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Play of Byzantine begins by generating one player denizen (PD) for each player, and the parts of the city that give those characters context.
Play each PD through a day in their life by answering the following questionnaire:
Your character…
When thinking about the character's social status and the places they may visit, consider the various City Strata
For every person, place, or thing that the character has that's important and listed on the character sheet, that thing has an energy input and energy output. The energy input is how much energy the character spends on maintaining the relationship, or making it work in whatever way. The energy output is the energy the character gets in return. Energy input is rated from 0 to -5, and Engergy Output is rated from 0 to +5. The sum of these two figures is the connection's “Net Energy” which is pretty important in terms of a character's survival. Net energy can be anything for any connection, but all connections summed up must equal +5 (or less if the player is feeling like a challenge).
Note, too, that the total of all negative net energies must not be lower than -20, as these have to be accounted for by passions or subservience (see below). The total of the negatives may be greater than -20, however, if the player likes.
The player should create a number of things that the character is passionate about, at least 3, rating these from 1 to 5. The sum of all Passions should add up to 10. For any connection, for which the character has a negative net energy, the player must take an associated passion that relates to that connection (such that if the connection were lost, the character would not have access to the passion). The passion explains why the character has this net negative energy connection, and hasn't just been rid of it at some point in the past.
Another explanation for a negative net energy connection is that the character is somehow subservient to the connection. Such a relationship provides no upside (other than providing a sink for negative energy in character generation), and is characterized by the fact that getting out of the relationship is a very difficult affair.
At this point the character's profession is probably clear, but should be decided upon clearly, as this has mechanical effects. Note that some characters have a cover profession and a real one underneath. The mechanical effect applies only to the profession that the character really knows well.
Assign Ratings to the following four abilities, with none less than 1 or greater than 6, and the sum of all of the abilities being 30.
A character may use their Deeps score to do just about anything, but magic actions tend to take extra-ordinary amounts of energy. And there are often repercussions for using magic in social terms if one is not careful.
A player may also specify three specialties. These are relatively narrow, compared to the ability ratings, but they can span more than one area.
Note that the notion is that these exchanges of energy are potentially mutually beneficial (though many are not). The amounts of energy being transferred includes surplus energy that cannot be used by the side trading it. So if PC A has a -3, +4 Net +1 relationship with NPC B, for NPC B it may be a -2, +3 net +1 relationship as well. For those relationships that are seen as net negative for the connection, there is a presumed passion or subservience in existence that explain why the connection still exists. The GM doesn't have to come up with these figures for NPCs in many cases, but when a PC wants to alter a connection in certain ways, it may become necessary. In these cases the GM simply chooses a likely figure (often having similarities or even being equal to the PCs stats for the connection).