Player Creation Information
Your characters are people who are “clued-in,” aware of the existence of supernatural creatures and powers in the world around them, and particular, of their existence in the city of Umbra. This certainly does not mean you know everything there is to know about the supernatural realm, such a task is beyond any mortal mind’s capabilities (your knowledge of the supernatural is represented by your character’s Lore skill). You may play as supernatural creatures yourself, or as ordinary mortals who have somehow discovered the truth on their own.
You will create a character at the “Submerged” level of power (see Page 54 of Your Story), which is the highest power level available in the module. Keep in mind though that most supernatural creatures will still be of a much better power level than your characters. When going up against inhuman monsters, it is best to avoid a conflict of direct combat unless you have the advantage of numbers. In most cases, you will need to use your wits and knowledge to engineer a situation that is disadvantageous to your enemies, mercilessly exploiting their weaknesses and limitations if you want to win.
You may use your “Refresh Points” however you wish, but I advise everyone to leave at least 2 or 3 of them unused if you want to get the full Fate system experience, because this will allow you more Fate Points to spend on story altering declarations or the use of aspects for temporary boosts of skill. Alternatively, you may wish to use most of your Refresh Points but load up your character with a number of dangerous and disadvantageous Aspects. You will receive a Fate Point each time one of your Aspects is “Compelled” to cause trouble for you, so this is an alternate method of ensuring that you have plenty of Fate Points to sling around.
As for the characters themselves, please follow the Character Creation chapter in full to create your character. Make certain you come up with a full list of Aspects for your character; this is not a minor detail, it is a core part of the experience. Note that the final two Aspects of your character will come from story details written by another player character. This is not optional, it is very helpful for me as a GM for your characters to have all met and interacted in a meaningful manner at some point before the game begins. This does not mean you need be friends, or work together as a team, but do make certain you are aware of each other’s existence in a meaningful way.
Finally, think hard about your High Concept and Trouble. These above everything else explain what your character’s purpose is, and should by themselves be enough to justify why your character is going to be getting involved in the story. Please make sure they are something that will drive your characters to be proactive and willing to put themselves in danger. This is not going to be a game where I lead the players around by the nose, setting up linear encounter after encounter for you to go through. You guys will be the ones calling the shots as to what you actually want to be doing in the game. I’m just going to be making sure it leads to something cool and fun.