This is the fifth in a series of character creation posts I’m using to figure out which game I want to schedule for our next campaign. You can find the Triangle Agency one here. And you can find the Slugblaster one here. You can find the Blades in the Dark one here. And most relevant to today’s post, here’s the Wildsea Ship Creation post.
A Character to Fit the Beacon
In my last post, I created a ship for my Wildsea character to pilot across the Thrash. The ship, it turned out, is a research vessel, fast and dangerous, but not very manoeuvrable or stealthy. It’s got a beehive for an engine and an acid-cannon for protection. It also has a colony of glow bugs that follow the crew around illuminating their surroundings for them. I named the ship the Beacon.
So, what kind of wildsailor am I going to come up with to match the vibes of the Beacon? Let’s find out, dear reader!
Character Creation Steps

There are three important choices to be made in this process:
- Your Bloodline
- Your Origin
- Your Post
Now, while these choices are minimally restrictive, the beginning of the Character Elements chapter encourages you to build a narrative background around the framework of the mechanical choices. In fact, throughout character creation, you are encouraged to be creative and to make unique wildsailors that no-one else has ever made before.
Also, there are many other elements to a Wildsea character, it’s just that most of them hang off these three choices. All of these are explained in the Character Elements chapter.
At this point, I think it’s important to point out that the Character Elements chapter is there only to explain those elements, not to help you create your actual character. That’s all in the following chapter. One thing I have found with the Wildsea is that it devotes a lot of space to explaining everything. Occasionally, I find that this is at the expense of functionality. The book goes to some lengths to inform you what the Cook skill allows you to do, when, in a storytelling game, this could usefully just be left up to the players around the table. It’s also because so many of the terms used in play are quite unique, Twist, Edges, Whispers, Cut etc. Although most of these bear some resemblance to elements of other games, the resistance to using those better known terms means they require more explanation. I found this also in Slugblaster, an ostensibly Forged in the Dark game that uses a lot of setting/genre-specific terminology for concepts that are more functionally named in Blades in the Dark.
Anyway, I’m going to move on from the Character Elements chapter immediately. If I need to explain anything, I’ll do it as I build the character.
Young Guns or Old Dogs
This is a welcome choice to start with. It reflects the type of game you’re preparing for. If you go for a Young Gun, you start with fewer skills, aspects and resources, leaving the character more room to grow. The Old Dog has more going for them, but is meant for one-shots or short campaigns. For my purposes, I’m going to create an Old Dog, to show off more of the character elements in this blog post.
So, an Old Dog starts with the following:
- 1 Bloodline, 1 Origin, and 1 Post
- 3 edges
- 15 skill / language ranks (maximum starting rank 3)
- 6 aspects taken from any bloodlines, origins, or posts
- 6 resources
- 3 drives and 3 mires

For ease of one-shot character creation, there is a Quickstart Kit presented in the section for each bloodline, origin and post. These break it down to a selection of easy choices.
In the interests of keeping this post below 2000 words, I’m going to use the Quickstart kits as and when I feel its appropriate.
Bloodline
Here are the options for Bloodline:
- Ardent – human
- Ektus – cactus-folk
- Gau- fungus-folk
- Ironbound – ship-ghosts with bodies of salvage
- Ketra – gelatinous humanoids
- Mothryn – moth people
- Tzelicrae – hive-mind spider colonies in a human skin

Remember this is a Researcher we’re making here, so I think it would be useful for them to be good with technology. The Ketra are described in the book as “tech-savvy.” So, I think that’s what I will go for.
The ketra are the descendants of those fragments of ancient humanity trapped in tunnels and sturdy temple complexes, mineshafts, and mountain-seams. Like the ardent, they have adapted to face the post-Verdant world, but with a far more dramatic biological change – tentacular mantles, translucent fl esh, and swirling, ever-moving inkblot patternings are common. Many ketra reinforce their malleable forms with selfmade skeletons of salvaged driftwood or repurposed scrap-metal.
Questions
The first thing to do with your new ketra is answer the following questions:
Q: Have you spent any time in the ‘ancestral’ ketra places and, if so, how did you find their dark, crampled confines?
A: Yes, my character spent the early part of their life below the waves. Only as a young adult did they venture above the Thrash where they were discovered by the original owner of the Beacon, an Ardent named Benida HoffspringQ: How original is your skeleton, and if you’ve replaced parts of it yourself, what new materials do you rely on for support?
A: Many parts of their skeleton have been replaced, most notably, the lower jaw is shaped by a perfectly formed piece of Ironwood. It juts out more than it should. Other bones have been replaced with sturdy pieces of salvaged metal and ceramic.Q: Were you passed down any stories of your family’s old human days, or is your preverdant lineage lost to history?
A: There was an old album of photos, preserved in plastic. It revealed a world long gone, of Ardent cities and water-going ships. Their ancestors were sailors…
Bloodline Aspects
Aspects differentiate your character from another one with the same bloodline, origin or post. They make them unique. They can take the form of a physical trait, a companion, or a piece of gear. So, with the Old Gun type of character, you can choose 6 Aspects from bloodline, origin or post. As a Quickstart character, I’ll choose two from each step.
If I list off every Aspect from every step, this post will be another giant. Instead, I am going to list only those that catch my eye for the character. Here are the bloodline aspects I want to choose from:
Scrapper Enzymes 3-Track Trait
You can use salvage as a component when concocting a potion or chemical mixture, no matter its form.Scrap-Metal Skeleton 3-Track Gear
The internal structures you’ve collected can store biovoltaic energy. Use a task to create a resource, Scrap-Bone Battery.Drone Attendant 3-Track Companion
A simple punchcard-driven repair construct. Increase impact when repairing or tinkering with other machines.
From these three, I love the idea of this character brewing up potions and stuff on the fly so I am going choose Scrapper Enzymes for that. I also have simply got to choose a companion when available and narratively fitting, so Drone Attendant is coming too.
Bloodline Edges
Edges are areas of talent. They literally give your character an edge in certain situations, meaning you get an extra 1d6 in your dice pool if appropriate. They are rather poetically named, but mostly speak for themselves nonetheless. Here are the edges presented in the Ketra Quickstart kit:
- Iron – “An edge of force, determination, & willpower”
- Sharps – “An edge of logic, wit, & planning”
- Veils – “An edge of shadows, ciphers, & secrecy”
For this ketra researcher who crawled out of the depths on their own, I’m going to choose Iron and Sharps.
Bloodline Skills and Languages
These get ranks. You start at rank one and go up to rank three. You get an extra d6 in your dice pool for each rank in the skill you are using when appropriate. I have to choose five of these.
Here are the available skills in the Quickstart Kit:
Concoct, Delve, Outwit, Scavenge, Sense, Sway, Vault
I’m going to take Concoct, for sure, to go with the Scrapper Enzymes Aspect. I’m also going to take Delve, as someone show used to live in the ruins beneath the wildsea. And for my final Skill, I will take Scavenge, an important one for a scientific researcher/person who replaces their bones with random stuff.
And here are the available languages (you get a certain amount of lore with these too):
- Chthonic – old human
- Raka Spit – “The rapid patter of hunting-families and leviathaneers”
- Signalling – inter-ship communication
Got to take Chthonic, probably their native tongue. Also, I just love the name of the language, Raka Spit, so I’ve got to take that too. Everyone gets a rank three skill in the trade-tongue, Low Sour, also.
Bloodline Resources
Resources can be used to get advantage on an action roll. They come in four different types as you can see below. I have to choose two of these to start with:
Salvage: Ceremonial Dynamite, Old Driftwood
Specimens: Luminescent Bone, Curled Centipede
Whispers: The Comforting Dark, All Tunnels End
Charts: A Faded Schematic
As a researcher, I think I have to take at least one specimen and the “Luminescent Bone” is the most thematic for this character. Perhaps it’s one of their own old bones?
I love the concept of Whispers in this game. They are like memes that can be passed on, inherited or sold, but once they are used, they are gone forever. I’ll take “the Comforting Dark.”
Bloodline Drives and Mires
Before making this decision, we need to understand the concept of Milestones in this game. They come in minor and major flavours and you write them for yourself. They work a bit like Beats in Heart. Achieving a major milestone allows you to improve your character more than a minor one.
So Drives, then, are the goals your character works towards to gain milestones. You can also gain a Whisper, or clear a mark of Mire when you move towards your drive goals. It’s important to note that they can change over time too, particularly if and when you achieve one of them.
Mires, then, are the negative psychological and physical effects of long-term exposure to the Wildsea. They will cut one or two dice from your rolls whenever you act against the effect of the mire.
Here are my options:
Drives
- “Raise a pre-verdant structure” – this makes the most sense to me as a curious scientist
- “Hoard treasures of the wider waves”Mires
- “Sparks and jolts course through your extremities” – got metal bones, will take this one
- “Your inkblot patterns whirl dizzyingly”
Origin
What were you before you were a wild sailor?
The options:
- Amberclad – like Captain America but in amber
- Anchored – ghosts of the Wildsea returned to life
- Ridgeback – mountain folk
- Rootless – born on the waves
- Shankling – raised in the tallest trees
- Spit-Born – brought up in the safety of an island or ruin
For this scientifically minded wild sailor, with the sort of backstory I have already incorporated, I think it would be very fun if they were an Anchored!

the anchored, a tangible, physical presence on the waves despite being, by almost all definitions, very much dead. These souls are given substance by their anchor, a single physical object that was left at the surface when their body fell. It might be a memento, a favoured weapon, a chart pointing the way home – whatever it is, it was enough of a tether to keep them from passing over, and to confer a level of impressive material control.
Normally, this would mean they came from above and their body was lost below, but for this ketra, I think it would be the opposite. When their original body died, just as they first emerged from above the surface, they reformed around a tether, something they brought with them from home. That was when they were brought aboard the Beacon for the first time. Their Anchor was the only thing left of them when they died, that wooden jaw.
Anchored Questions
Q: Do you remember your death? If so, what caused it?
A: No. The exact circumstances are hazy and plot-relevant
Q: To what extent do you feel connected to the world around you, now that you don’t follow quite the same rules of physicality as most?
A: They constantly strive to understand the world around them, scientifically, intellectually, and emotionally
Q: Have you ever come close to losing your anchor? If so, what happened?
A: No, as an integral part of the body, it has never been removed.
Anchored Aspects
Spectral Variance 3-Track Trait
Mark to become insubstantial for a short time, allowing you to float and pass through solid objects.Geist Hand 3-Track Trait
You can manipulate nearby objects without touching them, though the heavier they are, the harder it is.Tempered Anchor 5-Track Gear
Your anchor to the world is reinforced against damage and tampering, a wise move for a fleeting ghost.
I’m going to go for Geist Hand as suitably spooky and Tempered Anchor for purely practical purposes.
Anchored Edges
Here are the options:
Iron – already took this one
Tides – “An edge of exploration, learning, & lore”
Veils – “An edge of shadows, ciphers, & secrecy”
I guess it has to be Tides and Veils. Tides is particularly fitting for the researcher, I think.
Anchored Skills and Languages
Skills: Brace, Delve, Hack, Hunt, Outwit,
Sense, Wavewalk
Languages: Old Hand, Signalling
Going to take lots of skills this time. Brace is a defensive skill that will be generally useful. Outwit is a good one for a ghost, Sense seems equally appropriate for the Anchored. Also Wavewalk, normally meaning the ability to navigate the wildsea without a ship, could mean gliding along it spectrally. Also going to take Old hand (sign language) as a language.
Anchored Resources
Salvage: Old Memento, Broken Locket
Specimens: Glowing Plasm, Spectral Flower
Whispers: Back from Beyond, Drowned and Not
Charts: A Sketch of Shadowed Paths
Absolutely must take Back from Beyond as one of these. Also, a Broken Locket from Benida Hoffspring.
Anchored Drives and Mires
Drives
- “Send other spirits to a peaceful rest”
- “Reconnect with your friends and family” – This could be a fun adventure beneath the waves. I’ll take it!
Mires
- “Your material control wavers erratically” – classic ghost-trope. Thanks.
- “Visions of your past death are difficult to banish”
Post
Your Post is essentially your job on the ship. There are a lot of options here:
Alchemist – speaks for itself
Char – cook (sorta)
Corsair – swashbuckler
Crash – demolitions expert
Dredger – scavenger
Hacker – hacking through the wildsea
Horizoneer – adventurer
Hunter – ‘nuff said
Mesmer – mind-controllers
Navigator – yep
Rattlehand – engineer
Screw – Magnetos
Slinger – ranged attackers
Steep – tea-brewers
Surgeon – you know what this is
Tempest – Electro
Wordbearer – postman
There are several that are very tempting, like the Tempest, the Mesmer and the Char, but I think there is only one logical answer here, Alchemist. Right?

Alchemists are masters of concoction and reaction, able to combine chemicals and arconautic knowledge with unexpected (and occasionally unstable) results. Some alchemists focus on the healing arts, some on transformation and understanding, and others on more… explosive pursuits.
Alchemist Questions
Q: Do you specialise in certain ingredients, or take whatever you find and do your best?
A: They are curious about everything. Experimentation is key
Q: What was the worst unexpected side-effect you (or an unfortunate crewmember) ever experienced from one of your alchemical creations?
A: For a brief time, a crew mate died and became spectral like them, but just for a few minutes
Q: What draws you to such a specialised field of study? The lure of knowledge and understanding, or the power to change the world to your own design?
A: They are obsessed with the building of knowledge to understand this world and what they are doing in it still.
Alchemist Aspects
I will choose two from the following three:
Ulcerous Alembic 3-Track Trait
You can swallow two alchemical components, keeping them safely in your stomach. You can concoct them internally when you choose, benefitting immediately from the results or spitting the resulting solution out.Baseline 3-Track Trait
Mark to briefly ignore any positive or negative effects stemming from a temporary benefit or injury. You are always immune to the negative effects of crezzerin.Explosive Vials 3-Track Gear
Not an endless supply, but potent and disorienting. Mark to deal LR Blast, Salt, Acid, or Toxin damage to multiple nearby foes.
I’m going to take Baseline, since it makes sense due to my bloodline and origins. I’m also going to take Explosive Vials for fun.
Alchemist Edges
These are the options:
- Grace – “An edge of elegance, precision, & agility”
- Sharps – got it
- Tides – and this
So I will take Grace, but I will need to choose another that isn’t listed. There are only two more that I don’t already have. I will go with:
Instinct – “An edge of sense, intuition, & reaction.” Which just feels right.
Alchemist Skills and Languages
Skills: Brace, Break, Concoct, Harvest, Scavenge, Study, Tend
Languages: Highvin, Brasstongue
No doubt I’m taking Break, Harvest and Study as skills. And with my last two skill ranks, I am going to upgrade Concoct and Study to Rank 2.
Alchemist Resources
Salvage: Pouch of Vials, Rust Extract
Specimens: Dried Locusts, Draketongue Root, Beast
Blood, Poison Glands
Whispers: A Tale of Choking Mists
Charts: A Stained Snapograph
I will take one Salvage this time, Pouch of Vials, and also another Specimen, Poison Glands.
Alchemist Drives and Mires
Drives
- “Discover a previously unknown alchemical effect”
- “Gather bile from an ancient leviathan” – maybe on the way down to visit their family?
Mires
- “You’re the perfect test subject for your own work”
- “Explosives are unstable around you” – this is too funny to pass up.
Final Touches
Name: Dhalsim Goodbottle
Pronouns: They/Them
Lets put it all together
Background
Bloodline: Ketra
Origin: Anchored
Post: Alchemist
Edges
- Grace
- Iron
- Instinct
- Sharps
- Tides
- Veils
Skills
- Brace 1
- Break 1
- Concoct 2
- Delve 1
- Harvest 1
- Outwit 1
- Sense 1
- Study 2
- Wavewalk 1
Languages
- Low Sour 3
- Chthonic 1
- Raka Spit 1
- Old Hand 1
Resources
- Salvage: A Broken Locket, a Pouch of Vials
- Specimens: Luminescent Bone, Poison Glands
- Whispers: The Comforting Dark, Back from Beyond
Aspects
Scrapper Enzymes 3-Track Trait
You can use salvage as a component when concocting a potion or chemical mixture, no matter its form.Drone Attendant 3-Track Companion
A simple punchcard-driven repair construct. Increase impact when repairing or tinkering with other machines.Geist Hand 3-Track Trait
You can manipulate nearby objects without touching them, though the heavier they are, the harder it is.Tempered Anchor 5-Track Gear
Your anchor to the world is reinforced against damage and tampering, a wise move for a fleeting ghost.Baseline 3-Track Trait
Mark to briefly ignore any positive or negative effects stemming from a temporary benefit or injury. You are always immune to the negative effects of crezzerin.Explosive Vials 3-Track Gear
Not an endless supply, but potent and disorienting. Mark to deal LR Blast, Salt, Acid, or Toxin damage to multiple nearby foes.
Drives
“Raise a pre-verdant structure”
“Reconnect with your friends and family”
“Gather bile from an ancient leviathan”
Mires
“Sparks and jolts course through your extremities”
“Your material control wavers erratically”
“Explosives are unstable around you”
Conclusion
Well, that was pretty epic, wasn’t it, dear reader? Excepting only the Dark Sun character creation post, that was the longest one I’ve ever done. There are a lot of choices to be made in this process. The book presents many, many options in each step, and that’s even using the Quickstart kits. Without the Quickstart rules, you can really choose any options from any bloodlines, origins and posts, to truly customise your character as you like. I imagine that would be nigh on impossible to do without an encyclopaedic knowledge of the options presented in about 60 pages. I would not even attempt to do it without having made a Quickstart character or two first.
On the plus side, it was quite fun. The options presented are incredibly evocative and helped me envision my character aboard the Beacon. The drives and mires, in particular gave me a peek into the heart of Dhalsim Goodbottle. The other options gave me an exceptionally good look into the world of this game.
Dear reader, have you had any experience with the Wildsea? Have you sailed its verdant waves? Have you plumbed its leafy depths?































