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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.
When thinking about the character's social status and the places they may visit, consider the various City Strata. This can help a great deal with coming up with a character concept, and with designing their connections to the city.
The character is primarily defined by their connections to the Great City. If the character concept you have doesn't have enough connections to the city, then rethink the concept and come up with one that does. This is not a game about lone wolves who wander in out of the cold and change the world, but about the people caught up in the city's web.
Play each PD through a day in their life by answering something like the following questionnaire:
Your character…
Note that this would only really fit one sort of character, and so the players should work together to ask the player whatever leading questions about their character's lives that fully flesh the character out.
Note that when complete, the character should have at least 20 connections, mostly people, with some places and things thrown in as well.
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.