I like the word "peculiar." I think it's the velar sound in the middle giving it a sort of peak.
The Game: Peculiar Tales
The Publisher: Frank Perrin, I guess? The publisher on DTRPG is just listed as "Peculiar Tales," and the website in the book seems to be gone
Degree of Familiarity: None
Books Required: Just the one
Peculiar Tales sounds like it should be a setting agnostic kind of game, but it's not. It actually reminds me a little of Fae Noir; a recognizable, period setting but with fantasy races and magic and so forth. In this case, the setting is 1920s, in a world somewhat like, but not, our own. There was a Great War, but it involved elven nations in the land of Edemia. There's cultural revolution happening, prohibition, organized crime, but the particulars have this well-written and pleasantly easy-to-follow urban fantasy kind of thing going. I read through the whole book in one sitting, and I didn't feel my eyes glazing over in the history section, which is good.
The game is also card-based, and of course I have a soft spot for such games. Let's make a character.
Normally, the first consideration would the function of the team (archaeologists, paranormal investigators, treasure hunters, etc.), all with an exploration/discovery/adventuring kind of bent. Since it's just me, however, I shall jump straight to vocation.
I'm picturing an unflappably polite fellow, someone at home in high society but not really part of it, like the maƮtre d' or a butler. He's the kind of person who will never, never make a fuss, but if you really insist on a being a cad, well, there are people who deal with that. I'll say "butler" for vocation because it doesn't have an accent marks.
Species is next. My options are elf, goblin, human, and ogre.
Well, I'd prefer not to be human, I guess? I dunno, I like to play not-humans when I have the chance. I don't think goblin or ogre really works for the concept, though, so it's pretty much either elf or human. I think elf works pretty well; there are a lot of elven refugees because a lot of them got displaced during the War, so I can see an elf taking up a head-of-household position in England or New England or whatever.
Attributes! I have 25 points to split up among the 5 of them. Minimum is 1, max is 8. I know I want Charisma and Smarts to be high, but I'd kinda like none of them to be low. Hrm. Well, 5s across the board, and then if I bump Assets down to 2, I can pump Smarts up to 6 and Charisma up to 7. I guess that works.
Perks! I get two, and there are a zillion in the book, so I gotta look through these. Hang on.
Ooh, I'll take Hard-Boiled. Fatigue, which is actually a thing what might become a problem in this game, isn't as big of a problem for me (his work is never done and he's on call 24/7).
For the second one, there are a couple that appeal. Sneak is appropriate (seen, not heard, and not seen if possible), and I like Linguist, just because it hints at his background before his job. But I think I'd like to game the system and take Well-Connected; my Assets is weak, but that perk gives me a way to succeed on specific kinds of Assets checks (namely, "I know a guy," which is appropriate for someone well-traveled).
Connections! I get two; these are just people I know. I'll say that there's a goblin chauffeur who works for the same household as a me. Henri, for 'tis his name, is excitable and enthusiastic and just a little too fond of beer, but he's a great driver and mechanic.
My other connection is Larr, an ogre who gets things ("what'd you want, a zebra? No problem. Got a mate with a warehouse full of the stripey bastards, can't shift 'em. They're like weird horses, yeah?"). Anything you need. Larr is a lump, but he's dependable.
I start with 2 Respite, 4 Moxie, that's easy enough. My peculiarity is something that happened to me that led me to where I am today. I'll say that he was a solider in the Great War, and abandoned his unit to help a bunch of elven refugees get to safety. He's officially a deserter, but he's pretty sure he's clear of any consequences by now, surely?
Motivation! Specifically, motivation for going on adventures. This particular concept is a little tricky for someone who leaves home a lot, and really the only way I think it'd work is if the master of the 'ouse is also part of the team. But I don't want my character's motivation to be purely tied to the boss, so instead, I'll say that he's looking for his family. They were scattered all over the world after the War, and every time he goes out on an adventure, it's a possible way to chase a lead.
And, Vice. I think that he's a fan of a nice, quiet, smoke on a pipe. Nothing major.
And that's really it, as far as mechanical decisions. Just details and name and so forth.
Well, one of the example elf names is "Canard," and I'll say that's what he goes by. Sure, it's French for "duck" and it's also used in a manner similar to "red herring," but that's fine, it's an alias. His real name is Sasoi. He's tall for an elf (that is to say, slightly shorter than the average human), and he has managed over the years to tame his unruly mop of black hair into something approximately respectable. He's learned to get by on very little sleep, and even less rest - all he asks is five or ten minutes a day to smoke a pipe and meditate a bit. He gets very cross if he gets interrupted during that time.
Sasoi was never a particularly good soldier, but he's always been a good leader. He's good at recognizing people's skills and delegating accordingly. That said, he's a stickler for manners and being loud, crude, or crass is a good way to get the cold shoulder from Sasoi very quickly. He typically dresses just a shade more formal than he needs to, but he's learned that you don't wear anything on an adventure that you can't stand to lose.
And that's it!


