Session 0: Character Creation

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Enoch
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Re: Session 0: Character Creation

#161 Post by Enoch »

Generally, Scout is used for detecting traps, and Dungeoneering is used for setting/disarming them. Criminal is used for picking locks, among other things. So, if we came across a locked, trapped door, there would probably be three tests: a Scout test to find the trap, a Dungeoneering test to disarm it, and a Criminal test to pick it.

As far as the 10' pole, I'm not sure the pole and the quiver would work together. You'd need to drop the pole to draw your weapon, and your weapon wouldn't be in your weapon slot (since the quiver is there). So you'll probably have to decide between the two--which is more important, more pack space or the ability to use the pole to scout ahead? Both are legitimate options, and TB thrives on making these decisions as difficult as possible.

The level 3 option for Thief has Concealed Pocket as an option, which lets you hide a small object (such as a knife) on your torso.
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Re: Session 0: Character Creation

#162 Post by C. Steven Ross »

Yes, the ability in talking about grants an extra slot to put things in.

The quiver can hold a bow, or things that are "pack".

You guys can change your character sheets up until I describe the adventure.

Any tests, including those for Instincts, work towards advancement.

Check out the skills summary post to see what skills do what.
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Re: Session 0: Character Creation

#163 Post by Enoch »

Glad to hear that--I'm planning on changing my social pick-up to Haggling. Norgrim learned to haggle when delivering mine goods. That drops his Oratory from 3 -> 2 and opens Haggling at 2.
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Re: Session 0: Character Creation

#164 Post by Rusty Tincanne »

Stephen, what does the grappling hook do? Is it mostly good for ascending, or is it also necessary for descending too? If SK can just tie the rope off for descents, then he might not need t, freeing up some space.

Also, (@SK) why the satchel and not a backpack? Is it just a concern about dungeoneering test penalties? Because at this point, Enoch will probably be taking most of those, or at least be available to offer a die to offset the penalty. Just a thought, anyhow.

If you want to stick with a satchel (a perfectly fine choice, by the way), how about skipping the cloak, allowing you to put the quiver on your torso. That gives you back your weapon/dagger slot on your belt. Allowing you to bring a 10' pole if you want it. (From what I have read, they get lost/left behind a fair amount...) I might borrow the pole from time to time for map along purposes if it is there.

If you want to stow things in the quiver, I would recommend stuff that will be gone by the Imelda we craft a bow for you - food, candles, etc. That way you won't be (as likely to be) torn with what to throw away.

As an aside, my character sheet is complete - barring the group retaliating against my gear, or if I can find a way to bump cartographer up to 3 somehow. (We are done adjusting skills for now, right?)
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Re: Session 0: Character Creation

#165 Post by C. Steven Ross »

Grappling Hooks are the right tools for the job when ascending or descending heights, granting +1D.

Hey so, are we all done here? You guys could be tweaking your equipment layout for another week, and I think at a certain point you just gotta call it and start the game.
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Re: Session 0: Character Creation

#166 Post by Rusty Tincanne »

I snuck a peak at the gear used in keenelf's TB game here: viewtopic.php?f=142&t=3045. It looks like they have on food ration and a bit more than one wineskin per character. O e rope, one cloak, one tinder box and a 10' pole. And a set of torches/candles each.

I also read through their entire advendture and town phase, and they did pretty well with that stuff. So maybe we can do without a second tinder box? And we can relax about rations a bit. If we need to, we can drink water to alleviate hungry/thirsty. How do you all feel about that?

Also, should I ditch the lantern (and oil) - taking candles instead - to free up more space? Seems like a reasonable thing to do. Perhaps a set if spikes (for dungeoneering and blocking doors) would be a better use of the space.


Well Stephen just ninja'd me, but I am going to post this anyhow. We haven't heard from drpete in a day or two and he hasn't submitted his gear yet, has he?
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Re: Session 0: Character Creation

#167 Post by Enoch »

I'm good with everything but equipment. I'll finish equipment tonight.
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Re: Session 0: Character Creation

#168 Post by Rusty Tincanne »

Enoch wrote:I'm good with everything but equipment. I'll finish equipment tonight.
Ditto. Just the changes I mentioned - swapping candles instead of the lantern and oil. And I'll pick up another item in their place.

Looking forward to the game!

edit: All set. I should now have 6 slots for loot on the way home. :) And I have 2 hands free now if you lot need anything carried. ;) Just let me know.
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Re: Session 0: Character Creation

#169 Post by Enoch »

I didn't catch the part about a shield as a second weapon. Turns out a Dwarf gets the same thing. I could take a sword and shield or spear and shield and have about the same capacity. Choices, choices.

I think I'm done with equipment. I have some food and wine and torches, and I picked up some iron spikes and a hammer. I moved the torches and rations to the sack I have in my hand (I'll have to drop it if/when combat starts, so I should put less valuable items in it), then picked up a mirror and some flasks of oil for our lantern.
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Re: Session 0: Character Creation

#170 Post by Rusty Tincanne »

I swapped out the lantern for candles. We can use oil for starting a fire and making torches, but it isn't necessary.

I changed my rations to preserved. I am hoping that means cheese, jerky, dried fruit and a baguette - things that could be tastier if cooked, but can be eaten as is. If not, Rand will just drink his meals. :lol:

I am eager to see what drpete brings along, and to see I'd SK changes anything.


As an aside, the members on the forum I frequent most make liberal use of emoticons. Hence my habit of abusing them. Hope it isn't bothersome to you all. :)
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Re: Session 0: Character Creation

#171 Post by Enoch »

I'll swap out the oil for another coil of rope, then.
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Re: Session 0: Character Creation

#172 Post by drpete »

Hey guys,

Sorry I've been invisible last couple of days... this week and next week are "finals" period for us, the end of the semester, so I'm a little swamped at the moment. It'll clear up in about a week, though.

Here's what I came up with for my equipment. I'll be the "torchbearer" I guess, until I get better weapons. Thing I'm not sure about is spell supplies. My spell supply is a little woven "trug" or basket. Can I hold it in my hand and treat it like a bag until I cast the spell, or do we treat it as something that is like a charm bracelet in that shape?

HEAD: -
NECK: - Garlic

HANDS (worn): -
HANDS (worn): -
HANDS (carry): -
HANDS (carry): -

TORSO: - Cloak
TORSO: - Quiver
TORSO: - Satchel
BACKPACK/SATCHEL: - Travelling Spellbook
BACKPACK/SATCHEL: - Travelling Spellbook (2)
BACKPACK/SATCHEL: - Large Sack
QUIVER: - Torches (4)
QUIVER: - Torches (4)

BELT (pouch): - Rations, Preserved (3)
BELT (weapon): Dagger
BELT (wineskin): wine
FEET: shoes
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
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Re: Session 0: Character Creation

#173 Post by thesniperknight1 »

HEAD: -
NECK: Black scarf with light plaid patterns.

HANDS (worn): -
HANDS (worn): -
HANDS (carry): Dagger
HANDS (carry): Small Sack (Grappling hook, 2 Rations, Fresh)

TORSO: Satchel
TORSO: Rope
TORSO: Cloak
BACKPACK/SATCHEL: 2 Rations, Fresh.
BACKPACK/SATCHEL: Tinderbox
BACKPACK/SATCHEL: Thieve's tools
BACKPACK: -
BACKPACK: -
BACKPACK: -
BELT (pouch): 2D coins
BELT (weapon): Quiver (Iron Spikes 6, Hammer)
BELT (wineskin): Wine
FEET: shoes

Rusty, I know that backpack gives more space but I am afraid of the fighting penalty. And I think we have covered almost all of the essentials :)

I chose spikes and a hammer because you pretty much covered everything and thought that they might come in handy sometime. I am now finished Steven, unless someone has an important thing to tell me?
Don't ever tell anybody anything. If you do, you start missing everybody.” ― J.D. Salinger, The Catcher in the Rye
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Re: Session 0: Character Creation

#174 Post by C. Steven Ross »

Awesome, we are done with starting inventory!

DrPete: Please update Tandir the Elf's belief and instinct on your character sheet when you get the chance. I have you last posted idea for those as
Lessee, for Belief, I'm thinking something like:
"The world is full of mysteries. I want to learn them all."

I could see that driving me to adventure, and turning against it.

For instinct, can I say something like "always scout out the best place to camp"? I'm a little unclear about the details of that, with water sources and shelter, etc.
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Re: Session 0: Character Creation

#175 Post by C. Steven Ross »

FINAL PIECE OF THE PUZZLE!


GOALS
Goals are statements of action that set your character’s agenda: I will… I must… I won’t…. They are immediate, something you could feasibly accomplish this session. They’re not long-term dreams. “I will be king one day” is a bad goal (unless “one day” is today). And don’t write dumb goals like “I will light a torch.” There’s no reward for accomplishing dumb goals.

Example Goal: “I will discover what happened to the innkeeper and his guests.”
Some self-important hero might declare: “ I won’t let the city fall to the dragon.”

Everyone please see the new topic posted, Session 1: Dragon Keep for a description of the adventure. Use this description to form your Goals.

Goal Suggestions (or make up your own):
- I will loot this place for all its worth.
- I will drive off the Hobgoblin clan.
- I will recover a lost Dhakaan relic.
- I will uncover ancient, lost lore.
- I will banish any lingering Daedra spirits.
- I will sanctify this unholy place.
- I will find the path into the secret realm of the Dunmer.
- I will steal a fiery dragon egg.
Last edited by C. Steven Ross on Mon Jan 19, 2015 2:06 pm, edited 1 time in total.
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Re: Session 0: Character Creation

#176 Post by Enoch »

I like I will recover a lost Dhakaan relic. Norgrim became an adventurer as a means to restore his lost means and hopefully establish himself as a smith, and discovering fabulous treasures seem a good way to do that.
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Re: Session 0: Character Creation

#177 Post by C. Steven Ross »

Enoch, I think we posted/edited at the same time. Jinx!

Anyway, I moved the adventure description to its own Topic, so that is where we will be posting stuff once everyone is done with their Goals.
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Re: Session 0: Character Creation

#178 Post by Rusty Tincanne »

- I will sanctify this unholy place.
This interests me, but how would this be accomplished?
- I will banish any lingering Daedra spirits.
This also interests me, but what is a Daedra? Are they undead (i.e. would this be done with my prayer)?
- I will uncover ancient, lost lore.
If the former two do not seem feasible for a 1st level character, I will take this one.
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Re: Session 0: Character Creation

#179 Post by C. Steven Ross »

Whoops! My bad, I slipped in some Skyrim jargon. Daedra are similar to demons.
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Re: Session 0: Character Creation

#180 Post by Enoch »

Rusty, obviously Steven can answer this more accurately than I can, but I'd say that all of the Goals he listed can reasonably be achieved by our group, or he wouldn't have suggested them. That said, we may not know how to achieve them going in. It seems reasonable to assume, for example, that since one of the goals regards Dhaakan relics that they're present, as is a hobgoblin clan. We may have to figure out in play how to achieve them. That said, I suspect that the best way to achieve the one regarding Daedric spirits would be a Banish conflict, which is one of the standard conflict types. A cleric is uniquely well-suited to them.
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