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?)
Top of page.
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.
Top of page.
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.
Top of page.