We are introduced to a crew with a group portrait. One of them is, I think, Ygraine from chapter one. There’s a tall lumberjack with glowing eyes who, I guess, will be a werewolf, and a wizard in training and a former police officer. I think we’ll meet all four in examples thoughout the book.
His concept is easy: cursed with eternal life by the faerie King, he has walked the border between the mundane world and the Hidden for almost 1000 years. His Drive, to end his curse and die.
But we must choose a focus, and here the choices are limited, not freeform + we must be tough, determined or magician. I would argue the William Palmer is determined, but he has used spells more than once, if I recall correctly. You pick up a secret or two in 1000 years. If I must choose between the two I will wait to later in the chapter (or the book) to see haw it works mechanically, but given how rarely he uses magic in the series, I tend towards Determined. (There’s a note here about how a werewolf’s transformation is like a spell, but a werewolf character is not a magician focus, because their shapechangeing is limited to just two forms.)
The player must spend seventeen points on skills, with no skill more than four. Two points in a skill makes you relatively proficient, apparently. There are 21 skills. Traits are supernatural abilities, training or innate advantages that cost one or two points. You have five points to spend. But you can get extra points to spend on traits if you also take supernatural limitations. So I guess you can get extra vampire traits if you also have an aversion to garlic.
You also have three attributes: Endurance, Will and Damage. In many games, your attributes add to, or apply a bonus/penalty to skills. But in this one it’s the other way around. your skills enhance your attribute. Your endurance in eight plus your athletics skill, and will, eight plus your conviction skill. Hmmm I am intrigued to see how these are used mechanically. Your damage is defined by your weapon, it’s d6 for unarmed combat, d6+1 for a knife etc up to d6+4 for a heavy firearm. Again I shall have to wait until I read about the mechanics before I pass judgement, but right now this feels like clashing philosophies – a desire to abstract (mundane) combat because it’s not the heart of the game, yet the need to differentiate between heavy and light weapons for … what? “Tactical” reasons? My touchpoint for abstracted, yet deadly combat is Unknown Armies. We’ll see later on how this compares.
I turn the page, some more great illustration, and then something that catches me unawares – Character Concepts. I had imagined, earlier, that the Concept was entirely free-form. But here with a number of concepts, or archetypes, with suggested “builds”. The Concepts are:
- Academic Wizard
- Clue-up Criminal
- Eldrich Scholar
- Gutter Mage
- Man in Black
- Warden, and
Are these just examples or are they the defined list of classes? The book doesn’t make it clear whether players must chose from this list or if they cane make one of their own. It seems freeform enough that making your own shouldn’t be a problem, but the lost seems comprehensive enough to suggest that you shouldn’t need to. I’d prefer some clarity in this matter, but right now I am opting for choosing a concept. If only because one of the Concepts, the Face, seems to work for our man Pilgrim.
Each concept comes with suggested skills (in the face’s case, Art, Business, Education, Charm, Empathy, High Society, Rhetoric – no increased Endurance or Will for us) and traits (Agent of Ravenstower, Graceful, Presence, Rich, Silver Tongue), plus a limitation (Obliged) and a focus (Determined).
Players get 17 points to spend on skills.You can start with no more than four in a skill. This is explained with reference to a Skill Cap which seems over complicated at this point, but other uses for the Skill Cap might become apparent later. Skills at three or higher can have specialities.”an area of focus within a Skill” which “grants a +2 bonus when using a Skill in that area.”
There are 21 skills, seven in each of three areas: physical, mental and social. I am giving my William Palmer Awareness, Melee, Stealth, Survival and Vehicles from the physical list. Five points spent, I could have five of each area, and two extra points, but maybe I should focus more. From mental skills, I’ll choose Art, Business, Education and Lore. I might come back for a point in Medicine. Socially, I’ll take Conviction, Empathy, Rhetoric and Streetwise. Again I am slightly tempted by Taunt – Palmer often solves issues by goading Fae into bad decisions, but I was thinking that’s how I would use rhetoric. Thirteen skills at one point. Four points left to spend. Let’s look at some of the skills in more detail.
William Palmer runs a rare books business, which he inheritable from a friend. He started a trust fund in the twelfth century, to maintain a chapel in which a roman centurion sleeps, but despite these example of business acumen, it’s the bit in the skill description about fae that tempts me to add some points to this skill “When dealing with the Hidden World, the business skill is relevant when it comes to making bargains, which can be a vital survival skill when dealing with the Fae.”
However, with only four points to spend, there are two other skills that deserve the points more. Palmer has picked up a lot of knowledge in his millennium of living on the earth, but it seems, all quite shallow, except for his knowledge of the hidden world, which marks him out from most “hotbloods”, so that deserves an extra point or two. The other one is conviction, Palmer is not the devout pilgrim he once was, but he is still a man of faith. I am tempted to put his conviction up to four, or to make it three but spend a point in the Religious Faith speciality, but in the end, I think I’ll leave it at three and make his Lore three too. All my points are spent.
When it comes to traits the choices are more difficult. But there is one obvious one. Palmer has been known to utter a spell, but isn’t a full fledged magician. There is a Countermagic trait (“You know defensive spells which protect you and others against magical attacks. You can use your Lore Skill as a defence against magic, and can make a Lore skill test to disperse a magical effect. In both cases, this will usually be an opposed roll”) which, if I recall correctly, is pretty much the only sort of magic I have heard him use in the drama.
I am struggling over Rapid Healing.
“You rapidly heal from any injury, recovering d6 points of Endurance every hour. This rapid healing even applies when you have negative Endurance. You even eventually come back from the dead unless decapitated or incinerated. You are resistant to poisons and all but immune to disease.”
Palmer is cursed with immortality, but I believe this doesn’t come with rapid healing. I am sure I have heard references to him taking “years” to recover from injury. That said, in a role-playing game, taking a year or two out to recover isn’t much fun for your fellow players, so were I playing for real, I think I would have to choose this. Except …
“Any character with rapid healing has a flaw—one source of injury from which they cannot regenerate damage. You will not come back from the dead when killed through your flaw.”
Now, if William Palmer had one thing that could definitely kill him, he’d have jumped in a pool of it/stabbed himself with it/swallowed it, or whatever, years ago. He wants to die. I think if I was playing this for real, I’d negotiate with the GM that something can kill Palmer, but only the GM knows what it is.
So, if I took fast healing, despite my doubts, I would have two points left for traits. Palmer isn’t an Agent of Ravenstower (though reading the description, he might have been) or Always Prepared. Despite running a rare books business, he was snot a Bookworm, or a least, he does not exhibit the mechanics of this trait. He is neither Brawny nor Forgettable., Frightening nor Graceful. Oh, but he is an Investigator. Not a policeman or a detective, but a man who can “tell when someone is lying or hiding something, […] and […] find contacts and witnesses.” That trait is worth two points, so that’s all I can have.
I could get more points to spend, if I took on a limitation. And Obliged is the one that is closest to the Pilgrim stories, but Palmer has categorically not given his service to the Fae.
I feel though that this is a game that suits “session zero” style character creation in a group, William might have to choose a different trait if someone else had set their heart on being a policeman.
We finish with four sample characters, the group we met at the front of the chapter, and yes, I had them right.