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The Horizon 1 Site

HORIZON IS OVER!

The webpage remains up as a permanent archive of game material, mainly for the benefit of nostalgic players - although if you'd like to run a Horizon-inspired game for your friends, that's wonderful too. Horizon will be succeeded by Legacyin Trinity term of 2006.

If you like you can look at the (sketchy, incomplete) GM notes as well.

Full Quirks List

Here's the table of quirks with links to let you jump around this document, for your browsing convenience:

Universal Quirks

Specialist Quirks

Jobs earn you money. Having money is important.

Three flavours of Job quirks are available:

  • Day Jobs are above-board and legal means of earning cash. To individuals of your social class, few high-paying Day Jobs are available, and all Day Jobs are a little too much like hard work.
  • Night Jobs are, as far as the likes of you are concerned, where the real money is. They also involve illegal activity, and more often than not affiliation with a criminal gang, but they're a lot more exciting.
  • Undercover Jobs involve getting paid tempting amounts of cash to spy on people.

You may have up to two Job quirks, and they may not be two of the same type.

International Quirks relate to foreign lands.

You should buy International Quirks if you want your character to:

  • hail from another country.
  • be a skilled explorer.
  • have friends or enemies in foreign mobs.
  • be especially famous or infamous abroad.

Quirks of Fate involve your character's ultimate destiny.

You should buy Quirks of Fate if you want your character to:

  • enjoy sudden good fortune.
  • suffer from unexpected calamity.
  • be destroyed utterly during the course of the game.

or if it would ruin the game for you utterly for your character to die.

Engineering Quirks relate to the production of fabulous inventions.

You should buy Engineering Quirks if you want your character to:

  • work with vast, powerful, lumbering Steam machines.
  • tinker with small, precise, delicate Clockwork artifices.
  • meddle with Grey technology.

Skillz 'n' Stuff covers the personal skills and the physical assets your character possesses.

You should buy Skillz 'n' Stuff if you want your character to:

  • be particularly courageous, or fear-bound, or pretty, or ugly, or stealthy, or brawny, or good in a fight, or a weakling, or bad with money, or good with paperwork.
  • have a secret identity, or an exceptional skill with disguises, or a troubling drug addiction, or a code of honour or oath he or she adheres to, or a secret hideaway or stash.
  • have a rare talent, like pickpocketing, or lockpicking, or a way with words.

Esoteric Quirks relate to the occult forces who would rule us all.

You should buy Esoteric Quirks if you want your character to:

  • be a cultist or a shaman, betraying humanity to serve the malign Gods or vast, alien Powers - or an ex-cultist or shaman, fleeing from your past.
  • be a sorcerer or an alchemist, stealing magic and power from the forces who would control humanity.
  • be one of the (arguably) fortunate souls who enjoy the blessing of one of the Gods through no fault of their own.

People Quirks are all about the people in your life.

You should buy People Quirks if you want your character to:

  • be especially popular or unpopular amongst their peers.
  • have enemies, allies, secret masters, kindly patrons, flunkies, spies, bodyguards, or dependents.
  • have spies tailing them, or bounty hunters pursuing them, or assassins stalking them.
  • be deeply in love with someone who loves them back, in an adorable fashion, or to be deeply in love with someone who doesn't love them back, in a kind of creepy fashion.
  • be a member of a fun extracurricular club, like the Democratic Congress of Horizon or (if you want to actually get things done) the Horizon People's Liberation Front. (Note that certain governmental individuals with no sense of humour would call members of these extracurricular clubs "subversive terrorists".)
  • be able to yell "I'm surrounded by IMBECILES!" at appropriate moments.

Fairy Blood is a quirk with numerous complications, and so it has its own section.

If your character has Fairy Blood, they can:

  • have the Fire or Star affinities at the start of the game.
  • possess an unearthly allure, or be disturbingly inhuman in their appearance.
  • enjoy the favour or emnity of their fae ancestors.
  • play minor tricks with fairy magic.

Mob Quirks relate to secret skills and knowledge possessed by members of particular criminal gangs.

You should take a look at these quirks if your character is a member of the Dockyard Rats, the Family, Inmack's Boys or the Watchdogs.

Ghoulish Quirks relate to ghouls.

You should buy these quirks if you want your character to:

  • be a ghoul, or one of a few, rare human friends (or enemies) of the ghouls.
  • be especially favoured or dishonoured of the ghoul community.
  • be a hunter of cultists and murderers, or a collector of the dead.
  • be an especially monstrous-looking ghoul, or pass as human.

Kraelic Quirks relate to Kraelings.

You should buy these quirks if you want your character to:

  • be a Kraeling.
  • be known to be a Kraeling, or have only a few people know your nature.
  • be a pet Kraeling for a mob or the government.
  • be a spokesman for Kraelingkind.


Jobs

Day Jobs

Your Day Job is the job you're willing to admit to. It's above-board, respectable, legal, clean, wholesome, character-building, and 99% of the time bores you to death and pays you a pittance. In some circumstances, it may provide you some useful skills and advantages; at the very least, having a visible, legal source of income makes life much easier for you if you're a criminal.

The phrases "Day Job" and "Night Job" don't really have much of a connection with what time of day you actually do your work, and indeed it's entirely possible for you to handle business in your Night Job whilst you're onshift in your Day Job.

Day Jobs are priced according to the income they bring you, like so:

  • It costs 1 point to have a Day Job with a Poor level of income.
  • It costs 6 points to have a Day Job with a Comfortable level of income.

You'll note that it's marginally more expensive to have a Comfortable Day Job than a Comfortable Night Job or Undercover Job. You'll also notice that Day Jobs only exist in Poor and Comfortable flavours. Whilst Day Jobs that pay Classy and Magnificent incomes do exist, and there are even a few jobs which pay you a Comfortable amount of cash to sit around doing not very much, player characters in Horizon do not exist in the correct social strata for these. Nobles who've come into their inheritance, major government figures, captains of industry and so forth represent a social elite that prefers to keep its share of the pie to itself, and stacks the cards against those who would rise into its ranks. Most people simply can't get rich by playing fair in Horizon - you gots to play dirty instead.

List of Day Jobs

When you buy a Day Job, you should pick an appropriate job from the list below - or make up one of your own, if none of them quite fit what you want. Each job will give you a certain amount of resources, skills, or opportunities; we've provided fuller descriptions of each job below.

Please note! Being a Corrupt Watchdog technically counts as a Day Job; Corrupt Watchdogs, however, are described under the rules for Night Jobs, since they behave more like gangsters than policemen.

Similarly, please also note that the "Treacherous Lands Investments" and "Vulgar Alchemist" jobs come in Day Job and Night Job flavours.

PoorComfortable
Collector of the DeadAc-TOR
Disgraced NobleClockworker
DockworkerExplorer (Adventurer)
Explorer (Guide or Professional)Ghoulish Hunter
Government Paper-PusherGovernment Insider (Suit)
Grey ServantGrey Salesman
Journalist (Gutter or Underground)Incognito Noble
Merchant (Honest)Journalist (Respectable)
Priest of the Intercessor (Ranks 1 to 3)Merchant (Dirty)
QuackPhysician
RailwaymanPriest of the Intercessor (Rank 4)
Scholar (Ranks 1 to 3)Private Eye
Steamworker (Ranks 1 to 3)Scholar (Rank 4)
Street PerformerSomeone Else's Bodyguard
Struggling ArtistSteam Designer
Taxi Driver (Land)Steamworker (Rank 4)
Vulgar AlchemistTaxi Driver (Flying)
Watchdog (Honest, Rank 1 or 2)Treacherous Lands Investments
Watchdog (Honest, Rank 3 or 4)

Poor Day Jobs

Collector of the Dead (Ghouls Only): You are regularly employed by the Circle to lead corpse collection squads. You have a cart and the opportunity to cry "Bring Out Your Dead" on a regular basis. Otherwise the job is less than fascinating. We include it here for completeness.

Disgraced noble: You are a scion of a noble house who has been cast out in SHAME. You will inherit nothing, not even a title, but you do have a certain glamourous aura in the underworld - not to mention a Poor income from the private trust your parents set up to stop you starving (though beware; should you cross your family a second time you may lose this). You also know the layout of three noble estates - including your family's - well enough to give a significant amount of help to anyone who decides to trespass there.

Dockworker: You work on the docks moving crates around. Which is a crap job with only a Poor income, but you do get membership of the Amalgamated Union of Dockworkers, Railwaymen and Ferrymen, and you occasionally find out when the... interesting ships are sailing. And by interesting I mean "full of booty".

Explorer (Guide or Professional): If you pay the standard 1 point for this Day Job, you are a Guide. Your job is to guide folk around the wilderness of distant places. Aristocratic tourists pay handsomely to eat bugs and walk through exotic steamy forests, but very little of the money gets down to you and you get only a Poor income. The job is time-consuming and dangerous, with the long journeys and the spiders, snakes, daemons and locals. However, on the plus side you get to see exotic places and meet exotic people. You are good at organising small group expeditions; also, if you are a Foreigner and are guiding people around your homeland (or if you have the Well-Travelled quirk), this will give you a big advantage.

If you pay an extra 3 points for this Day Job, you are a Professional Explorer. You are a paid member of the university (Rank 2, in terms of seniority); you could be a naturalist in search of a new species to add to your collection, or a cartographer trying to map a part of the Treacherous Lands, or perhaps a historian in search of one of the great monuments rumoured to have been built during the Mythic Dreamtime. (Please specify what your area of specialisation at the start.) However, unfortunately the university cannot afford to pay well and so your wage is Poor; however, they will often be willing to provide financial support for an expedition if it is for the furtherment of knowledge, but often you will still need to find a financial backer on top of the university's support. On the plus side, you automatically get the quirk Well-Travelled and in addition to the benefits of being a Guide, you're also competent at organising large expeditions (although these will almost certainly require financial backing) and you can also draw maps of the places you go on expeditions to, which will be highly useful on later expeditions.

Government Paper-Pusher: You are a low-level government bureaucrat. Your salary only qualifies as a Poor income - however, you have ample opportunities to earn extra money on the side simply by accepting bribes to meddle with the internal procedures of your ministry; if you're willing to take that risk, your income is Comfortable. Playing a corrupt paper-pusher pushes the cost of this quirk up to 3 points - it's not quite as good as having a proper Comfortable Day Job, since you are playing a somewhat dangerous game, and if you're caught fiddling with the paperwork you'll be fired.

Whether or not you are corrupt, you will also have some hints as to the hidden agendas and conspiracies that lurk within your department, although not as much as an insider.

Pick a ministry to work in: below is a list of the ministries and the sort of thing you can expect to achieve with the right form in the right place. The lists are not exhaustive; if you want to achieve a particular thing, talk to a GM. You may be able to achieve more should you gain a promotion within your department.

  • Loyal Order of Hounds: Pick an especially sympathetic or hardline judge to hear a particular case, get someone assigned to a nicer (or a nastier) cell in the Doghouse, provide enhanced (or diminished) Watchdog patrols for a particular area, renew your dog owner's licence.
  • The Goodly Chamber: Arrange appointments with nobles, find out their travel arrangements, have motions slipped into the agenda.
  • The Mayoral Legions: Divert supplies from the Quartermasters' Division, find out about military exercises, fake someone's application to join the army.
  • Ministry of Friendship: Find out where a particular Registered Spy lives, send discreet messages to the embassies of other nations, find out the travel details of important government figures, learn about the arrangements for important diplomatic events.
  • Ministry of Public Works: Alter the subway timetable. Schedule roadworks for awkward times.
  • The Treasury: Meddle with people's tax bills. Embezzle like your mother died and only money can comfort you.

Grey Servant: You are a Servant of the Grey Order. You perform a mundane, above-board duty for them. Perhaps you repair their taxis, perhaps you clean their offices, perhaps you make their supper. In exchange you are given a Poor income but provided with a room in communal barracks and regular (if unsatisfying) meals in a mess hall. You have sworn an oath not to reveal the secrets of Grey Magic to outsiders, and in exchange are given clearance to perform one (1) Grey Magic spell. In terms of seniority, you are at rank 1.

Journalist: You are a journalist; you make your income by finding the news, then selling it to the curious citizens of Horizon. In game terms this means that you write articles, and we publish them in the News. Of course, we don't guarantee that another newspaper or source won't contradict what you say, but that's life. You will get a default, low income for this job, but your paper will pay you big fat bonuses if your stories result in it selling many copies (or if you attract extra revenue in other ways). Again in game terms, this means that your character will get hard cash if we the GMs feel that your articles have revealed something important, or (IC) interesting, or had a wide ranging impact (none of this is necessarily the same as you telling the truth). You will also be rewarded if we get a load of IC comments/queries/turnsheet actions obviously inspired by your articles.

To put it another way, your job is to manipulate the news.

When you pick this quirk, you will need to decide what sort of articles you specialise in. You can also pick a newspaper to work for (example are provided below and on the main news page, or you can make one up); if you don't we'll assume you're freelance and publish them wherever we see fit. The kind of journalist you are should be roughly reflected in the tone of your articles. For example, a respectable journalist should probably not be filing "Raunchy Civil Servant in Triple Whore Goat Sex Shock Horror Probe".

Gutter Journalist (Poor income): You write for Horizon's extensive yellow press. Cheap sensationalism and mass voyeurism are your stock-in-trade. Theoretically, your paper aims to inform and entertain, but in practice entertainment shifts more copies. Your articles should be written in the most lurid prose, playing up the bizarre, grotesque, enraging, or sentimental aspects of whatever you are reporting, making up facts where checking them would be too much like hard work, and never failing to play to a stereotype. Also, punctuation is your enemy. As well as allowing you to influence the News, you have the ear of all too many of the common people, and can stir them up or calm them down (although note that this really is a group effect - individuals, even down to the beggars, may be above your crude manipulations). Your default income is Poor. You get to shout "The People Have a Right to Know!" with every sign of sincerity on your greasy, hypocritical face.

Respectable Journalist (Comfortable income): You write for a well-respected paper, and are expected to produce articles full of reasoned analysis and professional reporting on the significant events of the day. In many ways this is like cheap sensationalism and mass voyeurism but with longer words. When you publish an article, the great and the good will read it, and quite possibly be influenced. So: not only do you get to influence the News, in doing so you will also get to influence the most important NPCs in the city. The slight drawback is that the majority of the city's population regard your paper as horribly dry, boring beyond belief, far too expensive for them, or in extreme cases useful for bedding material. Your basic income is Comfortable. You get to take up a 300 word editorial expressing the opinion that, on balance, the people have a right to know.

Underground Journalist (Poor income): the articles you publish seriously annoy someone in authority. Either you are expressing one of the small range of opinions that are more or less illegal in Horizon (eg Imperialism), or your newspaper is so unpopular with one of the Four Nations that there is considerable diplomatic pressure on Colonel Zero to capture and hand you over, and undercover spies of that nation are looking to close down your operation for good. You probably write anonymously, or under a pseudonym. Either way, if it becomes publicly known who you are and/or where your operation is based, you will be in big trouble (it is assumed that neither is widely known at the start of the game). Until that day, your paper continues to be sold on street corners, over the counter of public houses, or resting innocently along with other papers on the table in gentleman's clubs. Decide why you are underground; your articles can take whatever tone you like, but should have some basic connection with your main interest/reason for being underground. Your default income is Poor. You get to shout "The People Have a Right to Know!" and actually mean it.

    Sample Papers:

  • The Horizon Tribune: Super-respectable periodical; never under-researches its facts, never skimps on in-depth analysis, does not report on frivolous issues. Has all the right opinions on politics; supports Colonel Zero broadly, but far from unconditionally. Held up by the great and good as an example of everything that's right about journalism. Lots of people have it on their coffee tables to impress visitors; many, many fewer actually read it. Old numbers are usually popular with the Beggars, too.

  • The Horizon Post: Utter rag. The events reported on the first few pages occasionally bear some resemblance to things that actually happened, though with few facts and more "hilarious", or enraged, commentary. After that, the paper's avowed purpose to "bring you the TRUTH on the hidden world of the supernatural" means that the stories tend to come from bored peasants or drunkards paid to talk about their "experiences" with Shamans, Gods, Treacherous Beasties, Fae, the Emperor, whatever. Very occasionally, one of these stories is actually true, although this is more or less coincidence.

  • The Liberator: The mouthpiece of the HPLF, the Liberator is subversive, anti-authoritarian, and fashionably dangerous to read. Burn it or pass it on after you've finished with it, and don't let the Watchdogs find it on you. It is also referred to as the "Lirbatore" by spiteful critics of its editorial eccentricities.

Merchant (Honest): You are a good old-fashioned honest trader. You don't cheat on your taxes. You don't bribe people. You don't smuggle goods past customs. You don't sell contraband and illegal wares under the counter. You are, in short, not cut out for the business world.

You have a little stall in the market and, once you've paid your taxes, a Poor income. If you are able to pull off an especially good trade deal, or an especially risky trade caravan expedition, you'll be able to reap the benefits. Note, however, that you'll be expected to behave in an honest fashion in your business transactions - specifically, your character has a Code of Honour against committing crimes in the course of business. This is probably why your business is failing.

Priest of the Intercessor (Ranks 1 to 3): You are a lovely lovely human being, having sworn to devote your life to charitable works and defending mankind against the horrors the Gods and Powers would inflict upon us. One of the advantages of this is that you are able to practice the simple but effective healing magic bequeathed to the Church by the Intercessor.

Priests of the Intercessor can request a Poor wage from the Church. If they do not wish to tax the Church's funds, they can instead swear a vow of absolute poverty and live on the charity of others - see the Beggar quirk for more details.

Rank is a Casual matter in the Church of the Intercessor - it is rare that higher-ups in the organisation issue absolute commands, freedom from the dictates of authoritarian Gods and their despotic minions being part of what the Church is all about. By default when you buy this Job Quirk, you are a Rank 1 member of the Church. If you pay an extra two points for the quirk, you can begin the game as Rank 2; if you pay a further two points, you can begin as Rank 3. If you buy Priest of the Intercessor as a Comfortable Job, you can begin as a Rank 4 priest. Here is what the various levels of seniority mean:

  • Rank 1: You are a rank-and-file priest. By joining the Church, you have sworn an Oath:

    • To abstain from worldly authority and renounce any title or inheritance you may otherwise have been in line for.
    • To refrain from physical violence, save in the defence of others.
    • To perform charitable works and defend your fellow man from the Gods and Powers and their followers, and to encourage the local authorities to deal with any cultists or shamen that are uncovered.
    • To never ask for money in return for using your healing magics.

    Breaking this Oath will lead to you being cast out of the Order; the Oath is not sworn before the dogs as a matter of Church policy (it's the feeling of the Withdrawn Cardinals that there are nuances to it that are slightly too subtle for the dogs to comprehend).

  • Rank 2: You are making a name for yourself as a priest. Novice priests are liable to turn to you for guidance and support.

  • Rank 3: You are known to the Bishops and Withdrawn Cardinals, and may be asked to advise them from time to time. You may be able to get Trivial purchases made for you by the Church.

  • Rank 4: You are a Bishop of the Church, having worked your way up through the ranks over the years. You discuss Church business with the Withdrawn Cardinals and the Cardinal of Cardinals frequently, and try to enact their will as best you can. You may, if you choose, accept a Comfortable income from the Church, and the Church might make Minor purchases for you if you ask.

As always, if you wish to play a Rank 5 character at the beginning of the game, speak to the GMs about it. In the Church, this will mean you are one of the Withdrawn Cardinals - it is not possible to begin the game as the Cardinal of Cardinals.

Note also that Rank 4 and 5 priests should have a decent excuse for turning up to the Riverview. It's alright for lower-ranking priests: they're encouraged to go out into the world, since they are more likely to find people in need of their healing arts in the Slums and in dubious gangland pubs than in their nice safe churches. Bishops and Cardinals are expected to spend less time hob-nobbing with crooks and more time working on new ways to help the poor and needy.

Quack: You know those people who used to go around saying that smelling posies would protect you from the plague? Yup, that's you! You are the physician of the lower classes. You deal in leeches, trepanning, bloodletting and herbal remedies (which may or may not work). You may know some old herbal folklore but there's more than one or two old wives' tales thrown in for good measure which aren't as reliable when it actually comes to curing someone. However, you're all the poor can usually afford and you get lucky and utilise what you do know often enough to make a Poor income.

Railwayman: You work on t'railway. It gives you a Poor income but you also get membership of the Amalgamated Union of Dockworkers, Railwaymen and Ferrymen, and opportunities to find out when the trains full of gold ingots are going to head out through bandit territory. Not to mention the vast number of trainspotting opportunities, you bloody anorak.

Scholar (Ranks 1 to 3): You spend your days in libraries and discussion groups, attempting to perfect your understanding of... something. Pick a subject; we will assume that you are an expert in it, and can request information on it at any time. You are also assumed to be fairly knowledgable about related areas. If you need guidance, check the faculty list of the University. In Horizon, it is expected that professional scholars will be associated in some way with the Imperial University. However, this is not necessarily the case. If you want, this quirk also grants you rank in the Imperial University, or some other academic institution - by default, you'll be at Rank 1. If you pay two extra quirk points for this job, you'll be at Rank 2, and if you pay another two extra quirk points you'll start the game at Rank 3: tenure will be within your grasp! If you do decide to be part of the Imperial University, you will need to select a faculty (this should probably have some relation to whatever you're studying). Your default income is Poor.

    Seniority at the Imperial University
    Seniority is Casual. Such as they are, ranks run as follows. To be in the University, you must select a faculty.

  • Rank 1 (total quirk cost: 1): You are a student, and subsist on a meagre scholarship or a small amount of money saved up by your parents. You know a little about one subject associated with your chosen faculty. You are also permitted to roam around labs filled with horribly dangerous experiments or libraries full of esoteric texts at will.
  • Rank 2 (total quirk cost: 3): You are a scholar; learning or research is your life. Your almost invisible means of support might come from a sponsor, private wealth, or one of a really limited number of scholarships; alternatively you might do work for one of the academics and squeeze your private research into your spare time.
  • Rank 3 (total quirk cost: 5): You are a permanent member of one of the faculties. You get to call yourself doctor (some people might even act like you're respectable). You are an expert in two (related) fields, and know quite a lot about anything related to them. You have two or three helpers (of little actual competence; they're probably students) paid for by the Univeristy: they are rubbish and seem to spend their time either playing foolish games, drinking in student pubs, or worrying about exams.

Steamworker: You earn a Poor income working in a factory. You are competant at making and maintaining steam machines as part of a large group of workers. You also understand steam machinery well enough that you could, if you wanted, sabotage a steam machine simply by loosening the right screws in the right place, or learn the Steam Designing skill more easily than others if you put your mind to it. By default, you are assumed to be a Rank 1 member of the Steam Union. Rank is Casual in the Steam Union, and so if you wish to begin at a higher rank you must pay an additional 2 points per rank: to begin as a Rank 2 steamworker costs 3 points, Rank 3 costs 5 points and Rank 4 costs 7 points and qualifies as a Comfortable job (by this point, you are probably spending more time working on Union business than you are actually sweating away in factories). As always, if you wish to play a Rank 5 individual - which in this case would a member of the Union's ruling council - please talk to the GM team about it.

The higher your rank in the Steam Union, the more steamworkers will hear your voice; while it's not possible to unilaterally call an official strike, the more influential you are the more likely you are to get that motion through.

In addition, if you have Rank 2 and above in the Steam Union you are assumed to be a factory foreman, and are thus skilled at organising and supervising a team of steamworkers. People call you t'gaffer at work, and you spend more time drinking tea than sweating amongst the gears and the pistons and the furnaces and the engines; nonetheless, you command respect, and if you and your boys walk out on a job you can throw the whole workforce into disarray - since the Kellor began making friends with the Steam Union, this sort of unofficial strike action has become more viable, although you're liable to get in trouble with the Watchdogs.

Street Performer: Just when you think it can't get any worse, you find yourself juggling weasels for a living. The people who tip you give you only the merest of profits. You do, however, have a wonderful excuse to stand outside in the streets for ages on end and not be moved on by the Watchdogs. You're not staking Lord Burfoe's apartment. You're making an evocative statement about the alienation inherent in living in a city. Yes, the sword is part of the act.

Struggling Artist: You're one of the many overworked, underappreciated artists of Horizon. You have yet to Make A Name for yourself: your paintings don't sell for anything other than pocket change, you're not a celebrity, and you constantly battle to make ends meet. You will, however be known by other artists or critics with a particular interest in your genre, and you're more keyed-in to the exciting Horizon underground of beatniks and revolutionaries than someone who sells potatoes for a living. And there is always the chance that one day you'll Make It Big...

Note that while this job is technically called "struggling artist" it can represent any creative sort struggling to make a name for him or herself: actors, writers, musicians and poets all qualify.

Taxi Driver (Land): You drive a land taxi. This isn't as fun or exciting as driving a flying taxi - heck, land taxis can't even drive places where there aren't rails for them - and ever since flying taxis became popular all the interesting punters who gave out good gossip and big tips started taking flying taxis instead. The upshot is that once you've paid your monthly cab rental to the government and dues to the government, your fares give you a Poor income.

There are a couple of further problems with being a cab driver:

  • You get your taxi licence from the government, who can revoke it and repossess your taxi any time they like.

  • The Grey Order are the only people who are allowed to repair taxis - this is a clause in their contract with the government. Whilst in theory you could get a steam engineer or a clockworker to fix things if they go wrong, the interface of steam and clockwork is beyond their ken, and so they may not even know how to fix it, and if the government finds out you might find your taxi licence gets revoked. This means that the Grey Order can charge what they like for repairs, and levy a Significant fee.

  • The Steam Union and the Strict Clockworkers dislike Grey technology, and in recent years their dislike has only grown more intense. Sabotage attempts are a constant hazard.

There are a few advantages of being a taxi driver, even if you only drive a land taxi:

  • You'll have your own steam-and-clockwork car. Which is nice.

  • The Grey Order charge more than your average land taxi driver can afford to conduct repairs. Thus, many land taxi drivers learn how to do their own repairs on the sly. If you wish, you can buy the Grey Engineering quirk for a point less than you usually would.

Vulgar Alchemist: You're the lowest of the low: an alchemist who doesn't do alchemy. That is to say, you're what modern-day people would consider a chemist. You don't distill the purified essence of the Powers and have fun with it. Instead you mix medicine, make ammonia, and do all the other sorts of things that require stirring and stains on your coat. If you're also a proper alchemist, you can expect the disdain of your peers.

It is possible to take Vulgar Alchemist as a Night Job - see the Night Job section for further details. Of course, if you are also a Vulgar Alchemist by day this becomes logistically easier - if you have Vulgar Alchemist as a Day Job, it costs 1 point less to buy it as a Night Job.

Watchdog (Honest, Rank 1 or 2): You're a pig. But not a dirty pig. You are a clean pig. Also, a poor pig. Your income is Poor since you are not of high rank, you don't get bribe money, and for some reason very few of your fellow Watchdogs like you. But you do get to arrest people and search their homes, and that can give you a lovely glowy sense of doing the right thing. No, wait, that warm feeling is your life trickling out of the knifewound in your gut. By default, you will be of Rank 1 (meaning that you will be a lowly beat cop) - if you wish to start out as a Rank 2 Watchdog, you should pay 3 extra points for this quirk. If you are a Rank 2 Watchdog you'll be a sergeant, responsible for a patrol of grunts, or a detective, or a grunt in a unit with some prestige (like the Horse Guard), and in a tight spot you can call on Some mooks for backup.

Note: Whilst you're loyal to a naive extent, you're not stupid, and know enough not to try to base cases on things people have said in the Riverview. You should come up with some rationale as to why you are coming to the Riverview on a regular basis - perhaps you're working undercover (in which case, you'll want to take the Hidden Loyalties quirk).

Note also: The mooks you can call on for backup as a Rank 2 Watchdog are rank-and-file frontline beat cops, and you will not to be able to call on them outside of the course of your duties. They are not necessarily all honest Watchdogs.

Comfortable Day Jobs

Ac-TOR: Chances are you work in the Theatre District, for you are a thespian of high status. Once upon a time, you wouldn't "work" so much as have drinkies with your directors, coffee with producers, and wild animal sex with the chorus line, and from time to time go on stage and say some lines, and get paid an exhorbitant amount for it. To an extent, things still that work that way - it's through drinkies, coffee and wild animal sex that you make the contacts you need to get work. However, thanks to the New Theatre movement inaugurated by Joakhim al-Bahrad and Clia Rosto in Crown of Steel - which is still spoken of in hushed, reverent tones twenty years later - people expect you to act. The upshot of this is that to achieve the level of success you enjoy you've had to spend a fair amount of time practicing your acting skills - you get the Orator quirk free. You also move in more widely respected social circles than many, so you have contacts among the nobility.

This job is also appropriate for anyone who wishes their character to be a successful individual in any creative endeavour - perhaps a fine artist, a popular novelist, a much-praised poet or a virtuoso musician. You still get the Orator quirk for free, although it would be more IC appropriate for you to attempt to sway public opinion through appropriate means other than making speeches. Musicians might make satirical songs, writers could compose bile-filled pamphlets (which will be quoted from incessantly by their fans), that kind of thing.

Clockworker: You are a clockworker, and can produce amazing and intricate devices that are as much works of art as they are inventions of genius. Consult the Engineering rules for further details of how this works in practice; obviously, you get the Clockworking quirk for free with this job.

You will also get with this job a workshop in the craftsman's quarter and membership of the Clockworker's Guild - specifically, the Strict Clockworkers, a clique within the Guild that is allowed to keep its own oath-bound secrets and has access to more advanced clockworking technology, away from the prying eyes of the Grey Order, but whose members have to fund their own work. (If you wish to be part of the Grey Order-controlled Broader Guild, you should buy the Grey Salesman Day Job and either the Clockworking skill or the variant of Grey Engineering which incorporates clockworking skill.) If you are practicing clockworking you may earn a Comfortable income by default, simply through routine repairs of people's watches and clocks, and perhaps selling the occasional oneshot or two when nobody's looking. In times past you could have expected a Classy income from your trade; alas, those days are gone forever, over a long time ago. With steam-powered factories and the Grey Order's contraptions muscling in on the scene, there's less demand for clockwork these days.

Your major opportunity to earn extra money is by making clockwork and devices and selling them to other PCs during the session, or to NPCs in housekeeping. It is a rare clockwork item indeed that sells for less than a Significant price!

Explorer (Adventurer): You are young and dashing, you are well known in high society, your many great journeys and deeds are the talk of the city. (Players, feel free to specify these deeds.) Perhaps a you are a skilled huntsman, or you have recovered many great archaeological treasures, or simply have been any many great and daring adventures. (Feel free to specify what you actually do for a living, perhaps you are a distinguished member of the university or a freelance bounty hunter for rare artefacts.) Whatever it is you do, there will be no shortage of people willing to support your expeditions or to offer you jobs; however, you must work hard to maintain this reputation otherwise the torrent of opportunities may dry up. You also automatically get the quirk Well-Travelled. In addition to the benefits of being a Professional Explorer (check the Poor Day Jobs section above for details), you can also quickly put together rescue missions to help people in distress in the wilderness - you know a few people who are competent at what they do and are willing to drop their work to rush off with you into danger to help people out. (Hat and whip optional.)

Ghoulish Hunter (Ghouls Only): You are one of those trusted by the Circle to organise and lead the hunting squads for murderers and cultists. You are allowed to bear the Horizon arms by default, and other Ghouls are expected to follow your lead when there is a hunt in process. If you have had this status for long, you may have gained notoriety among the humans.

Government Insider (Suit): You are a member of one of the various cliques, committees, subdepartments and quangos who do all the interesting governmental stuff. As well as your Comfortable income, you will have frequent opportunities to supplement this with bonuses for completing missions.

Specifically, you're a Suit. You are known to be a government agent and carry ID that says as much. Whilst many people will not trust you, your ID gives you power: you can use it to commandeer government flying cars or clockwork wings for your own use, rip through the bureaucracy like a white-hot knife through butter that's been out in the sun for too long, and generally kick up a stink; you get the Master of Red Tape quirk for free. Let us know what sort of outfit you'd like your character to be a member of: if we've already dreamed up such a subcommittee, then you will be part of that. If we haven't, then we will invent an appropriate clique for you.

Government Paper-Pusher (Corrupt): See the entry for paper-pushers under Poor Day Jobs.

Grey Salesman: You are the public face of the Grey Order - within its ranks, you qualify as Rank 2. You get access to 4 Grey Magic spells, but you are encouraged not to use them in public.

On a day-to-day basis, your job is to sell Grey technology to people - both in terms of actually shifting product, and in terms of reconciling people to the idea of permeating their lives with a technology with dubious origins, that has an inherent philosophical contradiction between Steam and Clockwork at its heart, and is controlled by a secret society of international reach and obscure goals. As you might expect, this isn't easy. You get the Fast Talk skill for free.

On another level, you are also a de facto spokesperson for the Grey Order - it's rare that individuals of higher rank make themselves known. In general, when people want to speak to the Grey Order, they will do so through you. This puts you in a privileged position - if you exploit it to your benefit, you could go far.

Incognito noble: You are a very bored scion of a noble house who likes to mix with a rough crowd. You aren't super-rich, because you're not the head of your family, but Daddy and Mummy give you a Comfortable amount of pocket money each turn. You have a free Secret Identity which you are advised adopt when you go down to the Low City, lest you be kidnapped by the ruthless thugs you like to have a drink or two with. Like Disgraced Nobles, you begin the game knowing the layout of three noble estates - including your family's - well enough to give a significant amount of help to anyone who decides to trespass there. Unlike Disgraced Nobles, you are still welcome in such places - this makes it easy for you to both stake out additional estates (just get yourself invited around for tea), and can come in very handy indeed if you want to help people break in.

Journalist (Respectable): See the section on Journalists in the Poor Day Jobs list.

Merchant (Dirty): You are the sort of fat, corrupt merchant who's become a staple of fantasy fiction. You maintain a legal facade, and as far as most people are aware you're just a successful Honest Trader. But you have some sort of illegal thing going on on the side - please describe it to us. This gives you a Comfortable income. And a smug grin, as you wipe the pie-crumbs from your pudgy, overfed cheeks.

Of course, if you have your own merchantile concern running as a front company, it makes it really quite easy to launder the money from your illegal concerns - investigators will find it really quite hard to prove that you're earning your money through crime.

Physician: You know all the old wives' tales and herbal folklore, but more than that - you know which ones work and may even have an idea why and when's best to use them. If something new comes along (a nasty Treacherous Lands influenza let's say) you may have a chance to find something that'll fight it. You're not in the habit of using leeches and tend to wash your hands before performing any operation. Those who can afford you definitely come to you over any quack (they're more likely to survive this way), although those in the upper classes tend to have their own physicians. You are also skilled at producing medicines, and have all the skills of a Vulgar Alchemist - if you wish to take Vulgar Alchemist as a Night Job, it will cost 1 quirk point less than usual.

Priest of the Intercessor (Rank 4): See the Priest of the Intercessor section under Poor Day Jobs.

Private Eye: You earn a living looking into people's problems when they can't turn to the Watchdogs for help (and that's often). This means you earn better money than an honest cop and probably do more good deeds for society, but you don't have the same rights of search and arrest as a Watchdog (and they're liable to get shirty if you interfere too much in their investigations). On the plus side, as a private detective you do have your ear to the grapevine: you may have the Unreliable Contacts quirk for free, or buy the Reliable Contacts quirk for half the usual price.

Scholar (Rank 4): You are a professor, world-renowned (or notorious) in your field. You are either quite, quite brilliant or a master of academic politics. Either way, you can wander all over the University with impunity (with a few exceptions), and are a world expert on one particular subject, an expert on two related subjects, and know a lot about most related areas. The Univeristy pays for you to have a little group of minions. Your default income is Comfortable, but with your reputation, you should have no trouble in begging, swindling or earning sizable amounts above and beyond this.

The minions given to Rank 4 scholars may have various uses - precisely what will depend on what you specialise in, so we'll have to discuss this with you. However, they'll almost certainly be able to do an awful lot of that boring research in the library for you, and do menial, repetitive tasks in the labs if you specialise in the sort of subject that has labs. They have been known to have a disturbing habit of trying to discuss their thesis with their supervisors. At Rank 4, this sort of nonsense is beneath you - you should discourage this, or delegate the issue to a subordinate.

If you wish to begin the game as a Rank 5 individual within the University - equivalent to being the head of a department, or the Chancellor himself - please talk to the GM team.

Someone Else's Bodyguard: You earn a Comfortable income looking after the physical well-being of an important person. If you buy this as a Day Job, you are looking out for someone of paramount importance (Rank 4 or above) in a legal organisation where Rank is vital - the government, the unions, merchantile companies, the Embassies, that kind of thing.

One of the major advantages of having this job is that you'll know an awful lot about what your client is up to, because a lot of the time you'll be there while they do it. Of course, should anything bad happen to your client, you are going to take the blame. And the more important your client is, the more flak you'll take for letting them die. Granted, more important clients are more likely to have multiple bodyguards - but that just means you'll have friends standing next to you as you face the firing squad after you neglect to save Colonel Zero from that Imperialist suicide bomber. Naturally, your client has provided you with training - you can buy Fighting skills for one point less than usual.

Steam Designer: You are a skilled designer of blueprints for steam machines - see the Engineering section for more details on how this works. Obviously, you get the Steam Design skill free with this job. You earn your regular income designing new ways to make marginally more efficient shoelace production lines, but the big money is in coming up with your own inventions, or major and novel alterations to existing inventions. The dividends you earn from such major undertakings may be represented as, for example, an extra Significant amount of money per turn for minor discoveries; major successes could lead to a boost in your actual income level - Classy and even Magnificent incomes could be within your reach if you could just come up with a brilliant new invention.

Please note: If you have your heart set on inventing a particular device during the course of the game, please discuss it with the GMs before submitting your character concept. Your invention may work better as a clockwork device or a Grey Order artifact.

Steamworker (Rank 4): See Steamworker description under Poor Day Jobs.

Taxi Driver (Flying): You drive a flying taxi. Once you've paid your monthly cab rental to the government and dues to the government, your fares give you a Comfortable income.

There are advantages of being a taxi driver:

  • Whilst technically you only rent your cab from the government, having a steam-clockwork flying car of your very own is very useful.

  • "You'll never guess who I 'ad in 'ere last week." You'll be surprised at who you'll end up meeting in a taxi, and what they'll tell you. Each turn you do your job you will learn a juicy piece of gossip, and might even meet someone important.

  • "If I 'ad my way..." Because you meet lots of people with important (or at least influential) jobs, your opinions carry more weight than they might otherwise do. You can't single-handedly change government policy, but you can raise an idea that might change a civil servant's thinking. Add any particular ideas you want to talk about with your customers to the Opinions section of your turnsheet.

There are a couple of problems with being a cab driver, though:

  • You get your taxi licence from the government, who can revoke it and repossess your taxi any time they like.

  • The Grey Order are the only people who are allowed to repair taxis - this is a clause in their contract with the government. Whilst in theory you could get a steam engineer or a clockworker to fix things if they go wrong, the interface of steam and clockwork is beyond their ken, and so they may not even know how to fix it, and if the government finds out you might find your taxi licence gets revoked. This means that the Grey Order can charge what they like for repairs, and levy a Significant fee. There is, however, a growing tendency for taxi drivers to do their own repairs - you may therefore buy the Grey Engineering skill for one point less than the usual price.
Treacherous Lands Investments: The Treacherous Lands colonies are getting bigger every day. You've speculated on that growth, and now you're reaping the rewards. Something you own beyond the wall gives you a regular source of income for comparatively little work. Like many in Horizon these days, you mostly just sit back and let the lucre roll in. You might, for example, own a plantation; or have redeveloped some of the New Horizon ruins that you now rent out; or you might have lent the Grey Order some of the money to build their holdings. Any way, you get a regular income, and can attempt to sweat your assests for further funds (note this in your turnsheet). You also get quite a bit of spare time, although you occasionally have to go pay a visit to your investment (this is fairly easy if you live in Horizon) and do the odd bit of paperwork. The flip side of this is that your easy lifestyle relies on the Treacherous Lands colonies staying working and prosperous. You thus have a very strong interest in making sure that matters in the Treacherous Lands stay peacable and the monsters stay under control.

You can also buy illegal Treacherous Lands Investments (IE, the Night Job of the same name). If you already have legitimate interests beyond the Wall, such operations become much easier to supervise. The Night Job therefore costs 1 point less if you have this Day Job.

Watchdog (Honest, Rank 3 or 4): You're a pig. A clean pig. A clean pig who, despite the odds, has actually survived to high rank. By default, you will be of Rank 3 if you buy this Comfortable Job (meaning that you might be in charge of one of the smaller Kennels, or be an important captain at the Doghouse, or be an important detective, or part of a specialist unit like the Flying Squad, and that you can call on a Bunch of mooks for backup). If you pay 3 extra points for this quirk, you can begin the game as a Rank 4 Watchdog, meaning you will be a Commissioner outside of the committee, or the head of a specialist unit, and can mobilise Lots of mooks if need be. If you wish to begin the game as a Rank 5 Watchdog - making you a Commissioner on the committee - talk to the GMs.

Note: Whilst you're loyal to a naive extent, you're not stupid, and know enough not to try to base cases on things people have said in the Riverview. You should come up with some rationale as to why you are coming to the Riverview on a regular basis - perhaps you're working undercover (in which case, you'll want to take the Hidden Loyalties quirk).

Note also: The mooks you can call on for backup are rank-and-file frontline beat cops, and you will not to be able to call on them outside of the course of your duties. They are not necessarily all honest Watchdogs.

Night Jobs

Night Jobs are where the action is. The rich and the powerful have stacked the deck against the likes of you, and so there's no way to get ahead in the game except by cheating, lying, throwing other players to the wolves, and - if it comes to the crunch - having the balls or ovaries to kick over the table and shoot the dealer in the face. A Night Job is a source of income which comes from shady, dubious, and just plain illegal dealings.

Like we said previously, the phrases "Day Job" and "Night Job" don't really have much of a connection with what time of day you actually do your work, and indeed it's entirely possible for you to handle business in your Night Job whilst you're onshift in your Day Job.

Like Day Jobs, Night Jobs are priced according to the income they bring you, like so:

  • It costs 2 points to have a Night Job with a Poor level of income.
  • It costs 5 points to have a Night Job with a Comfortable level of income.
  • It costs 8 points to have a Night Job with a Classy level of income.
  • it costs 11 points to have a Night Job with a Magnificent level of income.

The eagle-eyed sorts amongst you will have noticed that it's cheaper to have a Comfortable Night Job than it is to have a Comfortable Day Job, for reasons explained in the Day Job section. You'll also note it's more expensive to have a Poor Night Job than it is to have a Poor Day Job. This is also intentional! When it comes to the crunch, if you're doing things you can get locked up in jail for and you're not getting paid much more you would if you were moving crates about on the Docks, something's very wrong. Either you can't get a Day Job at all for some reason, or you're being blackmailed into doing this Night Job unwillingly, or you're a vicious brute who breaks the law for pleasure as much as for money, or you're just plain not pulling your weight in your mob.

There's a minor problem with Night Jobs - aside from them being illegal, that is - and that's the Under-Chamber. An innovation of Moebius Columna, the Under-Chamber is described further under the City section of the website, but in brief it is a council consisting of emissaries from the Family, the Dockyard Rats, Inmack's Boys and a dubious outfit called the Hidden Mob. Theories abound as to the true identity of the Hidden Mob - the most credible theory is that the Hidden Mob is actually a collective of foreign mobs with minor business interests in Horizon, the most paranoid theory is that the Hidden Mob is the government of Horizon, and that the Under-Chamber is a huge conspiracy to prevent the criminal underworld from becoming a threat to the status quo. (Well, the most paranoid theory is that the Hidden Mob is a clique of reptilian magi from beyond the Wall out to take over the world, but the government thing is the most paranoid theory which isn't completely stupid.)

From the very start, the Under-Chamber was out to establish a monopoly on criminality in Horizon. Freelance crooks would no longer be tolerated; anyone trying to make a career for themselves in the criminal underworld who was not a member of an Under-Chamber mob (with the exception of corrupt Watchdogs) would be quietly shopped to the Watchdogs, or failing that killed and dumped in the river. In the past twenty years, the Under-Chamber hasn't stamped out freelance criminality entirely - that's never likely to happen - but it has succeeded in making freelancing look like a bad, bad choice.

The upshot of this is that each Night Job comes in two different flavours: Freelance, and Mob-affiliated. Being a freelancer is a dangerous, dangerous game, but for those who simply can't bear to be part of a mob's power structure (even one as fast and loose as Inmack's Boys'), or who absolutely refuse to take sides in mob politics, it can be rewarding. Mob-affiliated criminals, by and large, have an easier time of it: aside from not having to pay protection money (so long as you live in your mob's territory) and being allowed to practice your criminal trade in peace, having access to the resources, contacts, and infrastructure of a major organised crime enterprise can really help you with your job. Folk with Mob-affiliated Night Jobs are liable to earn more money than freelancers, and are liable to gain other benefits as well. Of course, there is another side to this: if you're a member of a mob, you'll be expected to take your mob's side in gangland politics and work to achieve your mob's goals. The higher your rank in the mob, the more able you will be to influence those goals, of course...

Each Night Job, then, will appear in the list of Night Jobs multiple times: as a Freelance job (where appropriate), and as a Mob-affilitated job (at various levels of rank). Not all Night Jobs are suitable for all ranks within a mob - there's no reason, for example, for a Rank 4 mob member to continue to make a living as a prostitute. The exception to this is the Watchdog (Corrupt) Job: technically, this is a Day Job, but it's listed here because corrupt Watchdogs function much like gangsters. In this case, the rank given in the list of Night Jobs below is your character's rank in the Watchdogs. As always, if you wish to be a Rank 5 individual within a mob (or in the Watchdogs), you should talk to the GMs about it.

The Privilege of Rank: It should be pointed out that Rank is important in criminal mobs. Very, very important. Those of higher Rank than you have every right to ask you to do their dirty work for them and refuse to give explanations - the consequences of refusal vary from mob to mob, but you should at least expect to make an enemy of the high-ranking individual in question, and to gain a reputation as someone with ideas above their station.

Of course, if those of high rank make a habit of doing this, they'll only breed discontent in the lower ranks, which could end up making it easier to oust them...

Reputation: One last note: if your character belongs to a mob, you should consider taking a Mob Reputation quirk. These are completely independent of your mob Rank: it's entirely possible to be a low-level punk that everyone is fond of, or a powerful leader who's hated by everyone.

List of Night Jobs

Please Note: Corrupt Watchdogs are listed here, since they behave more like gangsters than policemen; nonetheless, being a Corrupt Watchdog counts as a Day Job.

Please Also Note: The "Vulgar Alchemist" and "Treacherous Lands Investments" Jobs also come in Day Job flavours.

PoorComfortableClassyMagnificent
Fence (Freelance/Rank 1)Fence (Rank 2)Fence (Rank 3)Fence (Rank 4)
Information Broker (Freelance/Rank 1)Information Broker (Rank 2)Information Broker (Rank 3)Information Broker (Rank 4)
Mobster (Rank 1)Mobster (Rank 2)Mobster (Rank 3)Mobster (Rank 4)
Pickpocket (Freelance/Rank 1)Pickpocket (Rank 2)
Prizefighter (Freelance)Prizefighter (Rank 1)Prizefighter (Rank 2)
Someone Else's Bodyguard (Freelance)Someone Else's Bodyguard (Rank 3)
Thief (Freelance)Thief (Rank 1)Thief (Rank 2)Thief (Rank 3)
Treacherous Lands Investments (Freelance/Rank 1)Treacherous Lands Investments (Rank 2)Treacherous Lands Investments (Rank 3)
Vulgar Alchemist (Freelance/Rank 1)Vulgar Alchemist (Rank 2)Vulgar Alchemist (Rank 3)Vulgar Alchemist (Rank 4)
Watchdog (Corrupt, Rank 1)Watchdog (Corrupt, Rank 2)Watchdog (Corrupt, Rank 3)Watchdog (Corrupt, Rank 4)
Whore (Freelance)Whore (Rank 1)Whore (Rank 2)Whore (Rank 3)

Suggested Mobs: Some Night Jobs are particularly appropriate for members of particular gangs, although all mobs contain examples of most Night Jobs - the Dockyard Rats forbid pickpockets, the Family shun Vulgar Alchemists, and Inmack's Boys do not admit Whores into their ranks. Full details are given in each Night Job description.

Details of Night Jobs

Fence: You are a skilled fence. You can appraise stolen items to find out how valuable they are, and you can sell them on through certain contacts of yours in return for a cut of the price.

Note that if you're caught telling the guy who stole the priceless artwork that it's only worth a Significant amount of money, and then go and sell it for a Staggering price, you're liable to get lynched. The usual deal works like this: if you appraise something as (for example) having a Significant price, you would sell it, give a Significant amount of money to the person who gave it to you, and take a Notable cut (your cut not being large enough to decrease the thief's cut to an extent that's worth following).

Freelance Fences can make a Poor income selling on the goods stolen by third-rate minor thieves, but are likely to have opportunities to make much more money if you offer your services to PCs - assuming said PCs don't rat on them to the mobs. Independent Fences do, however, have the advantage that they can pick and choose who they work with - mob-connected Fences are obliged to sell on items acquired by their mob's thieves, and may not be trusted by thieves loyal to rival mobs. On the other hand, Fences who are members of criminal gangs can end up shifting epic amounts of gear, and earn much more money as a result. Furthermore, they tend to be more closely connected to their mob's grapevine, can be given mob goons to smuggle stolen goods around the city, and can even develop contacts with foreign mobs in order to get particularly "hot" items in and out of the city; By default, mob-connected Fences get 3 free quirk points which they can spend on Mob Quirks, Mooks, Reliable or Unreliable Contacts, or Foreign Mob Connections. Furthermore, each turn all Fences have a chance of picking up an interesting rumour or uncovering an unusual item in the course of their business.

Another advantage of being a Fence is that thieves, burglars, robbers and muggers tend to listen to what you have to say. If you drop hints that artistic renditions of the Intercession might be fetching a high price on the market soon you'll find that that's what people are trying to steal. The more important you are as a Fence, the more likely it is that criminals will listen to your suggestions, and the more skilled they will be.

Here is what sort of things Fences of various Ranks do from day to day:

  • Freelance/Rank 1: Peddling dull gear stolen by third-rate thieves from poor people.
  • Rank 2: Moving more interesting items stolen by classier thieves from rich people. You might end up handling the occasional antique at this level.
  • Rank 3: Shifting valuable, beautiful objects purloined by master thieves. At this point you are probably sending the odd bit of gear overseas - you'll often handle works of art that are particularly famous within Horizon, and so are best sent away where they're not well-known to be sold.
  • Rank 4: We're into the major international smuggling co-ordinating here. If you happen to idly suggest that a particular work by a world-famous painter would be appreciated by a certain unnamed client, you could well find it on your desk within a week.
  • Rank 5: At this point (aside from being one of the undisputed rulers of your mob) you're one of the biggest "procurers" in the city. You'll be known throughout the criminal underworld as a guy who can move any stolen item you care to mention, no matter how "hot", and get a profit on it. Thieves will be stabbing each other in dark alleys for the privilege of being one of your clients. You get 6 free quirk points to spend on Mob Quirks, Mooks, Reliable or Unreliable Contacts, or Foreign Mob Connections instead of the usual 3.

The "Fence" Night Job can also serve as a model for any other Night Job which might involve a significant level of smuggling and/or selling goods.

Suggested Mobs: All the mobs have uses for Fences and other smuggling sorts. The Dockyard Rats have an entire subfaction devoted to smuggling, Inmack's Boys have more than enough thieves to provide Fences with material to sell off, and are mercenary enough that they're willing to do business with most people who come to them, and the Family has numerous warehouses in the Slums which they can store "hot" items in until the search for them has cooled off (not to mention Moebius Columna's shipboard auction house, which is awfully useful for selling particularly choice items).

Information Broker: Knowledge is power, and power comes with a price. As far as you're concerned, that price is money. You make a living procuring and passing on information. Unlike journalists, who blurt whatever dirty facts they've uncovered out to anyone, and spies, who report only to their employers, you give your knowledge to those who are willing to come up with the cash. Of course, if you end up passing on information which is embarrassingly untrue, your reputation for reliability will suffer.

All Information Brokers receive two valuable pieces of gossip each turn. In addition, mob-affiliated Information Brokers get 3 free quirk points to spend on Mob Quirks, Reliable or Unreliable Contacts, Spies, and Mooks (we recommend Quiet Mooks, for the purpose of tailing people you want followed). If you are a member of a mob, you are of course expected to share your information with your mob free of charge, and not to sell information damaging to your mob to others.

To give you an idea of what sort of thing Information Brokers of various Ranks do most of the time, here's some examples:

  • Freelance/Rank 1: You're probably settling queries presented to you by poor, everyday working class types. Questions you might have to find the answers to include "Is Bert watering down the beer in the Dark Tower again?", "Who's the mole in our Union branch who keeps ratting us out to the bosses?", and "Who's sleeping with my wife?"
  • Rank 2: The sort of characters you're answering questions for are still working class, are kind of unsavoury, but pay better. You might be asked "Where does Joe the bookshop owner keep his spare key?", "Who stabbed Dirty Dave?", and "Who's sleeping with my wife?"
  • Rank 3: Important criminals and significant individuals from polite society are now seeking your custom. Questions include "What route is the poorly-guarded train with all the gold in it?", "Does Henry the Hermit have a copy of the Lambent Grimoire?" and "Who is sleeping with my wife?"
  • Rank 4: Now people from the highest strata of society - nobles, politicians, and factory owners - are seeking answers from you. You might be seeking the answers to questions like "When are my rotten employees planning to strike?", "Are the Lasinians breaching their treaty with us?", and "Who is sleeping with my wife?"
  • Rank 5: By now, aside from being one of the masters of your mob, you're your gang's spymaster, responsible for all intelligence-gathering. You get 6 free quirk points to spend on Mob Quirks, Reliable or Unreliable Contacts, Spies, and Mooks instead of the usual 3. People are offering to let you sleep with their wife in return for the information you gather for them.

The "Information Broker" Night Job can also work as a model for any other Night Job which might involve a serious amount of espionage and intelligence gathering.

Suggested Mobs: Inmack's Boys are mercenary sorts and are willing to sell information to everyone, and have been in the information brokerage business for longer than anyone (Mrs Hudson's Butcher Street Irregulars are an especially venerable underworld institution). The Family, meanwhile, has a reputation for fair and honest dealings, and so their information peddlers do brisk business. The Dockyard Rats, while they do have a few Information Brokers, aren't so keen on the idea - they prefer to play their cards close to their chest, and the wealthier clients of their brothels tend to get nervous if there are sellers of secrets loitering around the place when they visit.

Mobster: Rather than being a specialist (as is the case of most of these Night Jobs), you're more of a generalist. You're one of the people who keeps your mob co-ordinated and running smoothly. You make sure that the protection money gets collected, the mob's territory gets patrolled, that the mob's policies and plans are acted upon and that, when honour demands it, bad things happen to people who need to learn respect. It's guys like you who the little people go to when they need the protection they're paying you for, who members of other mobs talk to when they want to send your gang a message, and who make sure that everyone in the gang is sending an appropriate cut of their profits up the chain to their superiors. If your gang is going to operate effectively, someone's going to have to organise meet-ups, send messages, co-ordinate activities, and - when it comes to it - plan assassinations, ambushes, and gang fights. That person is you.

As generalists, Mobsters don't get the additional skills of people with more specialised Night Jobs - they do, however, get 4 free quirk points to spend on Mob Quirks, Mooks, Allies, Stooges, Bodyguards and the Seneschal and Under-Chamber Representative quirks.

It goes without saying, of course, that there is no such thing as a freelance Mobster. Here's what the different Ranks of Mobster mean:

  • Rank 1: You're a two-bit hood, a mere pawn in a game played by more powerful gangsters. Chances are you're little more than muscle, responsible for shaking down people who are late with their protection payments or tangling with trespassing members of rival gangs.
  • Rank 2: You're a two-bit hood who's earned a name for himself. You might at this stage be directing the muscle rather than being part of it, but you're still dancing to your superiors' tune.
  • Rank 3: By this point you're pretty central to your mob's activities. Perhaps you're a "fixer", someone other members of the gang call upon when things have gone to shit in order to make them right again, or perhaps you're the trusted advisor of one of your gang's leaders.
  • Rank 4: You're a power within your gang. You can count your superiors on the fingers of one hand, and you're just one lucky break, skillful victory, or bloody coup away from reaching Rank 5. While you can still be overruled by Rank 5 members of your gang, you're powerful enough that they'll think twice about whether or not they want to.
  • Rank 5: You're one of the undisputed masters of your gang, and the full resources of your mob are at your disposal. You get 7 free quirk points to spend on Mob Quirks, Mooks, Allies, Stooges, Bodyguards and the Seneschal and Under-Chamber Representative quirks instead of the usual 4.

Suggested Mobs: All mobs contain Mobsters, obviously.

Pickpocket: You make money by stealing it from people in the street, you horrid little urchin. This is a high-risk game and pickpockets don't last long unless they're skilled. You must buy the Pickpocket skill to take this job, although as a professional pickpocket you can buy Stealth skills at 1 point less than the listed price, which is helpful. If you are a member of a mob, you get 3 free quirk points to spend on Mob Quirks, the Pickpocket and Stealth skills, as well as Mooks - having a few friends around to distract marks or confuse the Watchdogs can be awfully, awfully helpful.

Freelance and Rank 1 Pickpockets tend to spend their time stealing from poorer clients in the Slums and Trading District, whilst Rank 2 Pickpockets target wealthier marks - say, in the Craftsman's District or in the Imperial Parks. Pickpocketing really isn't the sort of thing Rank 3 to 5 members of mobs do - once you're ready for promotion to Rank 3, chances are you'll be encouraged to become a Thief, or a Fence, or a Mobster.

Suggested Mobs: Inmack's Boys are the only mob who encourage a significant number of Pickpockets (they did start out as a band of pickpockets working for Inmack, after all); the Family cultivate a few in the Slums but the pickings there are too meagre to support many of them, and the Dockyard Rats actively discourage them in the Docks - Shoreleave House's income depends on its establishments being safe places to spend your money, and the Rats tend to assume any Pickpocket they come across is a spy for Inmack's Boys.

Prizefighter: You compete in illegal bouts, fighting people, wild animals, and crazy machines jury-rigged for the purpose, all for the entertainment of others. A dangerous job, and the tougher and better at fighting you are the more likely you are to come out with your skin intact. Fighting skills cost 1 point less than usual for you, and if you are a member of a mob you get 3 free quirk points to spend on your Mob Quirks, Fighting and Brawn skills.

Here is the sort of thing you can expect to get up to at various Ranks:

  • Freelance: You fight people in dirty pubs in the Slums and get paid a pittance for it. You've got no mob looking out for your interests and so forth, so this is a dangerous and painful way to make a living. Either you're desperate, or you actually enjoy violence.
  • Rank 1: Perhaps you're one of the more successful bareknuckle fighters from the Slums and have succeeding in gaining the patronage of the Family; alternately, you're making a name for yourself in the somewhat classier bouts the Dockyard Rats run in certain Shoreleave House establishments. You take a fall when the mob tell you to take a fall, of course...
  • Rank 2: You're one of the stars of the underground fighting scene in Horizon. People recognise you in the street. Women throw themselves at you. Kids mimic your moves and injure themselves horribly. You are a big fat cash cow for your gang and they're willing to pamper you in return.

Beyond Rank 2, you should really think about graciously retiring from the ring - if you're that important in a mob, there's no earthly reason for you to risk life and limb on a daily basis. Becoming Someone Else's Bodyguard is a popular choice for retiring fighters.

The "Prizefighter" Night Job can also serve as a model for any other Night Job which involves beating the shit out of people.

Suggested Mobs: Both the Family and the Dockyard Rats run large-scale illegal prizefighting operations. Inmack's Boys don't, but they do occasionally send a challenger or two to represent them in the Family's fights.

Someone Else's Bodyguard: Much like the Someone Else's Bodyguard Day Job, except that in this case you are personally responsible for the safety of an important person within an illegal organisation. If you are a mob-affiliated bodyguard, you'll have Rank 3 in the mob of your choice (which would ordinarily be a little high for muscle, but mob leaders need to be protected by someone who has proven their loyalty and can be trusted not to repeat any mob secrets they overhear) and will be protecting a Rank 4 or 5 member of your mob. If you are a Freelance bodyguard, you're going to be protecting the leader (or one of the leaders) of an illegal or covert organisation which is not one of the criminal mobs of Horizon; the HPLF or organisations of Unregistered Spies are good choices for this sort of thing, as are dubious secret societies, terrorist networks, and other such cliques.

Fighting skills cost 1 point less than usual for you, and if you are a member of a mob you get 3 free quirk points to spend on your Mob Quirks, Fighting and Brawn skills and on Mooks and Bodyguards (if you buy a Bodyguard or a Bodyguard Team it's assumed that they'll spend most of their time protecting your client rather than yourself).

Suggested Mobs: Every mob has important people with bodyguards, and so being Someone Else's Bodyguard is appropriate in all mobs.

Thief: You spend your time breaking into people's houses and nicking their stuff, pilfering gold bullion from secure trains, lifting goods from market stalls and generally robbing people blind. You are a thief. Stealth skills cost 1 point less than usual for you, and if you are a member of a mob you get 3 free quirk points to spend on your Mob Quirks, Stealth, Safecracking skills, as well as Mooks (who are awfully useful when you want to stake a place out or arrange a distraction).

Here's the sort of thing you can expect to get up to at various Ranks as a thief:

  • Freelance: You rob the people who can least afford it and can barely afford food with your profits - in short, you're scum. You have to be careful about where and when you practice your trade, because people pay Mobs protection money specifically to sort out people like you. With no Mob behind you, there's nobody to come up with an alibi for you if the Watchdogs arrest you, and if gang members catch you they'll kill you and toss you in the river without a second thought.
  • Rank 1: Once you join a mob, you have to quit stealing from people who pay protection money to your mob. On the other hand, you've got a mob backing you up, so you can get a bit more daring in your burglaries. You spend most of your time stealing from middle-class clerks and tradesmen and earn a Comfortable income doing so, but naturally you're always on the lookout for a chance to make a big heist and make a name for yourself...
  • Rank 2: ...because once you make a name for yourself, life just gets better and better. At this point other thieves in your mob will respect your skills enough to invite you in on jobs if they need your help, and your mob will refer outside clients seeking wealth retrieval services to you.
  • Rank 3: You live like a lord because that's the sort of person you're stealing from these days. The palaces and mansions of the Noble District provide you with your main source of income, but there are always greater and more challenging rewards out there for you to pilfer.

Beyond Rank 3 it's really time to quit the thievery business; when you get that important within your mob, you're expected to spend more time sitting in smoke-filled backrooms masterminding daring robberies than actually getting your hands dirty. Many master thieves have gone on to become well-regarded Fences.

The "Thief" Night Job can also serve as a model for any other Night Job which requires a lot of sneaking around.

Suggested Mobs: All mobs have some thieves amongst them, but Inmack's Boys have the most by far, treat their thieves with more respect, and are the mob that robbers and burglars have the most potential to advance in.

Treacherous Lands Investments: As with the Day Job, you've sunk money into the expanding Treacherous Lands colonies, and are now reaping the dividends. As with the Day Job, this means you a get a relatively easy life, and can try to extract more cash from your investments, but have a strong vested interest in affairs Treacherous. Unlike the Day Job, you get away with extracting obscene sums of money from the Colonies by financing the sorts of colonial expansion that will get you arrested, locked up, interrogated and possibly executed if you get caught. As with most forms of crime, the fact you're operating or living in Horizon means that the mobs expect in, but freelancers can get away with more in this area than any other. If you are mob-connected, you get 3 free points to spend on Mob Quirks, Mooks, Reliable or Unreliable Contacts, Spies, (since your income relies on knowing what's going on when you're not there), Stooges, (mightily useful for when you're off in the Treacherous Lands), and Well-Travelled (since you quite likely are, if you're a major Treacherous Lands player).

Here's the sort of interests your likely to have in the Treacherous Lands at different ranks:

  • Freelance/Rank One: You have a few people harvesting Vegdar-Dust or other narcotics, or you own a modest brothel in New Horizon, or you sponsor a small gang of robbers in the lawless lands beyond New Horizon.
  • Rank Two: You own a respectable narcotics plantation across the wall, or sponsor a major (and probably notorious) group of bandits, or run a major trans-Wall smuggling ring.
  • Rank Three: If only your name was public, you'd be a legend of the frontier. You own whole rolling prairies planted with narcotics, or rule a sizable robber barony out beyond the reach of civilization, or have your finger on the windpipe of one of the unofficial routes across the Wall, or financed the breakaway of the UFS.

However big your Treacherous Lands operation is, you're not going to rise beyond Rank 3 in a Horizon mob. There are two reasons for this. Horizon moblords still tend to regard the Treacherous Lands as a dirty and dangerous backwater, so they don't give you as much respect as they might; and most of your power is concentrated beyond the Wall, so you have some difficulty convincing them otherwise. If you want to rise further in the Underworld, you can always trade up and leverage your skills to become a Mobster. Or maybe it will be you that finally makes the Horizon underworld really wake up to the Transwall Colonies...

Suggested Mobs: Thanks to their arrangement with the Crocodiles, the Dockyard Rats have far and away the greatest amount of influence in the Treacherous Lands, and the largest number of members with Treacherous Lands Investments; while other mobs may distrust members whose main business interests are well beyond the gang's sphere of influence, the Rats have proven more willing to trust enterprising individuals who spend significant amounts of time on the frontier; after all, thanks to Jude's Concern's extensive international contacts, the Rats are confident of being able to catch up with anyone who cuts and runs.

Vulgar Alchemist: As described in the Vulgar Alchemist Day Job, you spend your time fiddling with various herbs, preparations, powders, potions and substances. Your job has little to do with the practice of pure alchemy and the refinement of Essences - if truth be told, as far as that's concerned you wouldn't know where to begin (unless you've bought Alchemist quirks separately). If you practice Vulgar Alchemy for a Night Job, you're spending most of your time testing Vegdar-dust for purity, distilling moonshine, and forging notes with acid. Occasionally, you make poison for stealthy black-clad men to put on their blades or in people's drink.

By default, mob-connected Vulgar Alchemists get 3 free quirk points which they can spend on Mob Quirks, Mooks (to go out and deal the narcotics the Vulgar Alchemist produces), Reliable or Unreliable Contacts (in the form of talkative clients), or Stashes or Secret Hideouts for the concealment of wares and/or labs.

Here's the specifics about what sort of thing you can expect to get up to as a Vulgar Alchemist at various Ranks:

  • Freelance/Rank 1: Your "lab" is probably a stinking, filthy shed, your clientele the dregs of society. The greatest indignity is that you probably sell at least some of your narcotics yourself rather than passing them on to a network of dealers, which means that you spend a significant amount of time hanging around drug addicts. You cannot afford to turn away customers, and so you end up selling narcotics to blathering cockroach-heads and poisons to giggling sociopaths on a daily basis.
  • Rank 2: A little better. At this point your mob passes most of your narcotics on to various Rank 1 dealers, leaving you to concentrate on producing the things. You enjoy a better quality of clientele, but only slightly better - the drug addicts you talk to are less miserable, the poisoners less indiscriminate.
  • Rank 3: A purveyor of narcotics and poisons to the middle classes: that is you. You needn't talk to addicts now unless you want to. You're amongst the people your gang turns to when they want a poison brewed for their own use.
  • Rank 4: You're selling dope to dukes and earls, and selling poison to their disgruntled wives. Drug addicts speak of your wares in the same sort of tone that wine-lovers speak of the finest vintages. The folk you sell poisons to are amongst the most frightening people alive.
  • Rank 5: You are one of the movers and shakers in your mob, and at the very least have absolute control of your faction's narcotics branch. You buy and sell drugs on an international basis, but you don't handle it all personally these days - let the lesser Vulgar Alchemists in your gang deal with that. When you do go into your lab it's to refine the very finest narcotics, or to brew the most lethal of poisons, because only individuals who can afford those can afford your services. You get 6 free quirk points to spend on Mob Quirks, Mooks, Reliable or Unreliable Contacts, or Stashes or Secret Hideouts instead of the usual 3.

Suggested Mobs: The major employer of Vulgar Alchemists are the Dockyard Rats (and specifically Jude's Concern) thanks to their dominance of the narcotics trade. The Family has absolutely no truck with Vulgar Alchemists, since it considers the narcotics trade to be morally repugnant.

Watchdog, Corrupt: You're a pig. But the the kind of pig who's popular in the Riverview. Because you're a dirty, dirty pig. You're basically like a gangster who has the legal right to arrest people and search their houses without warning. (Of course, unlike mobsters doing this leaves a paper trail of your activities...) Corrupt Watchdogs with a low income operate much like low-income gangsters, and/or take bribes from taxi drivers to make inconvenient parking tickets go away. Corrupt Watchdogs with a high income operate much like high-income gangsters, and/or take bribes from government ministers to make inconvenient butchered prostitutes go away.

As a Corrupt Watchdog, you get 3 free quirk points to spend on Mob Quirks, Mooks (who will consist of both your technical subordinates and other corrupt Watchdogs who work for you on an extracurricular basis), Reliable or Unreliable Contacts (consisting of both your fellow Watchdogs and your chums in the criminal underworld), and Master of Red Tape (damn useful for covering your tracks).

For easy reference, here's what each Rank means within the Watchdogs:

  • Rank 1: You are a beat cop. A grunt. A front line pig.
  • Rank 2: Either you are a sergeant, responsible for a patrol of grunts, or you are a detective, or you are grunt in a unit with some prestige (like the Horse Guard). In terms of backup, you can call on Some mooks quite easily.
  • Rank 3: You might be in charge of one of the smaller Kennels, or be an important captain at the Doghouse. Or you could be a ranking detective, or part of a seriously specialist unit, like the Flying Squad. You can call on a Bunch of mooks for backup.
  • Rank 4: You are a commissioner outside the Committee, or the head of a specialist unit. You can call up Lots of mooks, no problem.
  • Rank 5: You are a commissioner on the Committee. You can deploy a Private Army of mooks if necessary, but you'll have a lot of explaining to do if it's not a dire emergency. You get 6 free quirk points to spend on Mob Quirks, Mooks, Reliable or Unreliable Contacts, and Master of Red Tape instead of the usual 3.

Note: The mooks you can call on for backup are rank-and-file frontline beat cops, and you will not to be able to call on them outside of the course of your duties. They are not necessarily all corrupt Watchdogs - in fact, they will probably be mainly honest sorts (corrupt Watchdogs tend to get promoted away from frontline duty rapidly), and so you will need to be rather clever if you want to use them for anything dodgy.

Note also: Corrupt Watchdogs need to maintain an honest facade. As described in the Day Jobs section, you'll need to give some thought as to how your character excuses his or her frequenting of the Riverview Tavern - this will generally be easier for lower-ranking Watchdogs.

Whore: You tell your mother you're a seamstress or stableboy, but that's a lie. You're a filthy whore.

This is, let's face it, a pretty nasty job. The factories are producing decent condoms these days, but clients are sometimes reluctant to use them, often rude, and very occasionally try to kill you and dance in the moonlight clad in your skin.

On the other hand, prostitutes get all the best gossip. Each turn we'll give you an interesting secret. These could be things you notice about one of your clients, or something your clients tell you in the middle of the night as they clutch you and weep with shame at the sheer depths of loneliness they have reached. If you are a member of a mob, you will also get 3 free quirk points to spend on Mob Quirks, Reliable or Unreliable Contacts, Bodyguards, or Stealth (for those "oh shit, that's my wife, hide in the closet" moments). It's also just plain sensible to be a member of a mob: it means that the mob will protect you and try to make sure you don't get Jack the Ripper'd.

Here are some guidelines as to what prostitution entails at various Ranks:

  • Freelance: You're working on the streets, either by yourself or with a third-rate pimp or madam who's not mob-connected (and therefore will get their legs broken if they're too successful). This is disgusting, horrible, dangerous work. You see a lot of poor people in their pants.
  • Rank 1: You work in a mob-controlled, somewhat down-market brothel - probably somewhere in the Slums. This is a hell of a lot safer than working on the streets, and the nice bouncers turn away unclean or impolite clients. You see a lot of middle-class folk in their pants.
  • Rank 2: You work in an upmarket brothel - perhaps one of Shoreleave House's establishments in the Docks. You're up to date on what sort of pants are fashionable amongst the upper classes.
  • Rank 3: You're the sort of whore a noble parent would gladly hire to teach their son or daughter the fine art of lovemaking - at this level of income you start hearing the really good pillowtalk, the sort that brings down government ministers and captains of industry if you repeat them. At this point most jobs don't actually involve having sex with clients, just accompanying them to parties so that their rivals can be consumed with jealousy. You know what sort of pants Colonel Zero (or, if you're a rentboy, his wife) wears.

Beyond Rank 3, you are expected to give up prostitution (perhaps becoming a Mobster responsible for your mob's brothels) - no matter how classy a hooker gets, at the end of the day it's not dignified to have the leaders of a mob sleeping with people for cash.

Suggested Mobs: Inmack's Boys do not support prostitution; whilst they are mercenary sorts, their stance is that they sell clients their skills, not their bodies. The Dockyard Rats and the Family have no such scruples. The Family tend to provide prostitutes for the lower strata of society - back in the day, Crace Columna's girls used to be hired out to the nobility, but with the demise of the Columna as a crime family that particular market has fallen to the Dockyard Rats. The Rats - specifically, Shoreleave House - provide the classiest variety of prostitutes, strippers, escorts, and "cabin boys" to be found in the city, and their establishments are patronised by the middle and upper classes of Horizon, Embassy staff from the Four Nations, and (of course) sailors, merchants and pirates on shore leave.

Undercover Jobs

Many organisations within Horizon find that their burning curiosity compels them to hire spies, but only a few can afford to pay them a decent salary (as opposed to paying them solely on commission). These are the Grey Order, the Merchant's Arm, the government of Horizon and the Four Embassies. If you wish to be a spy for another organisation, you should take the Hidden Loyalties quirk. Like all other job quirks, the price of Undercover Jobs depends on the salary they offer:

  • It costs 3 points to have an Undercover Job with a Comfortable level of income.
  • It costs 6 points to have an Undercover Job with a Classy level of income.

You'll note that Undercover Jobs are significantly cheaper than Night Jobs that pay an equivalent amount of money. There's a very good reason for this: while the financial benefits are great, to be a spy is to play a risky game: if you are publicly exposed, there will be severe consequences (just how severe depends on who you're working for - the full description of each Undercover Job details the Price of Failure). This means that you will have to take care; if anyone discovers your hidden line of work, they could blackmail you or destroy you. Disguise quirks can help with this, but the disguise quirks are, of course, imperfect.

List of Undercover Jobs

ComfortableClassy
Government Insider (Undercover Agent)Finger of the Arm
Grey AgentGrey Adept
Unregistered Spy

Details of Undercover Jobs

Finger of the Arm: You are an operative of the Merchant's Arm, the cartel of industrialists who between them own almost all the factories in Horizon. Your main priority is to report on and disrupt any activities which are liable to hamper the economic activities of the Arm. Most of the time, this involves infiltrating the Steam Union and wrecking strikes, but the Arm have spies in many places - spies in the HPLF to betray any worker's revolution, spies in the Watchdogs to make sure that plenty of police resources are devoted to strikebreaking, spies in the Family to report on their activities in support of the Union, spies in other mobs agitating for mob war against the Family...

Price of Failure: You can expect no aid from the Merchant's Arm if you are exposed: it says as much in your employment contract. You can expect reprisals - almost certainly of a fatal nature - to come from the Family, the Steam Union, the HPLF, and any other bitter enemies of the Merchant's Arm that come out of the woodwork to have a pop at you (if you infiltrated the Steam Union, they have a legal right to kill you). If you go out walking alone in the Lower City - especially in the Slums or the Steam - you're liable to be knifed by some wannabe hero of the working class. And while the Watchdogs aren't averse to a little strikebreaking, the rank and file officers aren't going to want to help you - after all, you've been paid a princely sum for doing work which undercover Watchdogs do for paltry wages.

Government Insider (Undercover Agent): You are a member of one of the various cliques, committees, subdepartments and quangos who do all the interesting governmental stuff. This gives you a Comfortable income, although you will have frequent opportunities to supplement this with bonuses for completing missions. Let us know what sort of outfit you'd like your character to be a member of: if we've already dreamed up such a subcommittee, then you will be part of that. If we haven't, then we will invent an appropriate clique for you.

As a spy for the government, you will know more than most people about the workings of Horizon's government. Your contact in the government will probably be a Suit (see "Government Insider (Suit)" in the Comfortable Day Jobs section), who will be able to use his or her connections in the bureacracy to give you information and help you complete your missions for the government.

Another advantage of this arrangement is that the Price of Failure is possibly the mildest of any of the Undercover Jobs: if you are exposed as a government spy the government of Horizon will set you and your loved ones up in a safe house and give you a high-powered job behind a desk - in other words, you'll become a full-time Suit. Of course, this assumes that whoever discovers your government connections doesn't cut your throat like the pig you are.

Grey Agent: You are an Agent of the Grey Order. You have been assigned an Adept who tells you the Grey Order's current plans and schemes, and who can issue you direct orders, which you must obey. You have sworn an oath not to betray the order and not to reveal the secret of Grey Magic to outsiders, and in exchange are given clearance to perform four (4) Grey Magic spells. In terms of seniority, you are at Rank 2 and you have a Comfortable income.

Price of Failure: You will become a hate figure to many people, including the Steam Union, the Strict Clockworkers, and any organisation you happened to infiltrate. (If you were masquerading as a Strict Clockworker they will be especially furious, and are legally entitled to kill you.) In general, NPCs will react badly to you unless they sympathise with the Grey Order. How the Order itself responds will depend on the circumstances of your exposure, how well you have served the Order, and how damaging it would be to the Order if you were kidnapped and interrogated. If you have served the Order well, the exposure was through no fault of yours, and you don't know any big secrets they want kept quiet, they will continue to employ you and give you a position as a Grey Salesman. If you have served the Order poorly, or if you have been exposed due to an obvious blunder on your part, the Order will wash its hands of you and invalidate your rune-signature, rendering you incapable of using Grey magic. If you possess knowledge the Order does not wish to fall into the wrong hands, the Order will either evacuate you to one of the Citadels of Steam (if they think you are still useful) or liquidate you (if they feel that you are a liability).

Grey Adept: You are an Adept of the Grey Order. You know the Grey Order's wider strategies and have sworn a great deal of elaborate oaths of loyalty. You are in control of a cell of four Grey Agents, who answer to you and who you can issue direct orders. You are given clearance to perform all Grey Magic spells. In terms of seniority, you are at Rank 3 and have a Comfortable income.

Price of Failure: If you are exposed, you are important enough that the Order will take action; you will be evacuated by the Order to one of the Citadels of Steam, where you will be found productive work. This will mean you will have to retire your Grey Adept and take on a new player character.

Unregistered Spy: You're dashing. You're daring. You are one of the naughty, illegal, dangerous Unregistered Spies that the Four Embassies deny all knowledge of. Your Embassy receives all the interesting details of what you do in your Day or Night Job (for this reason, many unregistered Spies have Day Jobs in government bureaucracies) and in addition sends you on exciting missions to slit throats, stake out houses, steal documents and all sorts of other fun things.

You have a couple of advantages. First of all, you know what your Nation's up to, and your reports back can sway its policy. Second of all, all Stealth skills cost 1 point less than usual for you. Third, you're not just a pawn of your Embassy: they trust your judgement enough to allow you to go on your own investigations without contacting them in advance. If these produce particularly interesting results, the Embassy will pay you a nice, juicy bonus for them.

You also have one big, very big disadvantage: the Price of Failure is punishing. If you're exposed, you're deported from Horizon, your Embassy denies all knowledge and possibly sends people to ensure you stay silent, and chances are it's time to write up a new character.

If you would like to be a Registered Spy and go though the whole rigamarole of wearing those stupid, stupid ribbons, carrying that stupid, stupid card and not being able to do anything even remotely discreetly, speak to the GMs at the start and we will consider things. Top of page.


Quirks of Fate

Don't Kill Me Daddy (0)
This quirk is free because it doesn't represent an IC resource so much as an OOC agreement between player and GM team.

The GM promises, quite simply, not to allow your player character to die. In return, you promise:

  • To try and avoid situations of high risk to your character, so that we do not have to stretch suspension of disbelief too much to preserve them.

    This clause is obviously quite constraining, since all sorts of activities in this sort of game can involve fatal risks. If you find it constraining, you may simply renounce this quirk partway through the game. Once you have done this, however, you may not regain it.

  • Not to attempt to kill any other character, PC or NPC.

    This one is set in stone. It is absolutely unfair to have fights to the death between two characters when one of them has GM protection.

If someone turnsheets to kill your character, and we feel that they have a decent reason to do so (ie, you've meddled in their plans from the get-go and have shown no willingness to negotiate), they will fail; however, if under normal circumstances they would have succeeded, we will talk to you and the other player and see if between us we can't contrive some means by which the player's ends can be met - perhaps their character manages to put a curse on you, or forces you to swear to a dog not to meddle in their affairs, or perhaps your character just decides IC "whew! That was a close one - I'm going to back off, this isn't worth dying over." If, once such a situation has occurred, you decide to meddle again, then your character *will* die - there's only so much bending of the world we're willing to do for you.

Please note that if you are genuinely unaware of the risk when you undertake a course of action, the GMs will not allow your character to die whether or not you have this quirk. In turnsheeting we will, at the very least, allow you an opportunity to realise the risks before giving you the choice whether to commit to that course of action. No character in Horizon will be allowed to die without warning simply because their players were OOC unaware of the dangers of what they were doing. It may, however, take a while for the consequences of your actions to turn around and bite you. Also, if you come to us and say something along the lines of "But I didn't know that meeting my worst enemy in a dark alleyway would lead them killing me and burying me in quicklime, so you should let my character survive", we reserve the right to phone the mental health people and have you committed on grounds of superhuman stupidity.

No NPCs will ever have this quirk.

Roger Me Spinally (-1 to -3)
Bad things are coming your way. This quirk costs between -1 and -3 points; during the game (unless your character dies before we get around to it) we will shower three times the value of this quirk upon you in the form of crises, problems, afflictions, curses, dilemmas, and other bad things. There will be no way to avoid this, and the rogering will be in the form of our choosing (remember, the Doooooooooomed quirk is only 6 points...). We will do our best to ensure that these things have at least a tangential relation to what is happening in the gameworld.

Fortune (1 to 3)
A nicer version of Roger Me Spinally - "Cuddle Me Spinally", if you will. Happy times are coming your way; for each quirk point you invest in this, you will get three times its value back in the form of happy things. Whilst these will be analgous to positive quirks, they may not manifest in the way your character might like - after all, being favoured by the Gods is rarely welcome but is a positive quirk. In some instances it may be possible to reject your Fortune: if you do this, you won't get alternate Fortunate things happening. (For example, if you are in a situation where you could very easily become leader of a cult, but refuse, the relevant number of points of Fortune are lost.)

Yes, you can take both Roger Me Spinally and Fortune.

Doooooooooomed (-6)
Your character will definitely come to a bad end by the end of the game, their plans ruined, their schemes undone, their life laid ruin. You may or may not be aware IC of the nature of your doom at game start; that's entirely your choice.

Top of page.


Skillz 'n' Stuff

Fear (-1)
You know your Price? That thing which you will do anything to gain? This is the opposite.

You are pants-wettingly afraid of... something. Please describe that terrible something - it can be a concept, a person, an object, a creature, pretty much anything. Please don't be overspecific, and try to choose something you could conceivably encounter during the course of the game: we'll make damn sure it crops up during the game, and having a happy clown burst through the ceiling coated in strawberry jam and singing showtunes will be hard to shoehorn in.

We'll enforce this one a lot more strictly than your Price. No standing boldly staring into the face of your Fear, sonny, if you're not shitting yourself you're failing to roleplay this bit.

Coward (1)
You're pants-wettingly afraid all the time. This is in many ways a useful survival trait, but it's a humilating one.

In turnsheeting, whenever something comes up where your character will have to choose a course of action, we will assume that you always take the safer option (this may mean you get less out of your turnsheet actions than people who were, say, willing to follow that strange man down the dark alley). We will also regard you with disdain and disgust.

You may take this quirk if you have Don't Kill Me Daddy, but there's little point and chances are you'll be wasting a point; Don't Kill Me Daddy covers both IC and OOC cowardice, and we'll already be assuming that you'll be playing it safe.

Foolhardy (-1)
You thumb your nose at danger and bare your buttocks to Grim Uncle Death. You are the stuff that heroes are made of, or perhaps you're just endearingly stupid.

In turnsheeting, whenever your character has to choose between two courses of action, we will assume that you always take the riskier option (this may lead to you being beaten up more, but sometimes these risks pay dividends). We will also regard you with warmth and admiration, and frequent amusement.

You may not take this quirk if you have Don't Kill Me Daddy. You promised us you'd stay out of trouble, remember?

Squanderbug (-1)
Money and you just don't get on: you've never really gotten the hand of this "saving" lark. You never earn saving points: if you don't spend all your money in a turn during turnsheeting, we'll assume you've frittered it away on frivolous fripperies. When making purchases, your character may not Tighten Their Belt - they lack the fiscal discipline necessary to do so.

Secret Identity (1)
You have an alternate identity. Perhaps with a ludicrous pseudonym! Perhaps by day you disguise yourself as a harmless old lady so the local mob won't realise that you are Big Bad Frank, killer-for-hire who sells himself to whichever gang will pay the most. Or maybe by day you toil away in your thankless government job, eagerly awaiting the night when you don your mask, take up your rapier and swish your cloak in order to FIGHT CRIME!

Note that people with the Master of Disguise or Doctor of Disguise quirks will be able to see through your disguise.

Addict (-2)
You are addicted to a narcotic - a fairly common narcotic, the sort that Inmack's Boys might be able to get you if you don't fancy dealing with the Dockyard Rats. Feel free to describe what sort of drug your character smokes, injects, snorts, or otherwise ingests.

This sort of habit is expensive: it costs a Notable amount of money each turn to get a regular supply of decent-quality gear. If you happen to be short of cash one turn, you can just pay a Minor amount of money to get a sample of your poison of choice that's of slightly more dubious provenance. There may well be adverse effects to doing this.

Of course, you could always go cold turkey, but this is a debilitating and potentially dangerous process; you will lose two turnsheet actions in the turn you decide to go cold turkey, and there may well be permanent effects on your physical or mental well-being. (People who buy this flaw for the quirk points and then immediately go cold turkey in the first turn or so will find that the permanent physical side-effects will be staggeringly surprising!)

Alternately, you can move on to a different form of addiction, finding some new drug to fill the gap. If you in-character begin taking a different drug - either because it is offered to you, or because your income has dropped to the extent that you can only afford crap drugs (or risen to the point where you can get into the exotic stuff), you will become addicted to that instead. In general, an addiction to an exotic will override an addiction to a normal drug, and an addiction to a crap drug will override an addiction to an exotic drug.

Exotic Addict (-3)
You're a connoisseur of narcotics, a discerning junkie whose poison of choice is rare and special. (Describe this thing to us.) Your drug of choice gives you an intense and hard-to-obtain high, though it may have somewhat powerful side-effects.

However, your drug is expensive and rare. Only the Dockyard Rats have enough contacts to get you a regular supply, and they charge heavily for it - it's a Significant investment each turn. Alternately, you can pay a Notable amount of money for a somewhat poor-quality sample, but this is even riskier than buying a bad sample of a normal drug: you really don't want to mix something this potent with a lesser drug.

Going cold turkey has the same effects as going cold turkey from a normal drug. In addition, normal drugs have lost their appeal to you, and if you take them while addicted to exotic drugs you are unlikely to become addicted to them as well. From here, it's only other exotic drugs - or crap drugs if you can't keep up the payments.

Crap Addict (-5)
You're at the bottom of the junkie heap; your lifestyle is as squalid as the Exotic Addict's is glamourous. The drugs you take are vile and have terrible side-effects; they bring you little pleasure, but you need them to keep functioning - normal or exotic drugs just won't help anymore. (Tell us more about them, if you like.)

Crap drugs are a Minor purchase each turn. If you're desperate for money, you can buy bad samples for a Trivial amount, but this will almost certainly mess you up. Actually, crap drugs will tend to mess you up over time - you're liable to begin the game with some permanent side-effect from taking these things, and you're liable to get more acute and debilitating effects as the game continues.

Going cold turkey from these things is really quite hard. You will lose three turnsheet actions in the turn you decide to go cold turkey, and you will definitely be left permanently scarred, physically and mentally.

Whilst you are addicted to crap drugs, normal and exotic drugs will do nothing for you; only the miserable shit you put in yourself can help you function.

Avenger (-1)
You can't bear to see a wrong go unrighted. You can't stand to injustice go unbattled. You see a wile, you thwart. You're a vigilante out to make everything right, whether people want it or not. Grannies get helped, screaming and protesting, across roads. Shady characters feel your MIGHTY FISTS OF JUSTICE! In the city of Horizon, you have roughly the life expectancy of a glass hammer.

Code of Honour (-2)
You have morals. In particular, you have a set of rules which you will not break. Describe them. They should be fairly restrictive ("Don't eat cake on Fridays" doesn't cut the mustard. "Don't hurt children" or "Don't kill anybody in cold blood" is much more like it.)

Oath (-2)
You have sworn an oath of some sort before a dog. Describe the oath and why you swore it. It should be something that will actually have an effect and make your life more difficult. "I swear that I will never again work with Jude's Concern!" is the sort of ball-park we're in here.

We strongly suggest checking out the dogs page before taking this quirk; there are restrictions on what types of Oaths dogs can witness, and there are severe consequences for Oathbreaking.

Stash (varies)
You have a place where you can put stuff for safekeeping. It's that simple!

For 1 point you can have a small cubbyhole in your home which you can hide anything up to the size of a corpse in.

For 3 points you can have a lockup in the Trading District of the sort that merchants keep their wares in (about the size of a garage in real life). Alternately, you can have a safety deposit box in a bank - only large enough to keep a large set of encyclopedias in, but veeeeeery secure unless someone a) raids the bank and b) knows which box to look in.

For 5 points you can have a whole warehouse you could keep or do just about anything in, or your own private vault in the bank (the size of the above-mentioned lockup). (If your income is low we'll be very interest to hear how you've managed to obtain this resource.)

Secret Hideout (varies)
You have a little place of your own where you can stay and the bad men won't find you.

Owners of large Stashes may say, "well, why don't I just hide in my garage or warehouse?" While this might work for brief emergencies (for example, you could slip into your warehouse to elude pursuing Watchdogs), it's not viable in the long term - signs of human habitation will end up giving you away.

For 2 points your hideout is small, insecure (only Moderately Secure by default), but obscure. Perhaps you've got an attic somewhere in the Imperial Ruins you can hide in, and you've covered up the windows so the light of your candle won't alert observers to your presence. Or you may find yourself living in a shotgun shack, out in the woods where the mobs are unlikely to find you.

For 4 points your hideout is larger - perhaps a small house in a sleepy farming village about a mile away from the city, or an abandoned railwayworker's den in the subway you have converted for your own use. It's also liable to be more secure - the little house will have secure locks and loud guard-dogs, the railwayworker's den may have a big steel door or boobytraps of your own invention (in system terms, it will be Well-Secured by default).

For 6 points, you can have the Batcave. As well as being large and secure (a Fortress, even!), your hideout has pretty much everything you need to manage your affairs whilst leaving the place as little as possible.

Beautiful (1)
Smile nicely and people will buy you drinks. Dress badly and the local whores will start worrying about the competition. You are pretty! This fact will be pointed out at the beginning of each session.

Ugly (-1)
You have drunk from the river Ming, which springs from the peak of Mt. Fugly. When you put personal ads in the newspaper, you talk a lot about your "great personality". You are one ugly mother... People will be warned about you at the beginning of session.

Master of Red Tape (2)
Maybe it's hidden Star heritage, or maybe you just appreciate the benefits of being organised. Either way, bureaucracy just works for you. You always find the right thing to say to surly clerks, you always spot catch-out clauses in small print, and if there's a problem, you happen to have an acquaintance of a friend who's in a position to untangle things. In any situation involving your character dealing with paperwork and bureaucracies, we will assume that everything goes as well as possible, or maybe slightly better. All other things being equal, of course.

Slave of Red Tape (-2)
Just the opposite. You simply can't cope with bureaucracy of any kind. You fill in your forms wrong, misunderstand departmental guidelines, miss deadlines; and on the rare occasions you get everything right, some hungover clerk loses your papers. Any time your character has to deal with bureaucracy, we will assume that everything goes as badly as possible, or worse. Again, all other things being equal.

M.Dis. (5)
Or, to give it its full title, Master of Disguise. This is like the Secret Identity quirk, only vastly better. You may don the guise of as many different people as you desire, but cannot impersonate a real person; your alternate personas must be entirely made-up. You begin the game with 5 disguises of your choice; for each additional persona you wish to adopt, you must pay for or otherwise obtain the appropriate clothing.

Your skill at disguise extends to being able to see through others' ruses. You will be able to see through people's Secret Identities, and have a 50/50 chance of seeing through a given disguise adopted by a Master of Disguise.

D.Dis. (8)
Doctor of Disguise. You are so good at the costume-and-makeup game you could - with enough preparation - dress up as Colonel Zero and sleep with his favourite prostitute and she'd never notice the difference. As with M.Dis., you can also assume entirely fictional personas, and begin with 5 different costumes of your choice. For each new identity you wish to assume you must pay for the appropriate clothing. If you're planning to impersonate somebody else, you must also spend a turnsheet action spying upon them, or spend a significant amount of time in their company (and by "significant" we're talking "the better part of a month" here) in order to observe their habits, mannerisms, modes of speech and whatnot.

As with M.Dis, you can see through other people's disguises. You will be able to see through people's Secret Identities, and Masters of Disguise cannot fool you. You even have a 50/50 chance of seeing through a given disguise adopted by a Doctor of Disguise..

Pickpocket (4)
You are skilled at the art of pickpocketing - this skill requires a degree of stealth, and so cannot be bought by people who do not have at least a Quiet level of Stealth.

Practicing this skill in-session will not usually be viable - pickpocketing is the sort of skill which works best in large crowds, where you can swipe someone's purse and disappear before they see your face, rather when you are standing around talking to your victim in a room. On the flipside, sometimes you may spot an ideal opportunity to strike (say, if someone is lying on the floor injured and you're helping to bind their wounds, or if everybody's attention is directed towards a duel in the courtyard) - talk to the barman in such a situation.

Lockpicking (5)
You are a master at the art of lockpicking. You are a good chum to bring along on a thieving expedition.

Safecracking (8)
You are so skilled at the art of manipulating locks of all sorts that you can even open safes and vaults, given time! This skill also gives you all the advantages of the Lockpicking skill.

Fast Talk (3)
You have the gift of the gab, and can talk your way out of many situations - or indeed convince the gullible to act against their own interests.

People who've spent some time around you and know your reputation aren't likely to be easy marks - as an upshot, you cannot use the Fast Talk skill on player characters, and after you have used the skill on an NPC they won't be fooled again unless they are IMBECILES!

Orator (3)
You are skilled at giving speeches in large crowds. You can attract their attention, ensure they concentrate on what you're saying, and deliver your message in an exciting way (or at least in a way which won't send them to sleep.) Beware, however; there are some things audiences don't want to hear. You don't want to make a big public speech openly supporting the Imperialist cause; that'll just begin a riot and end with you hanging upside-down from a lamppost Mussolini-style.

This never works on player characters. PCs are, after all, generally clued-in enough to make up their own minds and not get caught up in the mood of the crowd, and if you've met an orator in the flesh and had a drink with them (as most PCs would, you do after all frequent the Riverview) they seem a lot more human than if you've only seen them screaming abuse from a podium.

Stealth (varies)
Especially useful for thieves, spies, and private eyes (as well as the obligatory ninja assassins who plague the society game), stealthliness is sufficiently important to a game about criminals that there are several different quirks relating to it. "Infiltrator" and "Master Thief" also assume a suitable level of acrobatics and wall-climbing.

Obvious (-2): You tend to draw attention to yourself. Perhaps you wear a distinctive uniform. Maybe you have a loud, booming voice. Possibly you're just a clumsy great oaf. Regardless; it's going to be difficult for you to hide from anyone, or not be noticed when you enter a room.
Average (0): All characters are assumed to have this level of stealth unless they buy one of the other stealth quirks. You are capable of evading pursuers by losing yourself in a crowd, and if you get enough warning that someone's coming you can dive into the nearest wardrobe and can stay quiet long enough not to be discovered until the mysterious singer's criminal lover has raped her and left.
Quiet (1): You're good enough to evade detection if nobody's paying too much attention - you can't sneak past a watchful guard who's on duty, but you can sneak past an inattentive guard who's having a nap, or stake out someone's tenement from a dark alleyway across the street without being noticed, or eavesdrop on a conversation if the people involved aren't on the lookout for prying ears.
Infiltrator (3): Now we're cooking with gas. If you lurk in the shadows and stay still nobody will realise you are there, and you are athletic enough to climb up walls and through small windows.
Master Thief (5): Or "ninja", if you don't like the criminal connotations of "master thief". You can sneak around in the darkness without arousing suspicion, and you've got the whole feline acrobatic creature-of-the-night hopping and skipping from rooftop to rooftop like a wild gazelle of the city thing going on.

Please refer to the "Burglary" section for details of how the stealth skills help you breach the security of mansions, banks, and other such places.

Fighting (varies)
Another skill which comes in several varieties. In general, you'll be able to defeat anybody with less fighting skill than you in a fair fight. On the flip side, only an idiot goes for a fair fight. See the "Fighting" section for more details.

Crap (-3): You really aren't very good at fighting. Just about anyone can beat you - even the most incompetant IMBECILE!, and you'd need to have a truly overwhelming advantage to defeat anyone else. Better invest in a bodyguard, or stay out of the dodgier areas of town.
Average (0): Unless you buy any of the other fighting quirks, you are assumed to be more-or-less capable of handling yourself in a fight. You're good enough that you know when to fight and when to run, but a Handful of mooks could punch your clock.
Tough (2): You're a tough guy. Simple as that. Perhaps you've had practice, perhaps you're just well-built. Two-bit hood sends a Handful of mooks after you? No sweat.
Impessive (4): People will notice that you're really quite good at this fighting lark if they watch you at it. You've definitely had some professional training by now. A fight with Some mooks is nothing for you to worry about.
Fearsome (6): People who've seen you fight get out of your way when they see you coming and call you "sir". You can take down a Bunch of mooks just fine.

Brawn (varies)
The brawn quirk is a measure of how solidly your character is built; brawnier characters will tend to be stronger, will be able to perform physically demanding tasks for an extended period of time before they become fatigued, and recover more quickly from illness, injury, or fatigue.

If you are planning to go on lots of expeditions to far-off lands, you should certainly consider taking this quirk: you don't want to slow your party down because you're out of breath, after all.

Weak (-1): The big kids picked on you when you were small. Come to think of it, they may well still be picking on you. You are the man in the "before" picture in the Charles Atlas adverts - you know, the guy who gets sand kicked in his face by beach bullies. You are either weedy or just plain out of shape.
Average (0): All characters are assumed to have this level of Brawn unless they specify otherwise. You are perfectly normal.
Well-Built (2): You're in shape, but you're no bodybuilder. Perhaps you've been working on the docks for a while; certainly, you are strong enough and have enough endurance to spend your day moving heavy packing crates around.
Does This Guy Ever Stop? (4): You are the "after" picture in the Charles Atlas adverts, only you don't take as many steroids. You are really quite strong, although if you are not a skilled fighter this won't necessarily help you in a scrap. What's really impressive is your endurance: you are like the Energiser bunny of strenuous physical labour. When you go on expeditions, people may end up using you as a pack mule.

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People Quirks

Mob Reputation (varies)
You need a rank of at least 1 in a mob to take this quirk. This quirk allows you to specify just how popular you are within your chosen mob.

  • Despised (-3): Nobody likes you. Everyone hates you. Worm flapjacks are your favourite dish. It's only the natural loyalty between mob members which prevents you from being assassinated by your own homeboys. If you step an inch wrong, not even that will help you. If you are of low Rank within your mob, you are at the bottom of the pecking order, will be the scapegoat for anything which goes wrong in your mob, and aren't long for this world if you don't start winning people around to your side. If you have a high Rank in your mob, you are a deeply unpopular leader, lower-ranking members of your mob will occasionally ignore or directly disobey your orders and will be applauded for it by the rest of the gang, and rebellion is not far away at all.
  • Tolerated (-1): You aren't popular, but you're not hated. People tend to forget who you are, and overlook you when they're looking for someone to help them out.
  • One of the Boys (1): You're an accepted and popular member of the mob. People remember your name and invite you to their daughter's weddings; they will at least consider including you in interesting business opportunities.
  • Well-Liked (3): You're a very popular member of the mob. People buy you drinks and will definitely try to involve you in their plans, and will at least consider inviting you to marry their daughter.
  • Everyone's Buddy (6): All the other gangsters in your mob love you, or are at least too afraid of what the others will do to them if they claim otherwise. If your status within your mob is high, you're widely recognised as someone who people stay on the good side of if they don't want to end up at the bottom of the river, and gaining your favour will be important to anyone who wants to do well in the mob. If (for whatever reason) your status within your mob is low, you genuinely have a winning personality and a good sense of humour, and everyone holds you in high regard; you can even crack jokes at the expense of your betters and chances are they'll laugh rather than having you killed for it.

Please note that for purposes of reputation the Watchdogs are regarded as a mob.

Please also note that reputation quirks have no effect on how other player characters in your mob regard you - they interact with you too frequently to be dazzled or prejudiced by your reputation. On the flipside, PCs who befriend a Despised member of their mob are liable to have their own reputations suffer, and woe betide those who are mean to Everyone's Buddy.

Other Reputation (varies)
If you like, you can buy a reputation in any other organisation or group you belong to. Good reputations in other organisations are cheaper, and bad reputations give you less points back, because reputation is simply less important in other organisations - important non-mob organisations tend to have a more formal structure which limits the extent to which your reputation can give you an advantage, and having a high reputation in an unimportant organisation simply doesn't get you as much.

It costs -2 points to be Despised.
It costs -1 point to be Tolerated.
It costs 1 point to be One of the Boys.
It costs 2 points to be Well-Liked.
It costs 3 points to be Everyone's Buddy.

Hidden Loyalties (1)
Publicly, you are a member of one mob (at least Rank 1); in actual fact, you are a member of another. At the start of the games no-one knows this but you and us. You can also use this to be an incognito agent of any organisation in any other organisation.

Awkward Situation (-1)
You are a member of one mob (at least Rank 1) but actually live in the primary district of influence of another mob hostile to your own. What's more, everybody knows. The balance of power and need for stability means that you're not in immediate danger, but you will be looked on with suspicion by many of your neighbours and all of the gang members on policing duties. If open warfare breaks out between the two gangs, or an existing conflict starts to escalate you will be first up against the Wall, unless you move fast.

Seneschal (4)
You must have at least Rank 1 in a mob to take this quirk. You speak for one of the most important members of your mob; you effectively have their rank as far as your status within the mob is concerned (they will be Rank 4 if you have Rank 1 or 2, Rank 5 if you have Rank 3 or 4). However, you will be expected to relay your boss's words faithfully and accurately; if you exceed your authority and your boss finds out, then it's the concrete shoes and the river for you.

Under-Chamber Representative (2)
To buy this quirk you must either be a Rank 4 or 5 member of a mob, or have the Seneschal quirk. You speak for and vote for your mob on the Under-Chamber, the hidden parliament of the criminal underworld. You will be expected to vote in a manner which advances your mob's interests; if a Rank 5 member of a mob votes in a manner which is regarded as contrary to the interests of said mob, rebellion is likely, and if a Rank 4 member or a Seneschal makes that blunder their superiors will have their heads; nonetheless, it is an excellent thing to be privy to the Under-Chamber's discussions.

If multiple players within a mob take this quirk, we will decide who the Under-Chamber representative of that mob is thusly:

  • Rank 5 characters and their Seneschals get priority over Rank 4 characters and their Seneschals.
  • Rank 5 characters get priority over the Seneschals of Rank 5 characters.
  • Rank 4 characters get priority over the Seneschals of Rank 4 characters.
  • People who have not played Horizon before get priority over experienced players.

    Whoever comes second can, if they wish, for 1 quirk point be the Representative's guest at the Under-Chamber meetings: they will be able to attend and speak, but will not have a vote. Everyone else must reassign the 2 quirk points they spent on the Underchamber Representative quirk as they see fit.

    Being tailed (-1)
    You're sure that that cab seems to follow you every where you go, and you're sure you didn't leave your door unlocked, and you're pretty sure you didn't leave all of your drawers and cupboards open, having thrown their contents onto the floor. Either way, you think someone's spying on you, you don't know who, why, or for whom, but there is a good chance that your deepest secrets could end up in the hands of your enemies, the newspapers, or even Colonel Zero.

    Contract (-3)
    Someone's out to get you. However, they are patient, they are biding their time, making you sweat, waiting until you are at your most vulnerable - and then they will strike. (Please feel free to elaborate on who wants to kill you and why.) Obviously, you shouldn't take this quirk if you have
    Don't Kill Me Daddy. Clarification: Contract and Priority Contract do not stack with Enemy. With the "Enemy" quirk your adversary wishes to see you ruined, but won't necessarily go far as to kill you - the Contract quirks represent enemies who will only be satisfied by your death, and the existance of said enemies are factored into the quirk price.

    Priority Contract (-5)
    You have seriously pissed someone off, so much so that they have hired assassins and you can expect to receive the Twin Silvers towards the start of the game. You know that they are already after you - bolt your door, stay away from windows, don't go out in public alone and always sleep with one eye open. (Please feel free to say who you have annoyed and why.) Don't take this quirk if you have Don't Kill Me Daddy; in fact, don't take this quirk if you're uncomfortable with the possibility that your character may die very early on in the game.

    Servant (-3)
    Somebody else has a hold over you - perhaps you took out a loan you couldn't repay, perhaps you swore an oath you're not willing (or able) to break, perhaps you were caught stealing from them and entered indentured service to keep out of the Doghouse, perhaps you are an apprentice in a craft Guild and they are your master - come up with a reason.

    The upshot of this is that each turn they will issue you a command. A lot of the time this will require turnsheet actions to resolve (though if you can convince someone else to do it that's perfectly fine), and sometimes they will involve risk to yourself. There will be consequences for disobedience.

    Please bear in mind that if you are working for a group or individual who would ordinarily be giving you regular instructions - for example, if you are a Government Insider, or a shaman or a cultist - then taking this quirk will mean you'll be getting two instructions per turn, accounting for half your turnsheet unless you can delegate effectively (and you won't always be able to delegate). Be cautious.

    Ally (2)
    You have an ally, someone you can call on for assistance. They might have certain talents, which you might be able to use to your advantage. On the downside they may also ask you to help them out from time to time. You can describe your own ally if you wish, but the GM team reserves the right to veto anyone overly powerful. ("The Colonel and I go way back...")

    Incompetent Ally (0)
    You have an ally, but they are the type of person who is constantly getting kidnapped by your arch nemesis. There are some minor advantages, in that you can still call on them for help in times of need, but often they will merely make matters worse. They have your best interests at heart, but they just can't seem to avoid getting themselves into trouble.

    Enemy (-2)
    There is someone out there who hates your guts. Moreover, they are someone who has the power to really screw you over. You may describe your own enemy if you wish and the reason why they hate you or you can leave it to the GM team.

    Comedy Enemy (0)
    You have an enemy but they are more Dr. Evil than Blofeld, more like Danger Mouse than Superman. They try their best to be a significant threat to you but their arrogance or their incompetence always seems to hold them back. There are minor disadvantages for those who take this quirk, in that your enemy may prove an irratation occassionally (especially if they gain the aid of player characters). Mostly, however, this is a roleplaying point, hence this quirk has no cost attached.

    Dependents (-3)
    You have a family, which is reliant on your support. They provide a good target to anyone you have offended recently.

    Twue Wuv (Player Choice) (1)
    You have a Twue Wuv of your choice (please tell us how you met them, who they are, what your relationship is like and so forth). You love them and they love you, and you would do anything for each other. This means that if they get in trouble you're going to find it impossible to just stand by and watch it happen. Then again, they're going to find it impossible to do nothing if they know you're in trouble.

    Twue Wuv (GM's Choice) (-1)
    You have a Twue Wuv decided by the GM's. Again, you love them and they love you, and you would do anything for each other etc. etc., but we'll tell you who they are at the time of our choosing...
    (mid session - "..you see that person over there? That's your Twue Wuv."
    "? but? that's MUNGO!"
    evil GM grin "yup!")

    Sick Obsession (-2/-3)
    You are not as much in love as infatuated. Either you have your eye on someone totally inappropriate, such as Colonel Zero's wife, or your obsession has grown to an unhealthy level. Most likely your affection is unrequited, but this will not stop you from creeping into their quarters late at night and stealing their unmentionables. You are the kind of person who ties the object of their affection to the subway tracks until they declare their undying love for you. Quite frankly, you?re sick, bad, and wrong, and your infatuation will get you into trouble sooner or later.

    For -2 points, you may choose your Sick Obsession. For -3 points, the GMs will choose in order to optimise the inconvenience.

    Democratic Congress of Horizon Member (1)
    You are a member of the Democratic Congress of Horizon. The Congress is a gigantic talking-shop, and completely ineffectual; there is no Rank structure, since any time anyone proposes giving some members more authority than others screams of "favouritism!" and "Imperialism!" ring forth; the culture of egalitarianism is so ingrained at the DCH that every member is equally powerless.

    On the other hand, there are some advantages to being a DCH member; you can earn yourself a reputation as a man of the people by standing up and making a loud, meaningless speech at a Congress meeting, and if you want to find like-minded individuals for a bit of direct action it's handy to have the membership card - though you have to be careful, it's common knowledge that the DCH is full of Colonel Zero's spies.

    Horizon Popular Liberation Front Member (varies)
    You are a member of the Horizon Popular Liberation Front. Or the Popular Liberation Front of Horizon, or the Popular Horizon Front for Liberation, or whatever your cell is calling itself this week. Please go into detail about your character's own outlook on the agenda of the HPLF - what sort of revolution does your character want? What system will they replace the current one with? Exactly who are they willing to kill to get there? What lines won't they cross in the service of the revolution?

    You will begin the game in a cell of broadly like-minded individuals (but only broadly like-minded; each individual revolutionary has a slightly different take on the HPLF). If there is another HPLF PC with vaguely similar ideals to yours, you'll be in the same cell. Which is funny, because if you're caught by the Watchdogs you'll end up in a similar situation (until you're hung at dawn, that is).

    Rank is Casual in the HPLF - a more solid power structure would be a weakness, since you wouldn't be able to rely on your superior (or vital subordinates) keeping themselves out of the clutches of the Watchdogs. When you pay for this quirk you get Rank 1 free - each additional rank costs 2 points.

    Rank 1 (costing 1 point): You are a frontline revolutionary. Chances are you are new to the cause and are yet to prove yourself - opportunities to do so will most certainly come your way.

    Rank 2 (3): You are an experienced revolutionary comrade. Everyone in your cell listens to what you have to say.

    Rank 3 (5): The leader of your cell trusts your opinion - you are in a position where you can shape the policies of your cell to a large extent. You can get a Poor income from the Front if you wish and get Trivial purchase made for you - useful if you have to quit your job and go underground to avoid the authorities.

    Rank 4 (7): You are the leader of your cell (if multiple PCs in the same cell have rank 4, you are joint leaders). You will communicate often with the leaders of other cells - for security reasons, cell leaders don't reveal their identities to one another and never meet the flesh unless it is absolutely urgent. Your opinions, along with those of similarly-important members of the Front, will shape the policies of the revolutionary movement, and you are likely to be amongst the important members of any post-revolution government that rises from the ashes (should the revolution succeed).

    Stooge (2/5)
    You have someone who's willing to turn up to sessions in your stead and talk to people for you. They are committed to advancing your agenda, and you have given them the authority needed to negotiate on your behalf. On an out-of-character basis, in sessions you will be playing your stooge as opposed to your primary character, unless you choose to have your primary character make an appearance.

    If you pay 2 points for this quirk, it will be known that you exist and that your stooge speaks for you. If you pay 5 points, your existance is obscure - members of whatever faction(s) you are involved in will know who you are, and others may be able to find out, but most people won't know you exist and won't know that your stooge is speaking for you.

    Spies (3 or more)
    You know someone who knows things. Describe them and tell us which group of people they're spying on. This can be a mob, a political department, or anything else that's similar. For every extra point that you spend on this quirk after the first three, you can choose another group to have a spy in.

    Every turn, you will receive a random piece of information from each group from your spies. In addition, as part of turnsheeting actions you can ask your spies to try to find out something specific, or feed false information to the group they are in, or report the movements of a particular member of the group they are in. However, the more active your spies are, the greater the chance is that they'll be caught. If your spy is caught, this may compromise all the turnsheet actions involving them.

    The general rule of thumb is that each spy can safely take part in only one of your turnsheet actions (anything involving spies is going to be more than a housekeeping action). Each action they participate in after that comes with a 50-50 chance of capture. For example: Suppose Georgie has the Spy quirk, and has a spy in the Steamworkers' Union. He hears that someone's sabotaging the trains, and suspects the Union. He also wants to know whether the Union are planning a general strike, and wants to know when the head of the Union is going to go and dine at Butrelli's Restaurant (where Georgie plans to assassinate him). He consults his spy in three of his turnsheet actions: "Investigate the crash", "confirm rumours of a strike", and "assassinate the head of the Steam Union". The GM team flips a coin twice, once for each turnsheet action involving the spy beyond the first. The first is heads, but the other is tails; the spy has been caught. Steam Union heavies interrogate the spy and discover the assassination plot; the Union leader does not go to the Restaurant, and the assassination fails, and Georgie's investigations of strikes and crashes are severely hampered.

    Reliable Contacts (6)
    You've got your own links to the grapevine, aside from the news sources we'll present in the turnly news bulletins. Each turn you will receive a little briefing giving you additional insights into the news - we will, at the very least, point out to you which stories are red herrings and which have more to them than that.

    Unreliable Contacts (3)
    You've got your own links to the grapevine, but some of them are crazy drunks. We will give you additional insights into the news. Some of these insights will be wrong, but most will be right.

    Mooks (varies)
    Anyone can buy Mooks, if they can justify having them, but they're especially appropriate for Mob members. These are the burly men in big coats and porkpie hats who are at your beck and call. They have no real skills beyond intimidating people, staking out places in a kind of obvious way, following people in a threatening manner, guarding places, keeping an eye on prisoners and beating people up.

    They're also terrible shots.

    Note that whilst Mooks are especially appropriate for mobsters, any character can buy 'em if you can come up with a decent rationale.

    The price of Mooks, unsurprisingly, is based on the quantity, as opposed to quality ("quality Mooks" is something of an oxymoron).

    Deploying Mooks: If you have a large number of Mooks, you probably won't want to use them all on one task. Often, you'll want to use a Handful of Mooks to guard Lord Greatheart's daughter whilst you send a Bunch off to deal with that meddling Blue Avenger. Here is a handy way to work out how many little units you can break your Mook supply down into:

    Some Mooks can be broken down into 2 Handfuls.
    A Bunch of Mooks can be broken down into 4 groups of Some Mooks or 8 Handfuls.
    Lots of Mooks can be broken down into 2 Bunches or 8 groups of Some Mooks or 16 Handfuls.
    A Private Army can be broken down into 4 groups of Lots of Mooks or 8 Bunches or 32 groups of Some Mooks or 64 Handfuls.

    In general it's not worth breaking down groups of Mooks into Handfuls - aside from being a bitch to keep track of, any halfway-decent fighter will be able to take the groups out.

    Mook Modifiers:
    These help you customise your mooks and give them a little personality. You should only take one modifier for your mooks, because mooks never have more than a little personality. Furthermore, your mook quirk's price should never drop below 1. (Yes, this means you don't get the full benefit of "I'm surrounded by IMBECILES!" unless you also have Lots of Mooks, or a Private Army. Think of it this way: by maximising the number of IMBECILES! under your control, you're maximising the potential for hilarity.)

    Big Mooks: Mook quirk costs are increased by 1. Your Mooks are very, very, well-built, not the usual malnourished street scum other mob lords use. NPCs will be much more easily intimidated by them.
    Weedy Mooks: Mook quirk costs are decreased by 1. Your Mooks simply aren't very impressive, even though they are just as good as normal mooks. If you send them to intimidate people they'll just get laughed at (unless they actually get violent).
    Quiet Mooks: Mook quirk costs are increased by 3. Your mooks are Quietly stealthly. So, they're not ninjas, but they do have a better chance than usual of creeping up on people, or not being noticed as they go about their business.
    Obvious Mooks: Mook quirk costs are decreased by 3. Your mooks are very noticable. Perhaps they wear gang colours, all have the same tattoo, or even have a distinctive uniform. People will see them coming from a mile off, and people will generally find out what they've been up to.
    "I'm surrounded by IMBECILES!": Mook quirk costs are reduced by 5. Your mooks are shit. Really shit. Whatever you ask them to do, they will fail miserably at. They can defend themselves and your territory and resources from attack, and that's about it. If they are guarding prisoners, they will escape. If they are looking for someone, they won't find them. If they are trying to beat up, kidnap, or kill someone who isn't a Crap fighter, they'll embarrass themselves (unless they get lucky and catch the person in question at a bad time). They're shit. Of course, people won't necessarily know this, and will still be wary of taking on a large number of them.

    Please note: for additional comedy value, no NPCs will ever cotton on to the fact that your Mooks are IMBECILES! We request that you, as a player, also overlook the fact that someone's Mooks are, in fact, IMBECILES! should you discover this. It just makes the whole thing funnier.

    One last note: You can take multiple Mook quirks, in case you want a Private Army of IMBECILES! and an elite Bunch of Big Mooks (for example).

    Bodyguard (3)
    You have a bodyguard who accompanies you everywhere, as much as is humanly possible, and looks after your well-being. If you don't have a Comfortable income, you should explain how you've managed to gain the services of this big goon. ("He followed me home, GM, can I keep him?")

    In terms of Fighting, Bodyguards are Impressive fighters. Anything more than a Bunch of Mooks will take them down, but they'll usually keep assailants busy for long enough for you to get away. In terms of Stealth, Bodyguards are by default Obvious - people are supposed to notice them and think twice about attacking you.

    Bodyguard modifiers:
    These are fun things you can use to customise your bodyguard. We don't suggest taking more than three: your bodyguards are liable to have more personality than mooks, but not that much more. Each of these things modifies the cost of your Bodyguard quirk, but the quirk never costs less than 1 point.

    Team (+2): You have not one bodyguard, but a team of four, and they work together real well. As a group they are as good as a Fearsome fighter - however, as individuals they are only Tough fighters, so if someone contrives a clever plan to pick them off one by one you'll be in trouble.
    Fearsome (+4): Your bodyguard is a Fearsome fighter. Direct attacks on you are therefore very unlikely to work - of course, someone could just poison your drink. On the flipside, warriors of this level of skill tend to have pasts...
    Watchful (+1): Your bodyguard is eagle-eyed and alert! Only the cleverest tricks will get past him or her.
    Quiet (+1): Your bodyguard is Quiet, stealthwise. If you wish, rather than making him or herself obvious, your bodyguard can melt into the background. You will be apparently unprotected, but will in fact have the full benefit of having your bodyguard with you. This is a risky but potentially rewarding way of drawing out attackers.
    IMBECILE! (-4): Your bodyguard is shit. He may look impressive, but he's a Crap fighter and even the simplest trick will distract him. You may not buy any other modifiers for your bodyguard (although you may have an imbecilic Bodyguard Team).
    Dozy (-2): Your bodyguard is inattentive. He isn't an imbecile, but it will be easier for people to, say, poison your drink without him noticing.
    Sometimes Absent (-1): There's an aspect of your life your bodyguard isn't privy to, a secret that you keep even from him. Come up with a reason why you will, on a regular basis, leave your bodyguard at home and go off somewhere to do something.
    Sometimes Present (-2): You are a tight-fisted git and don't pay for a bodyguard all the time. By default, your bodyguard will only be available during sessions. You will have to pay your bodyguard a Significant bonus if you want him or her to be present for any other event between sessions.
    Unreliable (-3): Your bodyguard isn't quite as willing to lay his or her life in the line for you as he or she could be. This is troubling. Whenever your bodyguard has to get in a fight in order to protect you, the GMs will toss a coin. If it comes up heads, he fights. If it comes up tails, he flees into the moony twilight.

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    Mob Quirks

    Please note: Obviously, you can only buy Mob Quirks associated with the criminal mob you belong to. If you have Hidden Loyalties, you can buy Mob Quirks associated with both the mob you are spying on and the gang you actually belong to.

    The Dockyard Rats

    Boat (1/3/5)
    You live on the Docks, it's not unusual to have a boat of your very own. For 1 point you can have a small rowboat. For 3 points you can have a small yaught. For 5 points you can have a full-blown ship.

    You can't have a steam ship at game start. They are ridiculously expensive to build and maintain.

    Star of the Docks (3)
    The nature of your work for the Dockyard Rats makes you especially popular amongst the residents of the Docks (who are prone to hero-worship of the Rats anyway). Perhaps you're the one who sells them the black market cigars and fine wines, perhaps you're a particularly dashing pirate, or perhaps you're a well-known pub minstrel. However you've achieved this affection, the simple folk of the Docks will do a lot for you. They won't kill for you, or indeed do anything remotely dangerous, mind, but they will be willing to hide items or people for you, keep an eye out for particular individuals, and otherwise do you little favours. They lack any useful skills or resources, being mundane working class folk, but when they're standing in court, assuring the judge that yes, you were definitely having a drink in the Jolly Cabin-Boy at the time when you allegedly shot that Inmack's Boys pickpocket in the face on the other side of town, you can't help but love them.

    Blackmailable Client (1+)
    Only members of Shoreleave House can take this quirk. You keep your eyes and ears open at Shoreleave House and soon enough you know who's got the bad debts, who's got the nasty drug habits, who asks the hookers for the most hilariously embarrassing services, that kind of thing. You know a particular individual - perhaps a powerful civil servant, a potent sorceress, a famous actor, someone with a reputation to lose - who you can blackmail with this information (they've gone and crossed the Rats, so the Rats aren't too concerned about keeping their secrets hidden). The individual in question can't be too important - no more than Rank 3 in whichever organisation they are a part of - because if you want to blackmail the big boys you need to earn the privilege in-game.

    This person will do favours for you to keep their dirty secret hidden. But they won't do anything - push them too far, and they might decide that losing their reputation is the lesser of two evils, and refuse.

    Here's how it works - please note that the system described below applies only to NPC blackmail victims who you have bought blackmail material on at game start by buying this quirk - if you find out a dirty secret about someone during the course of the game, the blackmail attempt should be roleplayed:

    • You pay a certain number of points into Blackmailable Client - the more points you put in, the more destroyed your victim's life will be if you reveal their filthy, filthy secret. Your victim has earned an equivalent number of what we like to call "Blackmail Points"!

    • If you ask your client to do something, and their Blackmail Point level goes down below 0, they'll refuse to do it and you will not be able to blackmail them again. But hey, at least their name will be dirt.

    • It costs half a Blackmail Point to ask someone to do something which is of little risk to them. It costs 1 Blackmail Point to ask someone to do something which would put their job at risk if they were caught. It costs 2 Blackmail Points to ask someone to do something which would entail a jail sentence, and it costs 3 Blackmail Points to do something which could get them killed.

    • Of course, blackmail isn't an exact science. Each time you ask someone to do something for you, we'll roll a six-sided dice: if we roll a 1, the action costs 1 Blackmail Point less than usual (to a minimum of 0 points). If we roll a 6, it costs 1 point more than usual.

    • What the really clever blackmailers do when they ask their victims to do something dodgy for them is to try and get proof that the individual in question was responsible for it - this proof can then be used for (you guessed it) additional blackmail, since the victim now has even more to be ashamed of. If you ask your blackmail victim to do something which would damage their reputation in any way if they were caught doing it, and if you can get proof that they did it, then that action costs two less blackmail points than usual (again, to a minimum of zero).

    You can buy multiple blackmailable clients if you wish.

    Sky Pirate (5)
    Only members of the Rope-Bound Brotherhood can take this quirk. You are an aerial pirate, and have your very own (stolen) flying taxi. It's as simple as that.

    Well, it's not quite so simple. Getting the damn thing fixed is a pain - obviously, you can't go to the Grey Order. There are a few people who've learned Grey Engineering on the sly and are willing to help sky pirates, but it's a hassle to find them (it will cost you a turnsheet action to find one) - they refuse to work with more than one or two clients, because there was a nasty incident when a sky pirate got drunk and let slip the name of his mechanic in a pub and the mechanic got killed by the Grey Order a while back.

    Friend of the Crocodiles (3)
    Only members of Jude's Concern can take this quirk. You're one of the members of the Rats who is empowered to talk to the crocodiles; as an upshot, you are able to accompany them through the sewers between Horizon and the Trans-Wall Colonies, right under the nose of the government.

    The Family

    Captain of the Slums (3)
    The Kellor form the effective government of the Slums. While this is true to some extent for the central district of any mob, it is especially relevant for the Family and the Slums. This quirk means that you are one of those Family members most concerned with dealing with the people of the Slums; you ensure that building takes place, facilities are maintained, that street gangs do not run unchecked, that the Kellor leaders are kept informed of their clients' views, and so on. Although this means that you are expected to be first on the scene if there is trouble in the Slums (the GMs will deliver a warning via NPC or turnsheeting if this becomes especially relevant) it also means you are extremely popular with the Slum dwellers. You can influence public opinion in the Slums simply by stating your own views, and can readily raise mobs of Slum dwellers to do things for you. You will need to have some sort of reason, dangerous situations will severely affect the number of people you get, and you may be expected to do the equivalent of buying a round for the entire pub in some cases, but it can be done. You still defer to the Ghouls in cases of murder or cultism, just as a Watchdog would.

    Kellor (1)
    Either your surname is Kellor, or you are so closely related to them as to leave no mistake (and this is publicly known). Either way, you have an extra edge of respect within the Family, and will be treated as a favoured son/daughter wherever you go in the Slums. You will also generally be treated with more respect throughout the Lower City (except in the Docks, where the Rats have made the Kellor name unpopular). Note that you have to have this quirk before you can have Rank 4 or 5 in the Family.

    Note that if, for some reason, you want to play a Kellor who is not a member of the Family, you can do so for free, but you also get none of the benefits listed above, and most mobsters inside and outside the Family will think of you as trash.

    Blood Loyalty (1 point + merit cost)
    The Kellor are extremely close family, and encourage similar loyalty among the families that work for them. This quirk adds one point to the cost of another people-related positive quirk; the NPCs concerned with that quirk are now directly related to your character and (more importantly) regard that connection as being of life-or-death importance. Under most circumstances short of magic, they cannot be made to betray you; they will also be more attendant than normal to your safety and interests. Please be sensible when applying this; an Unreliable Bodyguard, for example, is kind of failing to display any Blood Loyalty by definition. And definitely don't try anything along the lines of an Enemy who has Blood Loyalty to you. We will cut you.

    Alternatively, you can buy this as an independent 1 point merit to have a relative who has no exceptional skills or influence, but is in some mildly useful job or position (please specify) and is looking out for your interests.

    Inmack's Boys

    Dirty Secret (1-3)
    The Boys know a little bit of everything. In your case, this includes something excruciatingly secret about an NPC or organisation (there is no in-game reason we shouldn't include PCs, but we want to see you struggle to earn that pleasure). The more you pay for the quirk, the more secret this secret is.

    Finding Stuff (3)
    Inmack's Boys are renowned for their ability to go through a pile of apparently worthless junk and strip out anything of value. This is the skill that lets them do it. Any time you are in a situation that involves sorting out the needle in a haystack, you probably succeed. Alternatively, you can simply declare that you go into some area and poke around until you find something to grab your attention. You will always find something, although it is not guaranteed to be nice, useful, or harmless.

    Byways (2)
    The Boys know all the secret routes, sewer plans, and disused buildings that let one get quickly and quietly about Horizon. Each time you buy this quirk, you know the hidden byways around one district in the city. You can make quick getaways, lose pursuit, or hide yourself more easily in that district; you can also help others to do so.

    The Watchdogs

    Well-Known (2)
    Around the city you are recognised and to some degree respected by the local populace. Even higher ranking members of the city (legitimate or less so) will recognise your name if it is mentioned. Either through respect or notoriety you can usually find someone to help you (people are more likely to answer questions coming from you than just any old Watchdog), although this also means that wherever you go you may get lots of people asking you to help them. Think Captain Carrot from Ankh-Morpork.

    Informants (2)
    Sneaks and spies who can tell you whats going on in one specified district of the city. In game terms, this means that every turn you get one piece of information coming from this area. These are not as reliable as Spies and less widespread than Contacts and cannot always be coerced into giving you the information you want (you can always try leaning on them), but are far better than Unreliable Contacts.

    Key to the Doghouse (3)
    You must be Rank 2 or above to take this quirk. For some reason the Loyal Order has seen fit to give you some duties in the prison section of the Doghouse – maybe you take a shift in the main guard office or do the library book run for the inmates (you decide). Either way, you have a key to the front door, the employed guards know you by sight and no-one will give you a second glance if you’re walking around the prison section of the Doghouse for no apparent reason unless you’re doing something incredibly suspicious.

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    The Last of the Famous International Quirks

    Foreigner (1)
    You are native of somewhere that isn't Horizon. Choose one of the four nations - this is where you're from. This can be both a good and a bad thing. On the one hand, if things go pear-shaped in Horizon (we're talking martial law and blood in the streets here, or another siege) you can go to your local embassy and beg sanctuary (and probably be granted it). You are more likely to get news from home (in the form of juicy bits of info from the GMs every turn) and possibly have a few contacts if you really need to get something in and out across the border. You will also start out the game knowing a little bit more about your home country than those born and bred in Horizon do. On the other hand, those who are natives of Horizon (although fairly tolerant) might give you an odd look now and then, and although there is no open discrimination in the workplace you might need to work that little bit harder for that promotion.

    You can take this quirk and be a second generation foreigner, meaning that your parents remember the old country and have instructed you well on it. Your gossip comes in via old family friends who remember you when you were a young thing (for example). How much you embrace your heritage is up to you.

    Foreign mob connection (2)
    For some reason or other you are known by the mob back home (if you're a native Horizonite you've got to have a good reason for why you have connections in a foreign mob) - you're unlikely to be any significant member of the mob (after all, in Horizon you're far from their sphere of influence).

    This means that, if you need to, you can call on your contacts in the foreign mob if you're desperate for help. They're likely to be able to smuggle you out of the city if you need it, or help get some stuff in to you, but you're going to have to do some work convincing them that they want to help you if you bug them too much - after all, you're only their friend, they don't owe you anything. Please describe which mob you were a member of and what they were like or ask us to make something up for you.

    Foreign mob troubles (-2)
    Like the Foreign Mob Connection but for some reason (again, please specify) the mob back home don't like you. Maybe you owe them something and ran out before you repaid them, maybe you really pissed them off or maybe you slept with the boss's daughter. Either way, they may well try and get you (even though you're in Horizon) if they can; luckily, their influence isn't huge in the city... unless they're so desperate for you they persuade one of the Horizon gangs to help them. Again, please describe the mob that that you're on the run from.

    Homeland Reputation (Famed) (1)
    For some reason or other (please specify) you are a local hero in your homeland. You perhaps fought bravely in the Last War, instigated a peace treaty between rival factions, were a great advisor to the ruler or were a notable holy man, or anything else really. This means you probably have some influence in your homeland, or over those who have heard and respect your name (Horizon natives are unlikely to have heard of you). This also gives you a bit of clout in the relevant Embassy if you need to petition them for something - however, eventually they'll get tired of hearing your name if you play that card too much and start asking what you've done recently to help the homeland?

    Homeland Reputation (Notorious) (-1)
    Like Famed, however for some reason you fled your home with the authorities after you (please give a reason). This means that if the embassy gets a chance it'll try and arrest you; however, it doesn't really want to start a diplomatic incident with Horizon. Then again, Horizon doesn't want to be seen to be impeding external justice too much, so if they catch you they might well hand you over. This would be a bad thing as your homeland may well have a suitable punishment in mind for what you did. You may be able to inspire fear in others with your name, however this is a risky card to play - chances are, though, that most Horizon natives won't have heard of you.

    Well-Travelled (3)
    You have been around the world and seen it all... nearly. You know your way around the True Lands and many Inns along the way know your face as a traveller. You have a few contacts in the Four Nations which makes it easier if you need to go to any of them. You know which roads to travel, and when and which to avoid, and any local coustoms you really should observe to avoid trouble. (Insulting someone's mother in Jurica is likely to get you thrown out of the inn, but in Vegdarbarra it is likely to get you punched in the mouth and ambushed in a back alley later on) This will allow you to guide other people around if you accompany them.

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    Engineering Quirks

    Clockworking (5)
    You are skilled at the art of clockworking, and can produce intricate and precise spring-powered devices.

    Note that you get this quirk free with the Clockworker Day Job. Note also that if you aren't a professional Clockworker and you have this skill, the Clockwork Guild are angry - only they are supposed to know the secrets of clockworking (well, them and the Grey Order).

    Alternately, you can pay an extra quirk point for this skill to be a retired Clockworker. You are forbidden from selling your wares (and the Clockwork Guild are legally allowed to kill you if you do), but there's nothing stopping you tinkering away for sheer love of clockworking.

    See the Engineering rules for more details about clockworking.

    Please note: If you have your heart set on inventing a particular device during the course of the game, please discuss it with the GMs before submitting your character concept. Your invention may work better as a Grey machine or a steam contraption.

    Steam Designing (5)
    You know how to make vast and powerful machines that are powered by Steam. Please consult the
    Engineering rules for more details.

    Grey Engineering (6/11)
    You are skilled at the art of Grey engineering, and can produce machines which combine the virtues of clockwork and steam.

    If you pay 6 points, you are skilled at clockworking, and know the principles required to sort out the interface between clockwork and steam parts. Alternatively, you are skilled at steam engineering, and likewise know how to handle the interface. You will need to work with a partner who understands how the other variety of technology works if you are to create new inventions, modify old ones, or backengineer unusual items (if you are in the Grey Order, they will provide you with a collaborator if you cannot find a PC to help you out).

    If you pay 11 points, you are skilled at both clockworking and steamworking, and can design brand-new Grey machines all by yourself. This makes you highly valuable to the Order. This makes you a huge target for the Order's enemies.

    If you do not buy an appropriate Grey Order Job quirk, owning this quirk means you have learned the principles of Grey Engineering without joining the Order, or that you have left the Order. This is a crazy-mad situation to be in, and if you are found practicing Grey engineering you are liable to be killed with extreme prejudice.

    Please note: If you have your heart set on inventing a particular device during the course of the game, please discuss it with the GMs before submitting your character concept. Your invention may work better as a clockwork device or a steam contraption.

    Clockworking Apprentices (3)
    You have trainee clockworkers helping you out in your workshop. They aren't skilled enough yet to be very helpful in researching new devices or back-engineering other people's work (if they were that good at clockworking, they wouldn't be apprentices anymore), but they do help you produce devices in your Portfolio at greater speed.

    Tyler of the Clockwork Guild (2)
    You must have the Clockworker Day Job to be a Tyler. You are one of the people who keep the Clockwork Guild running. Many clockworkers prefer to spend most of their time paying attention to their craft, as is only to be expected; a few choose to give a little more back to the clockworking community, and get involved in the organisation of the Guild. Most of the time, Tylers of the Guild live a sedate life, making sure there's enough cucumber sandwiches at the Guild meetings and presiding over gentle debates in the Guildhall.

    Of course, sometimes somebody does something silly. Sometimes people break their Guild-oaths. Then the Tylers are obliged to cut the silly person's throat from left to right, toss their innards over their left shoulder, and bury them where the high tide will cover their body. This sort of killing is perfectly legal, of course, but it's always a messy business. Chances are you'll need a brandy and a sit-down afterwards.

    Grey Apprentices (3, Grey Engineers who are Grey Order members only)
    A number of Grey Servants have been told by the Grey Order to help you with your engineering duties. Rejoice, they will help you make wonders; see the Grey Engineering rules for full details of how Apprentices speed up many processes.

    Grey Meddler (1, 3 or 5)
    You're not a member of the Grey Order. You have stolen the knowledge of Grey Magic from somebody who is; in particular, you know how to forge their rune-signature. On the plus side, you can now do Grey Magic without having to be at the beck and call of the Order. On the minus side, the Grey Order are looking for you, and they're very, very angry.

    For 1 point you've stolen the rune-signature of a Grey Servant, for 3 it's a Grey Agent, and for 5 it's a Grey Adept. Tell us how you learned their rune-signature. (Did you steal their notebooks? pound on them until they told you? give them lots of money?)

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    Esoteric Quirks

    Please note: If you have a particular goal you want to achieve with magic, spin you want to apply to the metaphysic, or magical effect you would like your character to perform, please talk to the GMs; we will happily advise you as to which form of magic would suit your character best. As far as we can we will give you starting spells which suit your preferences, or at least make sure that such spells are potentially available should you serve your Dark Masters well.

    Cultist (varies)
    You are a member of a cult of one of the nefarious Gods who bear mankind no goodwill. You are expected to obey the will of your god and the leader of your cult - although should you prove strong enough to oust the current leader, the god will welcome you with open arms. This is a dangerous profession; those who have bought the Don't Kill Me Daddy quirk should not become cultists.

    For 3 points you can become a cultist in a Novice Coven, a small clique with only the most tenuous communications with your supernatural ruler. Perhaps the cult is brand new, and is feeling its way in the worship of the god; perhaps it is an old cult which has fallen on hard times, either because a more charismatic cult leader has stolen all the members or because the God has become displeased with the Coven for whatever reason. In terms of spells, the God will only grant you Cantrips. You begin the game knowing two Cantrips, which will be assigned by the GMs.

    For 5 points you are a member of a Noted Sect, a cult of moderate size (large enough that you can't all meet in someone's back room any more) which has already performed some encouraging works for the God. Spellwise, the God will only grant you Cantrips and Enchantments. You begin the game knowing four Cantrips, which will be assigned by the GMs.

    For 10 points you are a member of a Blessed Congregation, a cult of a size liable to alarm the authorities enjoying the full support and attention of your God. The God will grant you Cantrips, Enchantments, and Grand Rituals, although these latter spells will only be given in direst need. You begin the game knowing two Cantrips and an Enchantment, which will be assigned by the GMs.

    By paying one-and-and-half times the points cost (round up), you can be a leader of the cult in question. The advantage of this is that you will call the shots. The disadvantage of this is that the God's full attention will be on you, and if you step wrong its wrath will be terrible. And oddly, so many of your underlings in the cult would quite like to be leader...

    Excommunicated (-2)
    You used to worship one of the malign Gods who have only contempt and ill intentions for mankind. You don't any more. Perhaps you quit. Perhaps you were thrown out. Whatever the case is: the God hates you, the God's followers hate you, but you do have all sorts of information that sorcerers would pay dearly to know. Of course, if you do spill the beans the cult is liable to hunt you down and cut your throat...

    Choose what variety of cult you were kicked out of. The more important the cult, the more information you'll have but the more dangerous they will be.

    Sorcerer (varies)
    You are a sorcerer, a magician who acknowledges no otherworldly master. You wield magics stolen from the Gods and Powers themselves, perform rituals based on intense theoretical study of the esoteric underpinnings of the world, and consort with otherworldly spirits and entities.

    Which is all very well, but it doesn't exactly put a roof over your head.

    For 4 points you are an Apperentice Sorcerer, capable of casting only Cantrips. You begin the game with one Cantrip, which will be assigned by the GMs - although you can choose which Gods and Powers you stole it from - and with the knowledge required to steal two more Cantrips (again, assigned by the GMs but you can choose from whence they come).

    For 6 points you are a Journeyman Sorcerer, capable of casting Cantrips and Enchantments. You begin the game knowing three Cantrips assigned by the GMs from the Gods and Powers of your choice, and with the knowledge required to steal two more Cantrips and two Enchantments (again, assigned by the GMs but you can choose from whence they come).

    For 11 points you are a Master Sorcerer, and can cast any kind of spells including Grand Rituals (though stealing Grand Rituals from the Gods and Powers is a major undertaking even for you). You begin the game knowing two Cantrips and an Enchantment, which will be assigned by the GMs (though you can choose which Gods or Powers they come from), and with the knowledge required to steal three more Cantrips and three more Enchantments (again, assigned by the GMs but you can choose from whence they come).

    Shaman (varies)
    You are a follower of one of the vast, unsympathetic, inhuman Powers whose thoughts are as glaciers and whose dreams are as centuries, and who bear mankind no goodwill. You speak to the daimons and perform the tasks they give as you strive to mould yourself and others into a form pleasing to your Power. This is a dangerous profession; those who have bought the Don't Kill Me Daddy quirk should not become shamen.

    For 3 points you are a shaman who is Recognised by the Power. The Power you follow knows that you exist, but does not yet consider you fully... committed. Minor daimons convey the Power's desires to you; if you serve and obey, maybe they will help you become pleasing to the Power. In terms of spells, the Power will only grant you Cantrips. You begin the game knowing two Cantrips, which will be assigned by the GMs.

    For 5 points you are a shaman who is Marked by the Power. The Power knows you and has laid a claim upon you; those who are sensitive to such things will realise that you are a favoured servant of the Power and will keep their mouth shut if they know what's good for them. Spellwise, the Power will only grant you Cantrips and Enchantments. You begin the game knowing four Cantrips, which will be assigned by the GMs.

    For 10 points you are a shaman who is Loved by the Power. You're lovely. You know this. The GMs know this. If you put this many points into shamanism, the Power will also know this. The Power will grant you Cantrips, Enchantments, and Grand Rituals, although these latter spells will only be given in direst need. You begin the game knowing two Cantrips and an Enchantment, which will be assigned by the GMs.

    Alchemist (2, 5 or 9) You're an alchemist. You know how to manufacture distilled samples of the five Powers: Land, Sky, Ocean, Fire and Stars, and you know how to make them into magical items. More information about the process of alchemy can be found on the alchemy page.
    For 2 points you are an Apprentice Alchemist. You know a little bit about alchemy. Probably you've received a few word-of-mouth lessons. Possibly you've just watched people and made notes. Either way, your approach to alchemy is likely to include a lot of trial and a lot more error.
    For 5 points you are a Journeyman Alchemist. Your talent in alchemy is rather broader than an Apprentice: you've read books and made notes when you do experiments to see what works and what doesn't.

    For 9 points you are a Master Alchemist, a consumate expert in alchemy. What you don't know about the subject can be written on the very small charred remains of people who ignore your good advice.

    When you buy an Alchemy skill, choose one Essence (Land, Sky, Ocean, Fire, or Stars) to specialise in; it takes you one less turn to produce this essence. If your Affinity is the same as the Essence you specialise in, this quirk costs 1 point less.

    Alchemist's Licence (2)
    You're a card-carrying Alchemist. You're required to submit to random spot-checks on your home, you need to provide the Ministry of Public Works with details every time you make an Essence, the Ministry can shanghai you into pro bono publico work, and you need to pay your dues (a Significant amount every turn). On the plus side, you can openly carry Essence, and you can openly produce and store it.

    Alchemical Lab (3)
    You have a proper lab. That's right, a real actual lab, with beakers made out of glass and bunsen burners and everything. It takes you one less turn than usual to produce any Fine essence.

    Assistant Alchemists (1 to 4)
    You have several buddies who can be trusted to watch things boil, stir pans and siphon stuff. Each point you spend on this adds you another assistant, who effectively adds another Essence to the list of those you specialise in.

    Favoured of [God] (3)
    Pick a God. Any God. No, not one of the dead ones.

    This God is specifically and very personally fond of you. They are your buddy. Decide on a reason or let the GMs pick one; note that the Gods are notoriously fickle, and this divine favour was not necessarily earned by you and may not be welcome. It may be that you are the leader of a successful cult and your master has come to see you as something more than a tool; or it could be that one of your ancestors unwittingly aided an avatar, and you just wish you could stop little so-called "presents" ruining every birthday. The God is quite indifferent to whether you return their regard; you would have to do something spectacular to lose this favour. Either way, the God will do little things to make your life easier or more pleasant, after their own definition of "easy" and "pleasant", and may well help you out if you get into serious trouble. The various presents, favours, and aid you receive as a result of this merit will sometimes be subtle, and sometimes anything but.

    Apart from the fact that Gods often don't remember how fragile their favorites are, the big problem with this merit is that if anyone (other than cultists and maybe very good friends) finds you have it, huge mobs will attempt to tear you limb from limb or burn you wherever you go. Also, powerful agents of Powers and rival Gods will try to kill or hurt you, just to spite your patron.

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    Fairy Blood

    Fairy Blood (variable)
    Your ancestry is somewhat complicated; it is rumoured that long ago Treacherous blood entered your family line. You may choose the Fire or the Stars for your Affinity. This is the basic version of the merit, and costs one point. You can then choose some or less of the modifiers from the following list, changing the cost of the quirk by the indicated amount. Please don't take stuff that is obviously contradictory.

    Fairy Look (-1): you have some obvious feature that make you looks like a fairy to pretty well anyone who's heard of them. Deep violet eyes is one example; pointed ears might be another; or it could just be an air of "otherness". Anyone who dislikes fairies will dislike you, and in the countryside you should be wary of mobs with pitchforks and torches. Apart from this people will in general be a little bit more suspicious of you.

    Fae Allure (1): although you are not obviously of fairy blood, your descent has left a "certain something" about you. It could be a physical feature (Byronic good looks) or it could just be an aura. Either way people in general think you are a bit more exciting, mysterious or interesting than they would otherwise. Impressionable teenagers will decide to be in love with you; cantankerous old folk will declare that you're bound for a bad end.

    Ancestral Favour (2): Full blooded fairies treat you as a favored little brother or sister. Whenever you run into them, you will be treated, teased, spoiled, feted, and sometimes even aided. Occasionally, fae will even seek you out to liven your life up. The whole process can be bewildering and occasionally painful, but it is certainly better to have the Fair Folk on your side than otherwise. You are not aware of why they do this at the beginning of the game; the GMs will cook up a suitably amusing reason.

    Ancestral Emnity (-2): Full blooded fairies hate you. They won't explain why. Whenever you run into them, they do their best to ruin whatever you are doing and make your life a little bit worse - killing your minions, stealing your stuff, taking human form and seducing your SO. They're not declaring full out war on you, but it will make your life harder.

    Fairy Tricks (2): you can do a little fairy magic. Mostly mired in the mundanity of the True Lands, you can only do the most minor stuff - make dancing lights appear, change the colour of someone's eyes for a few hours, move small objects a few inches - but it can make for impressive party tricks. A warning: this sort of "unofficial" magic is very easy to detect; anyone with the slightest sensitivity will realise that something is going on. If detected, it is likely that people will make the Fae connection; or worse, the ignorant may assume that you are channelling the power of the Gods or Powers.

    Random Tricks (-2): as above, but you don't control when the "tricks" occur; the GMs will have effects randomly pop up in your presence. Be assured that this will happen in a meeting at least once every couple of turns.

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    Ghoulish Quirks

    Ghoul (3)
    You are a Ghoul, a member of the inhuman race brought to Horizon from the Treacherous Lands by the Emperor an age ago. In return for their place in the city, your people are tasked with disposing of the dead and hunting down murderers and cultists. You appear strange and brutish to humans, with a powerful lower jaw, long arms and deep sunken regions around your eyes. Your ancestry as a creature born of the treacherous union of the powers has various effects.

  • If you wish you may choose Fire or Stars for your Affinity.

  • If you eat a significant proportion of the corpse of a human within two months (one turn) of death, you glean some of their memories; the GMs will tell you one strong emotion they were experiencing at the time of death, and one fact associated with the death. These are not guarenteed to be helpful. You will also be told if the human had any links with a god, and if so which god but not the nature of the link. Ghouls taste such links. You may also get other bits and pieces at GM discretion.

  • On the other hand, if you eat the corpse of another Ghoul, you get a flood of their memories, emotions and dreams. The GMs will describe this to you, in possibly disturbing graphic detail. You get at least as much information as you would from eating a human's corpse, and possibly a lot more. Be aware, though, that the sheer unstructured quantity of information you get will make extracting useful details more difficult.

  • You may take Shamanic skills without additional social stigma (humans assume that all Ghouls are Power worshipping loonies), since this is the main religion of the Ghouls.

    As a Ghoul in Horizon, you also get certain rights:

  • If you are bearing the city's coat of arms, prominently displayed, you have the same rights as a Watchdog. This is to enable Ghouls to hunt murderers and cultists. In theory, if questioned by a member of the Loyal Order of Hounds, you must be able to convince them that you are engaged on business relating to the pursuit of murderers or cultists, but in practice this is very rare. The problem is with other Ghouls. See below.

  • If you are wearing a long, black cloak then you are officially engaged in the collection of corpses, and most humans will do their best to ignore you.

  • The human authorities tend to leave you unmolested.

    But as a Ghoul in Horizon, you also have certain difficulties.

  • Humans don't trust you and don't like you. Ghouls are associated with death, murder and cultism as well as being Treacherous.

    At heart most humans fear your kind. This will affect all your dealings with them. In particular if you are trying to get a job outside the Ghoul district then you will have a very hard time.

  • The Ghoul community is incredibly close knit and its government is essentially an autocracy by consent. There are few formal mechanisms of rulership but the prevailing culture is one of complete deference to the old and the worthy. In this community everybody knows what everybody else is doing, and whether they are behaving appropriately; if not, the leaders will soon direct the community to ostracise the individual, which is a terrible punishment for a Ghoul in a city of hostile humans. This is typical of the attitude taken by the community leaders: they know what is best for the community, and it has better follow their lead.

  • This strong ghoul leadership has its nose in everybody's business most of the time, and unlike human authorities will make life hard for you.

  • Under the laws of Horizon, you must live in the Ghoul quarter. This is located in the Slums, but neither the Three Families nor any other mob are foolish enough to claim it as their territory. As with nobles, you have free choice of which mob to join.

    It is the governing council of the Ghoul community - the Circle - that decides who is to make up the hunting and corpse collecting squads. Although in theory any Ghoul can wander around with a city badge, in practice if the elders hear that you have done so without their authorisation (or without being recruited on the spot by a squad) then you will be subject to horrible vengeance. Burning with hot irons or maiming have in the past been meted out to those who 'dishonour the community' in this way.

    In general the Circle relies on a few 'professional' Hunters to lead the squads for them.

    Ghouls buying day job quirks should note whether they are working inside the Ghoul quarter or not. If not, keep in mind that you will be feared an loathed by your coworkers and employer. If they are in the Ghoul quarter, note that your every action will be scrutinised by your neighbours and business partners.

    In Good Standing (3)
    You are In Good Standing in the Ghoul community; you are respected, as well as liked by the elders and Circle members. This translates into considerable unofficial power, as a bad word or reproving glance from you can seriously damage the reputation of many other Ghouls. For a tradesman (for example), this could mean the difference between success and failure in business. You will need to decide why you are In Good Standing.

    Note that although it is not a "ghouls only" merit, it is extraordinarily rare for a human to have this. You will need to dazzle the GM team with the brilliance of your reason why a human character should have this.

    Dishonoured (-3, ghouls only)
    Your character has done something to offend the rigid, stifling structure of the Ghoul social order. Decide what. Other Ghouls will ostracise you except when absolutely necessary, and will not do business with you or employ you unless there is no other choice. You will never be asked to join hunts or collection squads except in direst need. Redemption may be possible, but it will be difficult.

    Anathema (-1, non-ghouls only)
    The Ghoul community of Horizon detests you. Decide why. Since the Ghouls are strictly law-abiding, this is a survivable condition for a non-Ghoul; their own codes of honour prevent them from actually framing you for murder or cultism. However, they have myriad subtle ways of making your life difficult or uncomfortable - and woe betide you if they get the opportunity to link your name with murder or cultism. Ghoul NPCs and PCs will generally be aware of your status as Anathema, as this is the sort of news that the Circle ensures is passed around the community.

    Direful Aspect (-1, ghouls only)
    Other Ghouls merely consider you a trifle ugly, but there is something about your appearance that humans find hideous, repulsive, grotesque, and horrifying. It's partially looks, and partially an undefinable something about you. Humans react adversely to you, and you are extremely unlikely ever to get a job outside the Ghoul quarter.

    Dude Looks Like a Human (1, ghouls only)
    Most Ghouls are obviously not human. Not you. In Ghoul society you are something of a freak, but it's to your advantage. With appropriate preparation (clothes, haircut, accent, perhaps a little makeup) you can pass as a human. With this merit alone you cannot fool anyone who has had close contact with your Ghoul persona (which is likely to be a significant proportion of Horizon's tightknit Ghoul community), or a medical examination.

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    Kraelic Quirks

    Kraeling (8)
    You are a Kraeling, one of the shapeshifting Treacherous race who live in Horizon on a semi-public basis. Since you are essentially Treacherous, you may take Fire or Star affinity. You have a day-to-day form that is indistinguishable from human except under close examination by medical professionals (those with the physician skill) or those very familiar with Kraelings (other Kraelings fall into this category). You are also able to shapeshift into a battle form, which is much larger, hairier, and muscular, with large claws and teeth. This form will only last for a few minutes, and you will be exhausted when you return to human form. The battle form has the following benefits:

    • Your Brawn becomes equivalent to Does This Guy Ever Stop? However, this ends extremely abruptly when you return to human form, so if you've taken more wounds than your pitiful human shape can endure, it is possible to win a fight then promptly drop dead.

    • Your fighting skill increases. If it was worse than Impressive in human form, it becomes Impressive. If it was Impressive or better, it goes up a level. And yes, if you are a Fearsome fighter in human form, you are better than Fearsome in battle form.

    But Kraelings have a number of problems:

    • Any humans (and Ghouls even more so) who know you're a Kraeling will probably be frightened of you and act appropriately, up to and including running away crying or attacking you if you stop them to ask for directions.

    • Assuming your battle form suddenly in public is a very bad idea. The default reaction of humans who are taken by surprise by your transformation will be to form a mob and rip you apart. The other Kraelings will claim you were a lone maverick and disclaim any connection.

    • Unlike Ghouls, you are given no special dispensation to practice Shamanism. In fact, if you do so publicly, the rest of the Kraeling community will probably get to you before the authorities do; that sort of public practice gives them a bad name.

    Other Kraeling quirks appear below. By default, it is assumed that your race is known to the underworld, but not particularly widely by the general public. The Barman and knowledgable NPCs will know what you are, and it will be posted under your character description on the website.

    Please note that the name of this quirk is "Kraeling", not "drooling psychopath". Characters who do little with their time except kill folk for no good reason are antisocial things to bring into the society game, so if you're intent on playing a Kraeling please refrain from portraying your character as a twitchy cannibal barbarian. Such individuals do pop up from time to time within the Kraeling community, but they are cut down swiftly by fellow Kraelings eager to avoid a pogrom.

    Well-Known (-1, kraelings only)
    Everyone and their brother knows you're a Kraeling. As a result, Ghouls act with borderline hatred to you, and scared or angry humans continually cause trouble for you. Children stop playing when you run past and run wailing to their mothers.

    Obscure (1, kraelings only)
    Your existence as a Kraeling is (initially) only known to those designated in your character background. If you so choose, even the wider Kraeling community is unaware of you, although this removes a potential source of support. Your race will not be posted on the website. The GM team reserve the right to have very well informed or connected NPCs know about you, but we will not abuse this.

    Mob Backing (3, kraelings only)
    You must have at least Rank 1 in a mob to buy this. The mob you're in employs you, among other things, specifically to be a Kraeling. Within the district held securely by that mob, the locals will trust you a good deal more, and won't even panic if you assume battle form in front of them (they assume, perhaps naively, that the mob is holding your metaphorical leash).

    Government Permit (3, kraelings only)
    The government employs you; and (possibly along with other duties if you buy the appropriate job quirks) it employs you to be a Kraeling. You have an official permit expressing the trust of the Mayorality in you and giving you approval for any shapeshifting you do in the line of duty. Keep in mind that this won't save you from a howling mob if you frighten them, but it will make people who are in a calm state think twice before acting against you. You will also be well thought of by other Kraelings, as you are actively helping the community earn its place in the city (they hope).

    In return for which, you will get instructions from the government, typically on a turnly basis. You will be working for a particular clique (see the government page for details on the role of cliques in government). Let us know what sort of outfit you'd like your character to be a member of: if we've already dreamed up such a subcommittee, then you will be part of that. If we haven't, then we will invent an appropriate clique for you.

    Great Voice (2, kraelings only)
    The phrase "one who speaks with a great voice" is the clunky literal translation of a Kraeling word indicating someone with a great deal of unofficial influence and/or who acts as a spokesman. You are one such; you have some influence over the rather loose knit Kraeling community, and may be expected to take responsibility for any necessary communications with the government of Horizon. Top of page.