#RPGaDay2022 Why Has My Favourite Game Stayed with Me

I am a bit of a system tart, always attracted by the new. And of course my current favourite, Coriolis, isn’t that old. So what games, even if not my favourite, have stayed with me. Traveller is like a comfortable old shirt. I can just slip it on, pull a character together, and slip into the Imperium, even though I have not played it for years now. I can play with anyone. I think the current integration (2nd Edition Mongoose, not T5) is the perfect distillation of decades of rulesets.

Pendragon is a game that I have played a single campaign of, for over 30, getting on for 40 years. I love it’s generational scope. RuneQuest or rather Glorantha is a world that inspired me 40 years ago, but I only got to experience it properly recently.

But my true love is Coriolis and I guess it stays with me because about five years ago, I started a podcast about it. I am kind of committed.

#RPGaDay2022 Past. Present. or Future? When is your favourite game set?

Well, my favourite game in Coriolis, that that is set in the future. But there is more to talk about here. I would assume that, given the prominence of D&D, and fantasy gaming in general, that “the past” would be the expected most popular answer. But are fantasy games set in the past? Just because they use mostly medieval technologies it doesn’t mean they are historical. Indeed some, like Numanera are explicitly set in the far future.

I have already said that fantasy settings are my least favourite, but historical settings can be fun. Again, I have already said that I am less keen on supernatural elements in those historical settings, but Vaesen is a favourite, because the supernatural elements are not necessarily the antagonists. Indeed they are often a symptom of human activity in the area. For this reason, if I had to have magical elements in the past, Vaesen would be the game I choose.

I am more relaxed about supernatural elements in present day games. My favourite present day game though, is Unknown Armies, where the supernatural is broadly all the fault of normal, broken, people trying to make the world a better place. So it’s still not externalised, it is still all about people. That said I also love Night’s Black Agents where it is clearly all the fault of vampires. And I am looking forward to giving Rivers of London a try.

But the future is where most of the games I play find a home. Be it Traveller, 2300AD, Firefly and now Coriolis. The beautiful thing about sci-fi is that it can be influenced and product of the past and the present.

#RPGaDay2022 Who would you like to Gamemaster for vou?

I have had the pleasure of playing RPGs with a number of GMs, all of very different styles but all great fun to play with. Andy Brick was, a stalwart GM through what many would call their “dark- or ice-age” – when the teen group scatters around the country and many RPGers find themselves playing not all. Through sheer force of will he kept a group going, inviting us to his house to play Traveller or a World of Darkness campaign. His style was very responsive to players, which was good because we would often “turn left” and do something he had not expected, but he improvised very well and good times were had by all.

The other Andy in our group, Gibbs, does not run often, but he runs well, especially when there a historical aspect to our adventures. His Dark Ages version of Pendragon ran for over 30 years.

More recently (though before lockdown) I have been playing RuneQuest under Nick Brooke, who has been involved in the RQ scene for years, and is now the the Community Ambassador for Chaosium’s Jonstown Compendium. During our campaign, we were playtesters for officially published adventures as well and Jonstown Compendium stuff by Nick himself, but whatever he is running, he runs with the enthusiasm of a teenager and the deep deep knowledge of the oldest of old grognards. It’s a wild ride.

Even more recently I have had the joy of playing games with a global community of GMs from among our patrons, Craig, Thomas, Paul and Toby have all thrilled me with they mastery of the games that ran. Calling out Red Markets, Tachyon Squadron and Harlem Unbound

Even my podcasting partner Dave is an adequate GM.

All of them I would play with like a shot. And many more than I have not called out here (it’s late and my battery is dying). But I feel this call to action seeks a never before played with GM.

In 2020 I ran a panel for the Virtual UK Games Expo, and had the real pleasure of working with B Dave Walters. I would love to play in a game run by him.

#RPGaDay2022 Suggestion Sunday: Roll 1d8+1, and tag that many friends and suggest a new RPG to try.

Well thank the Icons! One rolled, plus one equals two. Just two games to recommend and two friends to tag. My mate Nick Brook, my RuneQuest GM is not huge fan of games by Robin D Laws, so I am going to recommend Laws’ Hillfolk, which I think is the most distilled version of his gaming philosophy.

And while in that circle, my mate Chris Gidlow introduced Nick and I and he hates Dice Pool games. So to him I recommend Alien of course.

RPGaDay2022 If you could live in a game setting, where would it be?

Burn the land and boil the sea,
You can’t take the sky from me,

There’s no place, I can be,
Since I’ve found Serenity

The Ballad of Serenity, lyrics by Joss Whedon

I thought this might be hard, but my Co-host Dave knew the answer. And I am there. If anyone argues that both of us can’t live in the ‘Verse, then I call dibs. I was the first one raving about Firefly to my friends. It’s said that Joss Whedon based it in part upon a Traveller RPG he ran or played in when he was at school in London. I have no idea if that’s true but when Jayne tried to take over the ship in the second pilot, The Train Job, I immediately recognised John Learner, a regular mutineer with ambitions of leadership in our Traveller campaigns.

There have been two official Firefly RPGs, both from Margaret Weiss Productions. The first was Serenity based on the movie if that name. The second, and my favourite was Firefly. But many other games, including Orbital Blues, and even Coriolis have been influenced by it. And between the Serenity and Firefly RPGs I also converted an adventure I had designed for Serenity to Traveller and then Savage Worlds.

It’s such a pity that Joss turns out to have indulged in some shameful behaviours, especially around women. But I love Firefly, love the ‘Verse, and I won’t let the collaborative efforts of the team behind the show VE forgotten because of accusations against one individual, even if he was a main creative force.

One point though. When Dave suggested living in the verse, he pictured himself on the Serenity with the crew. Don’t kid yourself Dave, if you were that sort of person you would be on an Alaskan crab fishing boat even now. You, and I, would be safety coddled on one of the Alliance core worlds. One of the things I love about the ‘Verse is that the creators never intended the Alliance to be an evil empire. Yes people did bad things in the Alliance’s name, but people on the other side did bad things too.

So, you can:

Take me out to the black,
Tell them I ain’t comin back.

RPGaDay2022 What is the 2nd RPG you bought?

I am sad to say I never played, or ran, the second RPG (I think) I ever bought. I say “I think” here because, dammit, it was 40 years ago, it all gets hazy. I might have bought Toon before this one for example. But the way I remember it, it happened like this.

I have already mentioned saving up to buy the D&D basic set. Turns out that wasn’t a game I played or ran either, as the school club where I actually started playing was all about AD&D. So that meant asking for the expensive hardback volumes of that game for Christmas from various relations. You can argued that D&D and AD&D are two different games, and yes AD&D would then be the second game I owned, but not one I actually bought.

So, cut to New York. My parents had taken me on an exciting US east coast holiday. I was determined visit a games store in New York, and to buy a game that wasn’t (then) available in the UK. The first of those was easy, luckily there was a games store down the street from our hotel! We passed the store pretty much every time we went anywhere, which I am sure annoyed my parents as I would dawdle by the windows, trying to work out what I wanted to spend my money on.

Daredevils was attractive to me because, of course, Indiana Jones, but I had also read some Marvel Doc Savage, Man of Bronze reprints. Also, it wasn’t fantasy OR science fiction, but something new, no monsters or aliens, but human vs human. I still retain a base aversion to externalised, non-human antagonists, which I have to suspend when I play games with monsters or “evil” races.

Unfortunately, upon reading, I discovered that Indiana Jones and a few appearances of Doc Savage were not the grounding in American pulp that I needed to really appreciate the game. But there was another problem too.

It was written in the early 80’s when (it seems) the dominant philosophy in RPG design (it seemed) was to better similitude physics, rather than to emulate the genre. There were exceptions of course, the aforementioned Toon for example. But as I read more and more of the slim, but dense book (this was the age of stapled books in boxes) even as a young teen I realised that the system seemed to work against the tropes of the pulp genre.

Anyhow, my expensive (then, to me) purchase was not inspiring. I made a mistake. I bought a game I knew nothing about. Luckily todays gamers, in our connect world, don’t have to make the same mistake.

I hope!

Review: Mörk Borg

https://youtu.be/zdDd3S7gQ7w

On the Effekt podcast, we don’t do reviews. We tell you about the games we like, because we play those games. We occasionally tell you about what we don’t like about the games we play. But we tell you this things because we play the games. If we were a review podcast we’d have to play the games, and we don’t have time to play all the games we have already got!

So, like I said, we don’t do reviews. But here I am reviewing Mörk Borg. And we haven’t played it. So what the hell am I doing?

Well first of all, let’s talk about why I backed the Kickstarter. The first reason was that this is a book that comes with Free League’s name on it. Though that’s only one of the names. This is, in many respects, an Indy project, supported with Free League’s publishing experience and distribution. It demonstrates how the Free League has grown. When they first started publishing in English, they looked to Modiphius for their experience and publishing networks. Now they are in a position to take a similar mentoring role for the creators of Mörk Borg.

As an aside, it’s interesting to note there are two Free League logos on the cover. Their standard publishing logotype and one for the Free League Workshop, the brand that will soon appear on DriveThru as an outlet for fan-created content. All that content will, I think, be supplementary material for most of the company’s stable of Year Zero engine games and Symbaroum – not stand alone games like this one.

The other reason I backed it was the typography. I am a typography snob, ever since I trained with proper metal type back in art school, and the sample pages on the Kickstarter campaign convinced me I had to have this book, even if I never played the game. So it in that spirit in which I am reviewing Mörk Borg, not so much as a game, but as a book for your library. We’ll therefore return to typography in a while.

But first I want to talk about how the book FEELS. Never has so much thought gone into RPG texture. I raved before about how the texture of the Forbidden Lands book is exactly right for the neo-traditional nature of that game, but I am blown away by the mix of textures in this slim volume. You may already have seen the rushed unboxing video I made for our new YouTube channel. And if you have you will note I can’t stop fondling the book. It starts with the subtle embossing of the illustration on the front cover, and it ends with how different signatures (the blocks of pages that are sewn into a hardback) are made with different qualities of paper, so that the rules are smooth and the scenario is rougher. This is not a book that you want to buy on PDF.

Even the bookmark is a thing of considered beauty

Actually there is another reason you don’t want the PDF. In a rare lack of attention to detail, the PDF has been compiled without separating the cover from the interior spreads. So where the design goes over two pages (and it FREQUENTLY goes over two pages) PDF readers can’t appreciate the beauty of the layout.

Huh. Looks like we are talking aesthetics already. So be it. The book LOOKS gorgeous. It has the aesthetics of the photocopied punk rock fanzines of the seventies and eighties. But that analogy does not do it justice, because if you haven’t seen it you’ll be thinking it’s black and white. It isn’t. It’s a riot of colour, with Cadmium Yellow covers, bright emo pinks. It switches between monotone, spot colour, three colour and full colour printing between spreads. It even uses metallic foil. It’s only a slim book, but every turn of the page is a surprise and a delight.

You can just make out the subtle embossing. Plus the shield is glazed, the rest is matt. Oh and since writing this I discovered come “invisible” letters on the spine.

I said we’d talk about typography. Now, you should understand that has a typography snob, I HATE HATE HATE poor use of type. Every time my co-host Dave sends me a document I wince at his choice of typefaces, the way he uses too many different fonts, underlines all his titles… gah, I am tensing up just writing about it. I tell people again and again that just because your computer comes with a gazillion fonts, it doesn’t mean you have to use any more than two in a document.

They use more than two fonts in Mörk Borg. There are over 100. But they use them all so well! Every spread is a delight! There is a crazy logic to all their choices. In the hands of most people this could be a hot mess, but designer Johan Nohr knows and loves his type. This is the work of a master. He is also responsible for the illustrations which have the carefree mastery of early Picasso sketches – each one simultaneously looking like something you doodled in your exercise book at school, and something you could never draw as well, not even with 100 years of practice.

So let’s talk about the system. Now I am not a fan, or indeed any sort of expert, in that gaming thing called “OSR.” Hell, I don’t even know whether the R stands for “Old School Rules” “Revival” or “Renaissance.” In fact, just about the only thing I do know, is the OSR community can’t agree what the R stands for either. However, I think I have just taken delivery of an OSR game. Do correct me if I am wrong, but I understand OSR games to be based upon a stripped down rules light take on the early versions of D&D. And this bares all the hallmarks of that philosophy.

Regular readers will know I am not a fan of the d20 and it’s linearity. But there are things I read in this book that almost, almost, make me want to play this game. For a start, there are no character classes. (Well, there are, but that’s an optional rule.) You start your character by rolling a d6 and a couple of d12s to find out what equipment you have. The d6 gives you things you can carry stuff with, and the d12s give you stuff. Then you roll a d10 for your weapon. Oh! The typography! Oh! the layout! The weapons table is three pages long! And there are only ten items on it! This might sound like a bad thing, but it is not. It is a thing of ugly, punkish beauty!

Your roll for your ability bonuses too, a traditional 3d6 for each, and hit points. And then step five is , and I quote: “Name your character if you wish. It will not save you.” Yes the setting is very dark.

How dark? As dark as confronting your worst self on a moonless night, in a cellar, with a blindfold. This world is ending. There is no way to save it. Your characters are scrabbling for some tiny comfort, some moment of safety, before the end. Which is inevitable. According to the Calendar of Nechrubel, your campaign lasts long enough for six prophesies to come true, then the seventh prophesy occurs: “The game and your life end here. Burn the book” it says.

Which is why I will never play. I don’t want it to end. I can’t burn this.

Liminal Chapter 4 – Game Rules

I am sorry, this read-through is taking longer than I expected. Now however, I am laid up with my foot elevated after a really bad ankle twisting, so I have no excuse not to get on with it.

I am going to get tired of saying this, but chapter four begins with more gorgeous art:

Blows me away. Golden apples of the sun indeed*. Then we get into a core mechanic that will be familiar to Traveller grognards – 2d6+skill rating a target number that is usually eight. Thing that male it different from Traveller are your traits – potentially giving you some sort of supernatural bonus; and opposed rolls, where the target number is based on your opponent’s skill plus eight. Unskilled rolls are just 2d6, and the target number rises to ten. If you end up beating the target number by 5 (impossible if you are unskilled) you get a critical success, and there is a list of critical effects the player can choose from, including your team-mate getting an automatic success on a related action, succeeding in a way that impresses somebody, or infuriates someone, or in a way that no one notices. In combat, crits include gaining the initiative, doing extra damage, or interestingly, making yourself a target, thus protecting a crewmate from attack.

Failure isn’t just the absence of success. The GM might sayyou succeed, but taking damage, if such a thing is appropriate, or that your action succeeds but takes longer than you wanted, or attracts undue attention.

But you can avoid failure by spending will, point for point to add to your dice roll. Your will points power your magic though, so don’t spend them all. Will must also be used if you want to take actions when zero or less Endurance (effectively hit points). You can recover 1d6 points of will by invoking your drive.

In this game, I don’t think combat is really the thing, social conflict is the way I imagine most changes are made, but the combat rules seem … functional. They don’t inspire me, but I don’t think they are meant to. Things I like are the abstracted ranges, things I don’t like include target numbers to hit, based on the opponent’s athletics skill. I do like the rules for fighting mobs though, as turning innocent high street shoppers against you is exactly what some fae trickster might do. I especially like the rules for saving the lives of those shoppers in the aftermath of any conflict.

I do like the social challenges though. Unlike many systems where a decent persuade roll is more akin to mind control, this instead imposes a penalty on actions which contradict the persuader’s intentions. You can shake off that penalty at the cost of 1d6 will points, which is a potentially high cost. Maybe it’s better just to do what he fae king wants…

There are rules for experience here too, and two levels of advancement. PCs get five experience boxes. And they can check one for things like closing a case, learning something new about the hidden world, making a critical fail, or advancing the crew’s goal. When all five are checked, you can raise a skill by one, up to your skill cap, and check and advancement box. You have three of these, and when you have checked all three, you can do things like increase your skill cap by one, gain a new Trait, or get a new asset for the crew.

*https://www.poetryfoundation.org/poems/55687/the-song-of-wandering-aengus

Liminal Chapter 3 – Crews and Factions

Continuing my read though of the Liminal PDF, I continue to be impressed by the art. Some of it is photographic, heavily digitally manipulated, but even that shows up the paucity of really great creativity in the third edition of Unknown Armies. While I love that game, and value the effort of crowdsource the art, there are few pieces in that large work that, to my mind evoke the spirit of the game and stand and interesting and memorable art in itself. In Liminal, every piece of art feels right.

This chapter introduces factions as well as the concept of the Crew (the adventuring party). But we are promised more detail on the factions in a later chapter. The factions get a mention here, because you might decide you want your crew to be part of one of the Factions. So, if your players are inspired by Rivers of London, their crew could be part of P Division, the magic cops. Or, if they really wanted to play Vampire, they could be politicking within the Sodality of the Crown, the “Camerilla” of this world.

The other factions are:

  • The Order of St. Bede – Anglican and catholic exorcists
  • The Mercury Collegium – magical crooks
  • The Council of Merlin – wizards
  • The Court of the Queen of Hyde Park or The Court of the Winter King – Fae, or
  • The Jaeger Family

But, unlike the old World of Darkness games, this one is built to mix and match the occult creatures, so your Crew can include Wizards and Vampires (actually I remember from chapter 2 that players can only be Dhampirs, which have retained their humanity – at least if the listed concepts are a hard limit).

So the rest of the chapter walks you through a session of crew creation. And I wonder if it might have been better coming before the character creation chapter, as it builds the world in which your game takes place. That said, I remember how frustrated I was that character creation is only detailed in the GMs book of UA3, so maybe I won’t go there. In the end, th s is a process that’s moderated by GMs, so if that say go away and make or characters, then we’ll stick them together, or come armed with an idea of who you won’t to be, but we we’ll flesh out characters as we build the world, it’s up to them.

So we start off with a concept. And here the crew concept is definitely freeform, the book only offers “some possibilities”, private investigators, deniable assets of a faction (though we’ll come back to “deniability” later, or people that have been forced together because they share a common enemy.

Just like Unknown Armies, this game recommends the Crew think of a common goal, such as the defeat of of that common enemy, or a; ongoing task like keeping the Hidden World hidden. In the first “box-out” I think have encountered in this game (though there is no box) the author recommends that a character’s drive should not be entire antithetical to the goal of the Crew. Author Paul Mitchener also recognises that the goal needs to force the crew to go out and investigate Cases – just hiding from your enemy does not an adventure make.

Then, each player in the crew chooses one asset that the crew share, with suggestions and including: a base of operations, connections, hangers-on, informants, an occult library, a patron or a hated enemy. All of these, and more , of course help create the world the player characters operate in

Continuing the world building, the GM then presents the players with a list of the factions he plans to use, and each other play in turn names one with with they have a good relationship, and one with whom they have a poor relationship. Only three players can name the same faction as good, at with point the faction becomes an ally to the Crew, or poor, at which point the faction becomes the crew’s enemy. Other names factions will end up with a score of positive or negative one or two, which abstracts the nature of the relationship (and I am sure) will modify dice rolls in play.

For the final bit of worldbuilding, each player comes up with a hook, which should be the springboard for a case, not the whole adventure. Like the pre-credits scene of a TV shoe. It’s up to play to reveal what’s behind that opening scene.

The chapter ends with four example crews, academic researchers, Free-Lance investigators, a Norfolk crime “family”, and, SCD9 – a “deniable” “undercover” unit affiliated to P Division. Though I would argue that, as the illustration features them wandering around in disposable paper SOC coveralls, bagged with the SCD9 logo, they don’t appear either undercover, or deniable 🙂

Liminal Chapter 2 – Character Creation

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.

Character creation starts off with a concept and a drive. As I mentioned in my previous post I am coming to this reading pre-equipped with a character I want to build: William Palmer, the Pilgrim.

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
  • Changeling
  • Clue-up Criminal
  • Dhampir
  • Eldrich Scholar
  • Face
  • Gutter Mage
  • Investigator
  • Knight
  • Man in Black
  • Warden, and
  • Werewolf

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.