We found a witch! May we make a character?
The Game: Witch Hunter: The Invisible World
The Publisher: Paradigm Concepts
Degree of Familiarity: None. I've read the book, which I traded for because I'd heard good things.
Books Required: Just the core, though supplements exist.
OK, I really have to stop letting months go by between reading the book and making a character. Anyway,
Witch Hunter
totally looks like a game I'd enjoy, and I'm sad I haven't gotten to
play it. It's billed as swashbuckling/horror, set in the 17th Century in
the Colonies...but unlike
Colonial Gothic, this has more over-the-top action (and an editor).
So,
again, it's been a while since I read it, and games tend to fall out of
my brain like water through a duck (right?) when I'm not actually
playing them, just because I read so many. But, looking it over now, I
remember a bit...
See, back in the day (
way back), King
Solomon tried to banish all evil from the world. But just as the Great
Seal was about to clap for a fish (right?), Solomon realized that it
wasn't really going to protect mankind, so he let a trickle of magic
through, enough to hopefully empower mankind. Orders are formed, and a
few thousand years later a Jew gets nailed to a piece of wood for being
all up in Rome's bweez-nass and a fish cult forms around him, but in
this RPG, his followers actually have some magical ass-kicking going on.
Ahem. What I really enjoyed about this book was the description
of the world. It's not until later in the book, unfortunately, but when
I got to that chapter, the world of
Witch Hunter (almost typed
"switch hunter," which is a very different sort of game) really came
alive for me. I got a bunch of ideas for running this game off the
descriptions of what's going on in various countries, and it was dense
enough that it took me a few nights to get through because I didn't want
to skim it. The magic also looked interesting here.
OK, we start with
Character Concept. Why not?
You know, it's about two centuries out of period, but what I find inspiring me is the movie
Ravenous.
The lonely outpost that's only busy during the summer, exposed and
dangerous during the winter...it's not exactly the right place for
swashbuckling, but as a starting point, it's not bad. I see my character
as someone who maybe grew up in a place like that, raised by a very
small band of soldiers or other tough people. And then one day something
wiped them the hell out, but spared him. For him, magic and the
supernatural don't hold any mysticism, and when Lightbringers and other
folks perform magic using ritual and chanting and formulae, he just
scoffs into his beard (oh, his beard come so fat). For him, the
Invisible World is blood and gristle and sucked marrow, and we damn well
should be afraid of the dark.
Next, I'm asked to consider
Culture and Ethnicity. Hmm. I think he's a colonial child. The first
white explorer in Michigan (I love the woods of Northern Michigan) was a
French dude named Étienne Brûlé. He shows up in Michigan in 1620, but
the first permanent European settlement doesn't happen until 1668, which
is right about the time this game is set. So let's say that there
was
an outpost in what is now northern Michigan in the mid 1600s, formed by
Brûlé and company. Handful of French pioneers, soldiers and explorers
settled on South Manitou island (and here we take leave of history, but
fuckit). The settlers were there until 1648, when my character was a lad
of 10, and the rest of the colony was destroyed by
something. A
French ship found him, the only survivor, mad, starved and freezing. He
recovered, and became a Witch Hunter. Neat! I like him already.
OK,
now I consider Religion. I think he's nominally Catholic (of French
descent, after all), but isn't terribly devout anymore. Rather, he
believes in God. He just doesn't think God so much answers prayers as
waits to judge our actions. Praying is a fool's gambit. Action is what
matters, and if one's actions are in error but undertaking in earnest,
well, surely God recognizes that.
Background. This
codifies and puts numbers to the history I just made up for my
character. Hang on a sec. OK, Explorer and Scout both look good, but
really, it's Settler that sums up this guy's early life. That gives me a
quality called Grit, which lets me re-roll a failed action roll once per
day, at a +2 bonus. Nifty. It also gives me some background skills, but
I'm not sure how that works so I'll move on for now.
Catalyst.
Again, putting into game terms how I got my start. "The Sole Survivor"
is pretty much exactly what I described, so there ya go.
Abilities.
This is a dice pool system that looks a lot like White Wolf; roll the
pool of d10s and count the 7s-or-better. I start with a score of 2 in
all nine of the Abilities, and I get 100 points to buy scores (it's not
1-for-1, I think...nope, there's a chart). Let's do this.
Physical
Abilities include Strength, Agility and Toughness. I want this guy to
be good across the board in physicals, if possible. Strength 3 is good,
and only costs me 10. Agility 2 is fine for me. Toughness I want higher;
let's make it 4. I've spent 40 points.
Mental Abilities are
Education, Reason and Will. Well, Education obviously isn't my strong
point. Education 1 posits that I was raised by wolves or just in an
environment so sheltered I don't have an idea how the world really
works. I think that's not inappropriate (and I'd like the extra ten
points), so I'll bump it down to 1. I've effectively spent 30 points.
Reason, though, is using intellect and lateral thinking, and I
really
like that that's separate from Education. Anyway, I'll spend 10 and
bump that to 3. Will is discipline and resisting temptation, so let's
spend 10 more and bump that to 3.
Spiritual Abilities are
Courage, Intuition and Personality. I have to put Courage to at least 3
because I'm a Settler, but that's fine. I have 50 points left. Huzzah.
I'll spend 10 to up Courage to 3, but I think that's as high as I want
it. Really, I want Intuition at 4, which costs 30. That puts me at 90
spent, total. Personality 3 sounds good, making me roughly average at
communication. So there ya have it.
Health: I mark off Health circles based on my Toughness. Have a look at the sheet, it's there.
Defense: The ability to evade and shrug off attacks. It's the average of my Agility and Toughness, which is 3.
Skills.
OK, this makes sense, but there are steps. I get background skills,
which are already set, and then I get elective skills, which are
assigned within categories. So let's start with the background. I get
Animal Care 1, Construct 1, Drive 1, Endurance 1, Hand-to-Hand 1 and
Survival 1. Those skills are set (and I'll need to pick an area of
expertise for Construct).
And then I get one point to put into a
Fighting Skill, one into an Interaction Skill, two into Movement, 4
into Professional and 2 into Reaction. OK, let's have a look.
As
much as I'd love to take Firearms, it's based on Agility and guns
aren't really that accurate or reliable anyway. And besides, if you know
me, you know I'm a goob for thrown weapons. My fighting point goes into
Thrown.
My Interaction Skill goes into Command. I picture him
being the sort of guy who takes control of an operation once the
"leaders" have given it over to the dudes on the ground who know how to
kill things.
I get two in Movement. I put one into Swim (I grew up on an island) and one into Climb (which has trees).
4 into Professional. One into Disable (which includes lockpicking). One into Occult (which is all I
can put there because my Education is only 1). One into Track, and one more into Survival.
Finally, I get 2 in Reaction. One each in Notice and Resolve, I think.
So, to recap:
Animal Care 1
Climb 1
Command 1
Construct 1
Disable 1
Drive 1
Endurance 1
Hand-to-Hand 1
Notice 1
Occult 1
Resolve 1
Survival 2
Swim 1
Thrown 1
Track 1
Talents.
Special abilities, dontchaknow. I begin with "at least three," whatever
that means. Oh, I see. I can take 4 basic talents or two basic and one
greater. Can't take Heroic talents, evidently. Well, let's have a look.
So,
I actually don't have the requirements for a lot of these. I think I'll
take 2 basic and one greater. For my basics, I take Cheat (I can impose
a -1 on my opponent in a contested roll) and It's Just a Scratch (I
make an Endurance check to ignore injury penalties), and for my greater
talent I take Danger Sense (adds +1 Notice and +2 Reflexes).
Finishing Touches. Last bits.
Hero Points let me influence die rolls, but I don't seem to get any at chargen so it's moot.
True Faith
points let me cast spells and counter magic. I don't see my guy as a
spell caster, even with Faith-magic, but I do see him using that Faith
to banish monsters. I start with 1 point.
Damnation is the counter to True Faith, obviously. I don't start with any.
Sins and Virtues. These are meant to be personality hooks for the character, much like Virtue and Vice in NWoD, I think.
For
my Sin, I'll pick Despairing. It'd be easy to go with Vengeful, but I
don't think that's this guy's problem. I think he feels that the
Adversary is really more powerful here on Earth and if God gives a shit,
He's not letting us know. I figure this guy spends time brooding, and
thinks we're all for the chop eventually.
For Virtue, I'll pick
Humble. He doesn't take credit. He thinks there's a certain
righteousness in doing what needs done for its own sake.
Oh, you
know, in all of this I completely forgot about Order. The Orders are,
well, the splats. They're groups of Witch Hunters bonded by faith, goals
or tactics. Fortunately, there's one that perfectly fits this
character: The Stalkers of the Unseen Hunt. They go out into the wastes
and the wilderness and kill the monsters they find, and don't so much
think they'll win in the long run, but maybe humanity will. I get a
bonus Basic
and Greater Talent from a list, and I can ignore
pre-requisites, which is cool. I pick Attack Focus and pick Hatchet,
which reduces the complexity of a throwing hatchet by one (effectively
giving me a +1). I also pick...ooh, do I want to aim my throwing axes
really well or see better in the dark? I'll be Bullseye, I think. I pick
Marksman, again for Thrown.
OK, so I just need a name. Huh,
another
Frenchie. I name this guy Etienne (after the colonist) Lefevre (his
family were smiths, going back to France). I picture him as late 30s,
grizzled, big ol' beard, carries around several throwing axes that he
sharpens when he's nervous. Refuses to eat strongly spiced food, for
fear the smell will linger and give him away to lurking beasts. He's
seen it happen.