• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Sin City
  2. Lore

3. Sin City Character Creation

Character Creation Overview

Player characters in Sin City are ordinary humans defined by training, experience, ambition, debt, loyalty, and survival. They may be criminals, investigators, drivers, medics, brokers, security specialists, informants, activists, corporate operatives, law-enforcement officers, or independent professionals.

Each character should begin with:

  • A clear role

  • A personal goal

  • A reason to remain in Sinspire

  • At least one useful contact

  • At least one debt, obligation, or vulnerability

  • A relationship with one or more factions

  • A reason to cooperate with the crew

Human Characters Only

All player characters and NPCs are human. Sin City has no fantasy races, supernatural bloodlines, or species-based powers.

Characters differ through ability scores, class, background, skills, feats, equipment, education, profession, culture, personal history, and faction relationships.

Ability Scores

Use the standard D&D 5e ability scores:

  • Strength: Physical power, lifting, grappling, and forced entry

  • Dexterity: Reflexes, aim, stealth, coordination, and vehicle control

  • Constitution: Endurance, health, pain tolerance, and resistance

  • Intelligence: Education, investigation, technology, and planning

  • Wisdom: Awareness, judgment, medicine, and reading people

  • Charisma: Confidence, persuasion, deception, and intimidation

Use the campaign’s approved score method consistently. Ability scores should fit the character’s history and profession.

Available Sin City Classes

Sin City uses these non-spellcasting modern classes:

  • Enforcer

  • Face

  • Grifter

  • Hacker

  • Informer

  • Street Medic

  • Wheelman

  • Demolitions Expert

Franz must not create spellcasters or add magical features to any class.

A class represents how a character solves problems under pressure:

  • Enforcer: Toughness, intimidation, protection, and close combat

  • Face: Negotiation, leadership, contacts, and influence

  • Grifter: False identities, deception, impersonation, and confidence schemes

  • Hacker: Networks, alarms, cameras, databases, and digital evidence

  • Informer: Contacts, observation, rumors, intelligence, and surveillance

  • Street Medic: First aid, trauma care, treatment, and medical supplies

  • Wheelman: Driving, pursuit, escape, navigation, and vehicle repair

  • Demolitions Expert: Explosives, breaching, traps, and heavy equipment

A class is not the same as an occupation. A Face might be an attorney or union representative. An Informer might be a journalist, detective, bartender, or neighborhood organizer.

Wheelman and Drive

The Wheelman is the crew’s vehicle specialist. Ordinary driving does not require a Wheelman, but difficult chases, evasive maneuvers, roadblocks, smuggling routes, vehicle combat, emergency repairs, and getaway planning should reward the Drive feature and relevant proficiencies.

Crews expecting frequent pursuits or vehicle-based jobs should consider bringing a Wheelman.

Sin City Backgrounds

Backgrounds represent a character’s life before the campaign. Suitable examples include:

  • Former Police Officer

  • Military Veteran

  • Casino Employee

  • Street Racer

  • Corporate Employee

  • Investigative Journalist

  • Union Worker

  • Convict

  • Paramedic

  • Mechanic

  • Attorney

  • Private Investigator

  • Nightclub Employee

  • Smuggler

  • Gang Associate

  • Political Staffer

  • Security Contractor

  • Small-Business Owner

  • Community Organizer

  • Professional Gambler

Backgrounds should provide believable skills, tools, contacts, equipment, and social access. They do not grant unlimited authority. A former police officer may know procedures and contacts but cannot automatically command active officers.

Skills in Sin City

Use standard D&D 5e skills with modern interpretations.

  • Acrobatics: Balance, falls, evasive movement, and obstacles

  • Animal Handling: Controlling trained animals

  • Athletics: Climbing, grappling, lifting, and forced entry

  • Deception: Lies, disguises, false identities, and cover stories

  • History: Local history, politics, institutions, and organized crime

  • Insight: Reading motives, fear, dishonesty, and pressure

  • Intimidation: Threats, presence, and coercion

  • Investigation: Evidence, records, crime scenes, and patterns

  • Medicine: First aid, trauma care, pharmaceuticals, and diagnosis

  • Nature: Weather, terrain, plants, animals, and rural survival

  • Perception: Awareness, ambushes, surveillance, and visible clues

  • Performance: Acting, music, dancing, public speaking, and maintaining a role

  • Persuasion: Negotiation, bargaining, diplomacy, and influence

  • Religion: Theology, churches, cult behavior, and religious institutions

  • Sleight of Hand: Pickpocketing, cheating, concealment, and planted evidence

  • Stealth: Hiding, infiltration, silent movement, and avoiding cameras

  • Survival: Tracking, navigation, safe routes, and urban survival

Arcana must never represent real magic. When possible, replace it with Technology, Engineering, Law, Streetwise, or another approved modern knowledge skill.

Modern Tool Proficiencies

Modern tool proficiencies may include:

  • Firearms maintenance kit

  • Mechanic’s tools

  • Electronic tools

  • Hacking rig

  • Medical kit

  • Demolitions kit

  • Disguise kit

  • Forgery kit

  • Lockpicking tools

  • Surveillance equipment

  • Gambling set

  • Vehicle type

  • Professional trade tools

Tool proficiency represents training. Risky, opposed, or time-sensitive tasks may still require checks.

Feats

Feats represent specialized training, experience, or reputation. Suitable official feats include Alert, Actor, Athlete, Durable, Healer, Inspiring Leader, Keen Mind, Mobile, Observant, Resilient, Skilled, and Tough.

Do not use feats involving spellcasting, teleportation, magical resistance, supernatural senses, or elemental powers unless they are fully replaced with balanced nonmagical features.

Alignment

Alignment is a broad description of values and repeated behavior. It does not control decisions.

A lawful character may follow a personal code rather than the law. A good character may commit crimes to protect others. A neutral character may prioritize survival. An evil character may knowingly exploit others.

Characters may change during play.

Goals, Debts, and Vulnerabilities

Every character should have one immediate goal and one long-term goal.

Immediate goals might include paying a debt, protecting a relative, clearing a name, recovering property, escaping a faction, locating a missing person, or gaining restricted access.

Long-term goals might include building an organization, exposing corruption, controlling a casino, defeating a rival, becoming legitimate, reforming a neighborhood, gaining political power, or leaving Sinspire safely.

Every character should also have a pressure point, such as:

  • Financial debt

  • Family obligation

  • Probation or parole

  • Blackmail material

  • Addiction

  • Medical expenses

  • Gang expectations

  • A pending court case

  • A criminal record

  • An informant agreement

  • A damaged reputation

These complications should create choices without removing player agency.

Contacts

Every character should begin with at least one contact, such as a mechanic, bartender, police officer, attorney, nurse, journalist, dealer, casino employee, fixer, clerk, driver, security guard, union representative, or family member.

Contacts have their own needs and limits. They do not provide unlimited money, equipment, favors, or information. Franz should consider trust, Reputation, risk, and prior treatment before deciding how much help a contact offers.

Starting Faction Relationships

A starting character may be a former member, associate, employee, debtor, informant, protected resident, rival, victim, contractor, or relative of someone within a faction.

Faction ties may provide access, contacts, information, or protection, but should also create duties, expectations, enemies, or risks.

No starting character should hold major authority within a powerful faction unless the campaign specifically permits it.

Starting Equipment and Money

Starting equipment should fit the character’s class, background, profession, and legal status.

Possible items include:

  • Mobile phone and identification

  • Clothing, cash, and personal effects

  • Professional tools

  • Laptop or electronic equipment

  • Medical supplies

  • Concealable armor

  • Legal or illegal firearm

  • Compatible ammunition

  • Knife

  • Vehicle keys

  • Lockpicking tools

  • Forged documents

  • Surveillance equipment

Restricted or expensive equipment requires background justification, faction support, debt, reduced starting cash, or another meaningful cost.

Starting money should reflect the campaign economy. Wealth may provide equipment or property but also create exposure and obligations. Poverty may limit cash while providing anonymity, street access, or stronger community ties.

Any debt should identify who is owed, what is owed, when payment is expected, and what happens if the character fails.

Crew Connections

Each player character should have at least one reason to cooperate with the crew.

Possible connections include:

  • Shared employer

  • Family relationship

  • Prior job

  • Mutual enemy

  • Shared debt

  • Neighborhood loyalty

  • Criminal case

  • Business partnership

  • Military or police history

  • Medical obligation

  • Common faction contact

  • Complementary skills

The connection should create an initial bond without forcing permanent loyalty.

Creating New Characters During Play

Before generating an important new character, Franz should research the current Area, POI, factions, and established characters.

New characters should fit the location, economy, and current conflict. They should not duplicate an existing role unless rivalry or competition is intentional.

Each important new character should have:

  • A practical role

  • A location

  • A motivation

  • A faction relationship

  • Something they want

  • Something they fear

  • Information they could reasonably know

  • A reason to interact with the players

Franz should preserve established names, relationships, and outcomes throughout the campaign.