nev­er know. 

Type| human - Mutant

Weak­ness|  For­ti­tude or Immu.

Virtue: Death­blow­proof

Revenant: You have no mem­o­ry of your first life. You can’t rec­ol­lect lore skills.

Skills

  • Shoot: Lon­garm 2
  • Melee: Spear & Ward 2
    or Med­i­cine 2
  • Swim­ming 2
    or Entrench­ing 2
  • Rid­ing 2
    or Bar­ber­ing 2
  • Lan­guage [com­mon] 4

Possessions

  • Rust­ed pis­tol gun­spring w/ inter­nal mag
  • 4 150 gr fléchettes
  • Rust­ed sword bay­o­net
  • Pick­el­haube (4|3)
  • Ruined woolen uni­form
  • Ruined black jack­boots
  • mor­tal chest wound healed to 2 stitch­es
  • 5 dis­tress (no XP)

Rout hound

A raw and vicious breed. Lit­tle more than a set of gnash­ing teeth and bound­ing legs, lusty for the fray. An instru­ment of war bred for the pur­suit and dis­patch of flighty prey.

Type| hound

Weak­ness|  Intel­lect or Sub­tle­ty

Cours­er: If you move more than 6 squares, your next attack is made with an edge.

Possessions

  • Plat­ed col­lar with heavy ring (4/6, neck) •
  • Har­ness with ban­dage box
    or steel hand­cuffs and key

Soaplicker

A rogue from the rough port-cities of Maples. There, on the brick­walks and canal-streets, you learned the dance of the lic­cas­apone: The long soap-knife so well known for anoint­ing duelists with arc­ing, saponat­ed scars. With a fist of rope and a long blade, you will bestow many more.

Type| human or rag­man

Weak­ness| Might or Per­cep­tion

Virtue: Dis­fig­ured (option­al)

Mapoli­tan Twist: When you wield a rope fist, its block val­ue is 2 instead of 0, but only ver­sus edged weapons.

Skills

  • Melee: Lunge & Jab 4
  • Knots 2 or Cards 2
  • Fish­ing 2 or Boat­ing 2
  • Lan­guage: Mapoli­tan 6
  • Lan­guage: [com­mon] 2

Possessions

  • Mapoli­tan soap knife (replaces start­ing knife)
  • 4 yards of cot­ton rope
  • Bar of soap
  • Numer­ous thin white scars on your hands, arms, face, and chest

Slubberdegullion

A lim­bic thrall. Dri­ven by the cost and mea­ger vari­ety of com­mon nar­cotics to the edge of soci­ety, to repro­bate lengths and derelict places. To the Desperado’s life, which you lead in vio­lent, fever­ish lurch­es between phar­ma­co­log­i­cal obliv­ions.

Type| human, rag­man, or mouse

Weak­ness|  Intel­lect or Per.

Virtue: Poly­sub­sis­tence

Skills

  • Melee: Hand-to-Hand 2
  • Throw 1 or Melee: Guard & Bash 1
  • Cards 2 or Song 2
  • Bureau­cra­cy 2 or Herbal­ism 2
  • Bar­ber­ing 4
    or Top­ic: Adven­ture cap­i­tal 4
  • Top­ic: Four­nisseurs Guild 3
    or Top­ic: [one phi­los­o­phy] 3 
  • Lan­guage: [Com­mon] 4

Possessions

  • Poor­ly brown suit jack­et lined w/ padding & match­ing trousers
    or Sweat-stained padded soft leather vest & culottes

Stew captain

Yours is a role ancient and inte­gral to mar­tial tra­di­tion. No com­pa­ny nor mer­ce­nary band is com­plete with­out such a culi­nary quar­ter­mas­ter. A keep­er, pre­par­er, and dis­trib­u­tor of the stewpot’s pre­cious con­tents.

Type| human

Weak­ness| Immu­ni­ty or Subt.

Virtue: Fit­ment: Round-bel­ly cop­per pot

Virtue: Per­pet­u­al Stew

Skills

  • Cook­ing 3
  • Butch­ery 1
    or Gun­smithy 1
    or Blade­smithy 1
  • Match­smithy 1
    or Bureau­cra­cy 1
  • Shoot: Lon­garm 2
    or Melee: Hew & Thrust 2
  • Top­ic: Mil­i­tary 4
    or Top­ic: Adven­ture Cap­i­tal 4
  • Lan­guage: [com­mon] 5

Possessions

  • Round-bel­ly cop­per pot, large, with straps & lock­ing lid
  • Woolen uni­form coat (mil­i­tary or bank)
  • 6 wood­en spoons & 6 wood­en bowls
  • Bat­tered black jack­boots
  • Side­sword & scab­bard
    or Sin­gle-shot breech action lev­erette w/ 8 fléchettes

Teamster

A dri­ver and a pack­er of bur­dened ani­mals. A mak­er of mobile order capa­ble of turn­ing the heavy chaos of pack­ages, car­go, beasts, and men into a con­voy lashed and bound for prof­itable ports and expe­di­tious aims.

Type| human or rag­man

Weak­ness| Agili­ty or Intel­lect

Skills

  • Dri­ving 4
  • Horse­man­ship 3
  • Stowage 4
  • Knots 2
    or Throw 2
  • Melee: Hand-to-Hand 2
    or Melee: Snap & Lash 2
  • Top­ic: Com­merce 4
    or Top­ic: Geog­ra­phy 4
  • Lan­guage [com­mon] 3

Possessions

  • Lug straps
  • Bull­whip
    or Stock­whip
    or fat boot knife
  • leather lar­i­at
  • ranch hat
    or Som­brero
    or Papakha hat

Trespasser

A cross­er of for­bid­den thresh­olds. A tomb crack­er inspired not so much by bur­gled gold, but by a per­verse urge to tres­pass ancient seals and immured grounds.

Type| human or rag­man

Weak­ness| Per­cep­tion or Fort.

Skills

  • Lock­smithy 3
  • Melee: Crush & Strike 2
  • Entrench­ing 2
    or Swim­ming 2
    or Explo­sives 2
  • Top­ic: [1 ancient cul­ture] 3 
  • Top­ic: Dark Ages 2 or Top­ic: Tombs 2
  • Lan­guage: [Com­mon] 5
  • Lan­guage: [Ancient] 4

Possessions

  • Crow­bar, 60 cm
  • Lock­pick
  • Heavy woolen cape
    or One item from this list
  • Blow­torch
  • can of kerosene

Trycook

Your call­ing is to fuel the cut­ters, sol­diers, lum­ber­jacks, and sailors of the world. Pan­cakes, fat­ted prunes, pota­toes and hash; slung from greased grid­dles and bur­bling pans of fat: All oil for the mech­a­nism of the work­ing body.

Type| human or rag­man

Weak­ness| Agili­ty or For­ti­tude

Flens­ing: When you use Butch­ery to Har­vest a car­cass, you gain units of fat equal to your Butch­ery lev­el in addi­tion to any meat acquired.

Skills

  • Cook­ing 2
  • Butch­ery 1
  • Biol­o­gy: Fats 2 or Match­smithy 2
  • Lan­guage: [com­mon] 4

Possessions

  • Flat-spined cleaver
  • Flens­ing knife
  • Small cast iron grid­dle, round
  • Sack of 12 pota­toes
  • Box of 20 match­es
  • Jar of 20 pinch­es salt

Tune carrier

A mar­tial musi­cian. Bear­er and employ­er of the state­ly fan­fares, cadences, and ener­getic march­es by which fight­ing folk are spurred to pur­pose­ful action. By pipe, fife, or beat­ing drum, you stir the heart to war.

Type| human, child, mouse, rag­man

Weak­ness| Immu­ni­ty or For­ti­tude

Skills

  • Play: [instru­ment] 2
  • Melee: Hack & Slash 1
    or Hew & Thrust 1
  • Top­ic: Mil­i­tary 2
    or Top­ic: Cut­ters 2
  • Lan­guage: [com­mon] 4

Possessions

  • Set of bag­pipes
    or a snare drum and sticks
    or a bugle
  • Army uni­form (wool or den­im)
    or short pleat­ed coat and knicker­bock­ers
  • Muni­tions hatch­et
  • Soft hat with feath­er
    or gar­ri­son cap

Unclaimed cargo

First, the farewells; the hur­ried straw dun­nage; the crack of box nails in pine; the bump and curs­ing of the steve­dores; the long days sway­ing at sea. Then the jerk of the quay crane; the heat of the dock­side impound; the bick­er­ing of the cus­toms offi­cers; the long dark of the ware­house; the weeks of silence save for rats gnaw­ing with­out. Weeks at once tor­pid and ner­vous. Eager and ter­ri­fied. Lethal­ly claus­tro­pho­bic. Who final­ly freed you? It was­n’t “T.S. Esper­an­za,” at any rate, his print­ed name over­writ­ten by a damn­ing red stamp: unclaimed car­go.

Type|  ani­muncu­lus - Unusu­al

Weak­ness| Agili­ty or Per­cep.

Issue| Claus­tro­pho­bia or nyc­to­pho­bia

Skills

  • Lan­guage: [com­mon] 3

Possessions

  • 3 Dis­tress

Venturesome priest

From the holy crags of Mount Rubi­tus, you are far removed, bound on a drear errand to aid  cut­ters in the wilder­lands. Though they are rude and most­ly faith­less, their task, to dri­ve out the wild, the Oth­er­ly, and the dev­il­some, is one you count as a great ser­vice to human­i­ty. For this, they are supreme­ly holy. You will join them in their ven­tures, how­ev­er bloody they may be.

Type|  human

Weak­ness| Sub­tle­ty or Might

Virtue: Avethan and Ordained of Aveth (see Faith.)

Skills

  • Melee: Spear & Ward 2
  • Cer­e­monies 3
  • Med­i­cine 1
  • Lan­guage: Firl­ish 3
  • Lan­guage: Ancient Nor 4 
  • Lan­guage: Alagóran 5

Possessions

  • Stel­late has­ta polearm head, bro­ken from pole (counts as knife) 
  • Writ of Aveth, with straps, bound in steel (Armor 7/9, cov­ers chest front)
  • Sil­ver devo­tion­al flask w/ holy water (as can­teen)
  • Wood-bead rosary with sil­ver hastel­la

Wickie

A trim­mer of wicks. A winder of springs and a pol­ish­er of lamps. A light­house keep­er, cur­rent or erst­while. One of a rare, iso­lat­ed folk. A busy caste filled with lone­some mys­tery, who find solace in light and in toil, lest the turn­ing of gears and the hiss of lamps fade and admit the mad roar of the sea. Or the cries of ship­wrecked men.

Type| human, rag­man, mouse

Weak­ness| Sub­tle­ty or Fort.

Bright har­bor: While in prox­im­i­ty of a light source lit and main­tained by you, gain +1 to sleep rolls. If the light extin­guish­es, suf­fer -2.

Skills

  • Match­smithy 2
  • Top­ic: Clock­work 2
  • Melee: Crush & Strike 2
  • Top­ic: Met­al­work­ing 1
    or Top­ic: Seas 1 
  • Lan­guage [com­mon] 4

Possessions

  • Long oil­cloth coat
  • Navy hat or long wood­en pipe
  • Length of heavy wick
  • Box of 20 match­es
  • Oil lantern, thick lensed

Woe friar

A monk of the Sepul­tur­al Order. A roam­ing agent sent to roam the cold and infi­del North and ensure holy bur­ial of the hon­ored dead. Your task: to inter human beings. To spare how­ev­er many you may from a hea­then pyre.

Type| human

Weak­ness| Sub­tle­ty or Agili­ty

Virtues: Avethan and Ordained of Aveth (see Faith.)

Skills

  • Peace 2
  • Med­i­cine 1
    or Cook­ing 1
  • Cer­e­monies 3
  • Lan­guage [com­mon] 5
  • Lan­guage: Ancient Nor 4

Possessions

  • Black habit with white rope belt
  • Spade
  • Pouch of 4 oz Griso­date
  • Wood­en rosary

Sort Qualifications

  qual­i­fi­er norm 1 norm 2 norm 3 Mutant Uncom­mon unusu­al
1 Agili­ty or
For­ti­tude
Trycook Pro­fes­si­cant       Par­venu
2 Agili­ty or
Might
Binder Morselieur        
3 Agili­ty or
Intel­lect
Man­hunter Team­ster         
4 Agili­ty or
Sub­tle­ty
Lug­ger Woe Fri­ar Boil­er­mak­er      
5 Agili­ty or
Immu­ni­ty
Body Snatch­er Iron­mon­ger        
6 Agili­ty or
Per­cep­tion
Blight­ed Van­guard Refec­tor        Unclaimed Car­go
7 For­ti­tude or
Might
Idler Cut­ler Plumeau   Lee Urchin Mal­prac­ti­cant
8 For­ti­tude or
Intel­lect
Lurk­about Intrud­er   Caitiff        
9 For­ti­tude or
Sub­tle­ty
Wick­ie          
10 For­ti­tude or
Immu­ni­ty
Infect­ed Herbal­ist Tune Car­ri­er   Revenant Sol­dier Link­end  
11 For­ti­tude or
Per­cep­tion
Tres­pass­er      Caitiff        
12 Might or
Intel­lect
Poach­er Gun­hawk     Pix­ie Eater  
13 Might or
Sub­tle­ty
Ven­ture­some Priest Har­le­quin       Kriegsmin­is­ter
14 Might or
Immu­ni­ty
Church­mouse Field Bar­ber       Rav­el­ling
15 Might or
Per­cep­tion
Soaplick­er          
16 Intel­lect or
Sub­tle­ty
Log feller Bighter     Rout Hound  
17 Intel­lect or
Immu­ni­ty
Pate­scrape Expo­sist     Intre­pid Child Field­stone
18 Intel­lect or
Per­cep­tion
Drift­brick  Slub­berdeg­ul­lion   Hel­lion    
19 Sub­tle­ty or
Immu­ni­ty
Stew Cap­tain  Chim­neysweep   Revenant Delver    
20 Sub­tle­ty or
Per­cep­tion
Dis­or­der­ly Pavisi­er        
21 Immu­ni­ty or
Per­cep­tion
Coop­er Moon­shin­er        

* * *