Your Affinity describes which of your esoteric ancestors you take after the most. It has little to do with bloodline; sometimes entire families can show strong inclinations towards the Land, but just as often two Oceanic parents will have a Divinely-inclined child. Think of it more as a star sign; it has a slight influence on your personality, and perhaps gives you an instinctual tendency towards particular skills. It is claimed by mystics and wizards that through further exploration of your Affinity you may foster unusual natural talents, though at the cost of increasing the extent to which your Affinity's tendencies and weaknesses hold sway over you; similarly, it is whispered that if you desire it you may even overcome your Affinity if you follow a different path.
Only Ghouls, Kraelings, and people with the "Fairy blood" quirk may choose the Fire or the Stars for their Affinity.
Divine
You have a forceful and distinctive personality and have the potential to be an inspirational leader. People tend not to forget you after meeting you once. You are very much an individualist, although at the same time you do enjoy the admiration of others. The downside is that you can tend towards egotism and narcissism if you are not careful. Often people with Divine parentage end up taking sides in a struggle for personal glory, not because they necessarily agree with the principles they are fighting for, and find that they are reluctant to accept the authority of others. Actors and politicians tend to have high Divine affinities.
Land
The natural world feels like home to you, and wildlife is a little less afraid of you than of other men. On the downside, you do tend to let your natural instincts override your common sense; you are more easily swayed by good food, wild parties, or seductive members of your preferred gender. Farmers, the lecherous, luddites and anyone who parties hard tend to have a high Land affinity.
Ocean
Secrets are your forte. Perhaps you are particularly secretive, and love to know what others don't. Or maybe you are intensely curious, and love to uncover juicy gossip and other people's dirty laundry. Sometimes it's hard for you not to let someone know your secrets, or the secrets of others. Journalists, detectives, and those who would seek to confound them are both liable to have high Sky affinities.
Sky
The mercurial forces of the air are associated with travel and bending the rules. Maybe you enjoy travel and exploration; perhaps you have a rebellious spirit and are never satisfied with the status quo; it could be that you are perfectly happy sticking to the rules, but enjoy finding and exploiting loopholes. On the downside, your restless nature can get you into trouble. Revolutionaries and explorers both tend to have high Sky affinities.
Fire
You often find yourself moved to defy the authority and expectations of others over you, for in your spirit burns the lawless anarchy of the Fire. However, those with Firey temperaments tend to have a volatile personality and are quick to anger. You can often be whimsical and capricious, prone to allowing luck to choose your destiny. An idealistic anarchist yearning for the death of government would have a strong Fire affinity, but so would a violent sociopath.
Stars
The stars are distant, cold sources of illumination, and are closely associated with reason and blind, uncaring order. You love - in a kind of cerebral, cold way - getting to grips with any kind of logical system, whether this be a magical ritual or a clockwork engine or a governmental bureaucracy. However, the stars are cold and impersonal, and those who have astral personalities can end up hurting those they care about through sheer oversight. Chances are you live your life by a strict set of rules, although those rules could seem highly unusual - indeed, incomprehensible - to others.
A rationalist scholar, modelling the universe with equations and formulae would have a high Star affinity - but so would an obsessive madman who compulsively counts the mouse skulls he collects in his pockets.
Grey
In recent years a new affinity has arisen; it is not apparently connected to the Gods or the Powers, although there does seem to be some connection between it and the Grey Order's magic and technology. Occultists fiercely debate whether the Grey Order created this strange new force, or whether the Grey Order's deeds are merely early manifestations of it.
The Grey affinity is about the union of opposites. In Grey technology, this takes the form of forcing steam and clockwork - opposing principles - to work together. This can also involve grafting machinery - dead things - onto living bodies, convincing bitter enemies to form an alliance, using alchemy to mingle Star and Fire essences, and so forth. If you adopt the Grey affinity, you may have a love of contradictions and paradoxes (as distinct from the love of sheer chaos and illucid nonsense espoused by the Fire). You could be a peacemaker, reconciling apparently incompatible positions, or perhaps you happen to have contradictory aspects to your personality or background. A nobleman who masquerades as a beggar, or a spy who has become a double agent are two examples of people who may have a Grey affinity.
Step 5: Choose quirks.
What Quirks Are
Quirks define the skills, resources, abilities and affiliations your character possesses. Choosing quirks probably takes the most time of any stage of character generation, and your quirks will be referred to frequently by the GM team in the course of turnsheeting. Quirks run on a points-based system: quirks which give your character an advantage (sometimes referred to as merits) have a positive points cost, quirks which hinder your character (sometimes referred to as flaws) have a negative points cost.
All players have 12 quirk points to spend on their characters.
A quick note on Job quirks. Job quirks describe what you do most of the time. Each job quirk has an Income level associated with it - these do not stack. Each job is also denoted "Day Job", "Night Job", or "Undercover Job". Day Jobs are entirely legal and above-the-board. Night Jobs are dodgy, involving either outright illegality or surfing the edge of the law. Undercover Jobs involve the muddy waters and ambiguous loyalties of the world of espionage.
These labels imply nothing about what time of day you actually carry out these jobs - a lot of the time, you'll be working them in parallel. A taxi driver could, for example, sell drugs from our of his car, and a mobster could give his mooks their orders during his lunch break at t' factory.
You may have only two job quirks, and you cannot hold down two Jobs that are of the same category.
You will note that with a few exceptions Night Jobs and Undercover Jobs make more money than Day Jobs.
Be aware! Several quirks refer to resources that imply some constant investment of money to maintain - alchemists need to pay rent for their labs, and mob bosses need to pay their mooks' wages, for example. You do not need to work out how much these things cost to upkeep each turn; all quirks come with enough money per turn to maintain them. In some cases it may be possible to free up the money bound up in a quirk at the cost of losing the quirk (for example, you could stop paying rent on your alchemist's lab). In other cases, it's less appropriate - for example, a mobster's mooks tend to "pay for themselves" with the revenue they bring in through shaking people down for protection money. Talk to the GMs if you are not sure.
To underline the point: resource-based quirks come with the money required to maintain them. Your spending money per turn is the money you have left over after you've paid the maintenance on these resources. If you "liquidate" these resources, you may not get the quirks back, and you are more likely to get a one-off payment than a permanent income boost.
The Quirks Themselves
The full quirk list is kinda long, but some people find it nice to have everything in one place: it is here.
Below is a table showing all the different quirk categories. We've put them into two columns: one where the categories are universally applicable to any and all character concepts, and one where the quirks are more specialised - there's no need to glance over the esoteric quirks, for example, if you're not going to be a cultist, shaman, sorcerer or alchemist.
WE STRONGLY ADVISE YOU TO TAKE A JOB QUIRK. You must buy a Job quirk if you want your character to have a regular income, and lacking a regular income will prove very disadvantageous to your character.
Universal Quirks | Specialist Quirks |
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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.
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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.
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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.
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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.
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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.
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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.
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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 actually want to 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.
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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.
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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.
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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.
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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.
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