Session 0: Character Creation
Session 0: Character Creation
I will use a lot of C. Steven Ross' stuff as at least an example, if I don't steal it outright.
Anyway, we'll make our characters here. Do you want to do it step by step like C. Steven Ross, or do you just want to make characters and talk about it as y'all make them? Also, do I need to explain things, or are you okay since you're familiar with the game?
As for characters, if you want to build them on your own, we're using the basic rulebook, the additional classes, and Denizens of the Dark.
Anyway, we'll make our characters here. Do you want to do it step by step like C. Steven Ross, or do you just want to make characters and talk about it as y'all make them? Also, do I need to explain things, or are you okay since you're familiar with the game?
As for characters, if you want to build them on your own, we're using the basic rulebook, the additional classes, and Denizens of the Dark.
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Re: Session 0: Character Creation
I could do it on my own, but I really don't mind doing it as a group. It was rather fun to do so. Also, it allows us to make sure our gear list contains everything we need.
So either way is fine by me as long as we coordinate our supplies.
So either way is fine by me as long as we coordinate our supplies.
Re: Session 0: Character Creation
I apologize for the disorganized way I made the towns. I didn't think that I would need them until after I made the thread.
So far Rusty has been the only one to cast a vote. Do the rest of you have an opinion?
So far Rusty has been the only one to cast a vote. Do the rest of you have an opinion?
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Re: Session 0: Character Creation
I sent a PM to all those that had showed interest so they know there is a forum opened.
The towns seem okay to me but they'll need skills/traits attached to them, right?
The towns seem okay to me but they'll need skills/traits attached to them, right?
Re: Session 0: Character Creation
Rusty just PMed us to call our attention here.
I think shared creation can add something, particular if it leads to criss-crossed NPC relationships, compatible goals, and a solid gear list.
I think we need a shared concept first. We have a few already proposed:
I think shared creation can add something, particular if it leads to criss-crossed NPC relationships, compatible goals, and a solid gear list.
I think we need a shared concept first. We have a few already proposed:
- A holy quest. We are all part of a common religious order and limit classes to ones that fit that.
- An unholy alliance. The Denizens of the Dark really changes the game. We need a specific flavor to mix a goblin, half-vampire, and undead knight into the party.
- A normal party of murderhobos. We play it straight and mix up the classes, perhaps together on purpose or by circumstances. I think we need to be critical of including Denizens of the Dark in this case.
Re: Session 0: Character Creation
I can play and ref several different RPG systems so I didn't think much of trying this one out despite what I had heard of the differences. Perhaps I underestimated the uniqueness of Burning Wheel systems. I got the pdf for the rules and started looking through...it seems I will definitely need help with character creation. So I am voting in favor of group creation. My interest is in playing an elf if that is an option, though a dwarf or cleric would be close seconds if that helps give everyone options.
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Re: Session 0: Character Creation
If coil wants an elf, that sets us down the standard murder-hobo path, which is fine by me. And I love doing the character creation together. It really helps the party feel like a cohesive group to begin with.
As I said, I'm happy with whatever we need. Marullus indicated he'd like to play a magic user of some sort, so depending on what he is thinking, I'll take either a fighter or a halfling, I think.
As I said, I'm happy with whatever we need. Marullus indicated he'd like to play a magic user of some sort, so depending on what he is thinking, I'll take either a fighter or a halfling, I think.
Re: Session 0: Character Creation
Independently, my vote is for the Holy Quest option. I think that sounds tremendously cool and, while it might end in failure and death as Keehnelf noted, it would be a great story. If Coil is okay with a cleric this still seems viable.
I am happy with any of the three options, though. I do want to explore some of the spell casters as I have dug into those rules yet. If we go Dark, I also like the Dhampir or Witch. If we go Standard Murderhobos, perhaps a magic user, witch, or cleric. Let me look.
I am happy with any of the three options, though. I do want to explore some of the spell casters as I have dug into those rules yet. If we go Dark, I also like the Dhampir or Witch. If we go Standard Murderhobos, perhaps a magic user, witch, or cleric. Let me look.
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Re: Session 0: Character Creation
Is there anything that would preclude an elf from joining a holy quest? We just need to frame it right. As long as it was a religious elf...
The wonderful thing about TB is that it is difficult to die. The crappy part about TB is that it is difficult to die... shoeless, sick, hungry, scared, thristy... but he just. couldn't. die...
The wonderful thing about TB is that it is difficult to die. The crappy part about TB is that it is difficult to die... shoeless, sick, hungry, scared, thristy... but he just. couldn't. die...
Re: Session 0: Character Creation
In retrospect, PMing everyone would have been a good idea. Sorry for not doing that. Also, I added Enoch to the campaign in case he is able to play.
@Rusty Tincanne
Thank you for PMing everyone. The towns have skills and traits. They're in italics under the town description. I can put them in the spoiler if you think that would be easier to find.
Everyone, unless you want to do a little more planning on the theme y'all want, we can get started with group character creation.
If you think you're ready, the first step is:
Choose your class and stock.
The classes in the basic rulebook begin on page 15, and the extra classes(Store Page) and Denizens of the Dark are open for use as well. The PDFs for those two can be found here. The extra classes PDF is halfway down the first page, and the Denizens of the Dark PDF is on the second page.
@Rusty Tincanne
Thank you for PMing everyone. The towns have skills and traits. They're in italics under the town description. I can put them in the spoiler if you think that would be easier to find.
Everyone, unless you want to do a little more planning on the theme y'all want, we can get started with group character creation.
If you think you're ready, the first step is:
Choose your class and stock.
The classes in the basic rulebook begin on page 15, and the extra classes(Store Page) and Denizens of the Dark are open for use as well. The PDFs for those two can be found here. The extra classes PDF is halfway down the first page, and the Denizens of the Dark PDF is on the second page.
Re: Session 0: Character Creation
Hello everyone! I've read through the Character Creation thread and I'm fine with either the default (murderhobos) or holy quest theme; my personal opinion is that with the right backstory non-standard classes can work with a holy quest theme, but I don't have a strong opinion.
I love coming up with new characters and trying new things, so I'm happy to fill in the gaps in the party. My rough read of where the party is is probably an elf (or a dwarf or cleric, three pretty different roles), a Fighter or Halfling, a Cleric or Magician or Witch (some spellcaster).
I love coming up with new characters and trying new things, so I'm happy to fill in the gaps in the party. My rough read of where the party is is probably an elf (or a dwarf or cleric, three pretty different roles), a Fighter or Halfling, a Cleric or Magician or Witch (some spellcaster).
Shadrach, Demon-Hunter - Dust to Dust
Re: Session 0: Character Creation
So, Rusty pitched the Holy Quest idea on the other thread. I'm fine with that, and like riffing on it, but my concepts are just as good without it. It provides strong impetus for a Cleric or Paladin - is anyone desirous of those?
Brainstorming and Generating ideas:
I'm currently examining the Human Magician and the Human Witch.
The Magician
The Magician starts with two random spells and one fixed spell and that is pretty determinative of the concept, so I'll check that first.
Torchbearer Spell Picks: [2d6] = 9 [2d6] = 9
So, that's Wisdom of the Sages (i.e. Comprehend Languages), Mystic Porter (i.e. Tenser's Floating Disc), and a free choice because I rolled doubles. If we need a martial bent, Eldrich Darts (i.e. Magic Missile) is really effective. If not, then I'll hold judgment on this choice until other concepts flesh-out. He casts one spell and then waits for the next camp opportunity, but can also try to scribe scrolls in camp (but they take up an inventory slot). So, his side skills (Loremaster, Cartographer, Alchemist, and likely Orator) are important to his problem-resolution.
If we're on a Holy Quest, he is a religious scholar who has studied the workings of the world the Gods made; perhaps the old man the others are escorting to unwravel the new mystery in the dungeon. He might have a Belief like, "The mysteries of the world are written in its foundations by the Gods - serving them requires that they be revealed to the faithful."
The Witch
The Witch is a tempting concept; I love the "born this way" flavor and being tamed by the church. They start with a random familiar:
Witch Familiar [2d6] = 11
So, if we're in a Holy Quest, he is Unaffiliated in alignment and has a loyal Dog (Might 2, Nature 3 guarding, barking, running). If we're not, then she could be Chaos and have a loyal Serpent (Might 1, Nature 2 slithering, hiding, striking-with-poison).
She picks one spell of choice, but can't cast it. She starts with one wand which can hold three charges of it. She can't learn other spells except by leveling and can't create new items until we return to Town. Other primary use to the team is with use of Alchemist 3 , Cook 3, and Healer 2 as primary skills. A strong back-up character with long-term benefits. As for "Spells useful in a wand" I'm looking at the Charm Person and Magic Missile options, but both have effects based on the Arcanist Skill which the Witch doesn't have. We'd need a ruling as to how that works. (Does she open Arcanist 1? Does it use her primary magic skill (Enchanting)?)
If we're on a Holy Quest, she is an eldritch being imbued with spiritual gifts at birth by the Gods and raised by the church to try and learn to control them and use them for its purposes. She perhaps begin as a young girl, a ward of another character, even, with "strange ways." She might have a Belief like, "The Gods imbued me with powers of Creation in their image and I must serve them by their use."
If we have two other elves already casting spells in the mix and need more muscle...
Death Knight
I appreciate that the Death Knight can begin as a Paladin and have the Paladin OR Fighter skillsets. A relentless warrior who the Gods send back to continue waging their Crusades even after death is awesome. (perhaps like Catlyn Stark in Game of Thrones.) This is just chock-full of story goodness.
Brainstorming and Generating ideas:
I'm currently examining the Human Magician and the Human Witch.
The Magician
The Magician starts with two random spells and one fixed spell and that is pretty determinative of the concept, so I'll check that first.
Torchbearer Spell Picks: [2d6] = 9 [2d6] = 9
So, that's Wisdom of the Sages (i.e. Comprehend Languages), Mystic Porter (i.e. Tenser's Floating Disc), and a free choice because I rolled doubles. If we need a martial bent, Eldrich Darts (i.e. Magic Missile) is really effective. If not, then I'll hold judgment on this choice until other concepts flesh-out. He casts one spell and then waits for the next camp opportunity, but can also try to scribe scrolls in camp (but they take up an inventory slot). So, his side skills (Loremaster, Cartographer, Alchemist, and likely Orator) are important to his problem-resolution.
If we're on a Holy Quest, he is a religious scholar who has studied the workings of the world the Gods made; perhaps the old man the others are escorting to unwravel the new mystery in the dungeon. He might have a Belief like, "The mysteries of the world are written in its foundations by the Gods - serving them requires that they be revealed to the faithful."
The Witch
The Witch is a tempting concept; I love the "born this way" flavor and being tamed by the church. They start with a random familiar:
Witch Familiar [2d6] = 11
So, if we're in a Holy Quest, he is Unaffiliated in alignment and has a loyal Dog (Might 2, Nature 3 guarding, barking, running). If we're not, then she could be Chaos and have a loyal Serpent (Might 1, Nature 2 slithering, hiding, striking-with-poison).
She picks one spell of choice, but can't cast it. She starts with one wand which can hold three charges of it. She can't learn other spells except by leveling and can't create new items until we return to Town. Other primary use to the team is with use of Alchemist 3 , Cook 3, and Healer 2 as primary skills. A strong back-up character with long-term benefits. As for "Spells useful in a wand" I'm looking at the Charm Person and Magic Missile options, but both have effects based on the Arcanist Skill which the Witch doesn't have. We'd need a ruling as to how that works. (Does she open Arcanist 1? Does it use her primary magic skill (Enchanting)?)
If we're on a Holy Quest, she is an eldritch being imbued with spiritual gifts at birth by the Gods and raised by the church to try and learn to control them and use them for its purposes. She perhaps begin as a young girl, a ward of another character, even, with "strange ways." She might have a Belief like, "The Gods imbued me with powers of Creation in their image and I must serve them by their use."
If we have two other elves already casting spells in the mix and need more muscle...
Death Knight
I appreciate that the Death Knight can begin as a Paladin and have the Paladin OR Fighter skillsets. A relentless warrior who the Gods send back to continue waging their Crusades even after death is awesome. (perhaps like Catlyn Stark in Game of Thrones.) This is just chock-full of story goodness.
Re: Session 0: Character Creation
@Marullus
Wow. Those are very detailed character plans. If you end up playing a witch, I'd allow you to use Enchanter to cast spells from from items, such as wands and stuff. From what I understand, you can't cast a spell, you would only be able to use it to enchant, but I'm going to say you need Arcanist/Theologian to cast spells without using an item.
Basically, use Enchanter with wands, otherwise use Arcanist/Theologian.
Wow. Those are very detailed character plans. If you end up playing a witch, I'd allow you to use Enchanter to cast spells from from items, such as wands and stuff. From what I understand, you can't cast a spell, you would only be able to use it to enchant, but I'm going to say you need Arcanist/Theologian to cast spells without using an item.
Basically, use Enchanter with wands, otherwise use Arcanist/Theologian.
Re: Session 0: Character Creation
I guess my default assumption was murder hobo pack when I thought of elf. But I am ok with the pack of clerics as I am always down to play a cleric. Perhaps a pack of clerical murder hobos? Hmmm? I'm fine with whatever people prefer.
Re: Session 0: Character Creation
I don't think a group on a holy quest needs to necessarily be a group of clerics and paladins, though those are the classes that jump out. I could see an RPG Mod Squad composed of a mix of classes that may be on the quest for their own reasons.
I think the key to bringing in characters other than Clerics and Paladins is that the players need to come up with a strong reason for them to be there, and commit to playing a character that is committed to completing the quest (for whatever reasons). No fair bringing in a Witch and then saying halfway through the session"well, my character doesn't care about the quest, so I kill all the villagers and take their stuff.". It's your responsibility as a player to abide by the structure the players and GM agreed upon.
I think the key to bringing in characters other than Clerics and Paladins is that the players need to come up with a strong reason for them to be there, and commit to playing a character that is committed to completing the quest (for whatever reasons). No fair bringing in a Witch and then saying halfway through the session"well, my character doesn't care about the quest, so I kill all the villagers and take their stuff.". It's your responsibility as a player to abide by the structure the players and GM agreed upon.
Shadrach, Demon-Hunter - Dust to Dust
Re: Session 0: Character Creation
As an example, one idea I'm tossing around if we go with Holy Quest is a Dhampyr kept by the Church for the really dirty work, the stuff that the pure and innocent want done, but want to deny the Church would ever be involved in. He's important and valuable, but kept at arm's length and never trusted--after all, he's as much of a monster as the things he hunts.
What does everyone think about that sort of idea? Would you be comfortable with that being part of a Holy Quest, or would you prefer a more typical character?
What does everyone think about that sort of idea? Would you be comfortable with that being part of a Holy Quest, or would you prefer a more typical character?
Shadrach, Demon-Hunter - Dust to Dust
Re: Session 0: Character Creation
I'll say I like it.
For me, I'm most excited about the witch, but careful examination shows she's much less useful to the group at first... all skills are low and the class requires returns to Town and continued advancement. I like the idea of the "wierdling girl" who is a Ward of the church, starting out less capable but growing over time. That requires vetting and buy-in from the group, though - it assumes that we're going to continue into a campaign after this first adventure (i.e. there will be Town phases and advancement), and it also has impact on the group as a whole, because a less-competent character is a detriment to everyone in torchbearer. If this isn't okay, that's fine - I'll play the Magician instead who starts with a more standard, formidable set. What are everyone's thoughts?
If I'm going that route, I toss my concepts out to anyone who wants them. (I think Rusty would play-the-heck out of a Paladin-turned-Death-Knight. I'd love to see him pull that off.)
Based on what is thrown-in so far... we have a pretty cool Church Hit Squad of bad-guys-doing-good-things. Perhaps something like this?
For me, I'm most excited about the witch, but careful examination shows she's much less useful to the group at first... all skills are low and the class requires returns to Town and continued advancement. I like the idea of the "wierdling girl" who is a Ward of the church, starting out less capable but growing over time. That requires vetting and buy-in from the group, though - it assumes that we're going to continue into a campaign after this first adventure (i.e. there will be Town phases and advancement), and it also has impact on the group as a whole, because a less-competent character is a detriment to everyone in torchbearer. If this isn't okay, that's fine - I'll play the Magician instead who starts with a more standard, formidable set. What are everyone's thoughts?
If I'm going that route, I toss my concepts out to anyone who wants them. (I think Rusty would play-the-heck out of a Paladin-turned-Death-Knight. I'd love to see him pull that off.)
Based on what is thrown-in so far... we have a pretty cool Church Hit Squad of bad-guys-doing-good-things. Perhaps something like this?
- An immortal Dhampyr who is devoted to the church and does its dirty jobs. (Enoch)
- A Fighter / Paladin / Death Knight, which provides the muscle and can have cool Beliefs based on the choice made. (Rusty)
- A wierdling girl and her dog, taken as a Ward of the Church as a child and learning to use her Gods-given abilities "the right way" (Marullus)
- A Cleric (or similar) who is the trusted asset of the Church and keeps this motley crew together for the God's purposes. (Coil23)
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Re: Session 0: Character Creation
Shuck, Marullus! Thanks! I love a good challenge.
As the initial idea, it really was just clerics and paladins heading out on a quest, but the Enoch's idea of a Church's dirty little secrets is pretty cool, too. It makes me think the wildling is a viable option. Similar concept as the death knight, but he was bit by a vampire.
As I said, I am happy to fill in the cracks in this, so I 'll let Coil decide what he wants to be/do and then take suggestions.
@ Coil: Marullus, Enoch and I were in one TB game already and I am convinced the three of us are all in on this no matter what direction it takes. Since this is your first TB game, I am ready to follow your lead. And Faolin's, of course. If this dark-side of the holy quest is appealing, let's go with it. If not, speak u now so we can get Enoch and Marullus's imaginations going in another direction. Because, seriously, it is like having our own personal improv troupe!
Edit: @ Enoch i've got to say that your post/concept puts me in the mind of Hellboy, et al on a Arthurian grail quest. AWESOME!
As the initial idea, it really was just clerics and paladins heading out on a quest, but the Enoch's idea of a Church's dirty little secrets is pretty cool, too. It makes me think the wildling is a viable option. Similar concept as the death knight, but he was bit by a vampire.
As I said, I am happy to fill in the cracks in this, so I 'll let Coil decide what he wants to be/do and then take suggestions.
@ Coil: Marullus, Enoch and I were in one TB game already and I am convinced the three of us are all in on this no matter what direction it takes. Since this is your first TB game, I am ready to follow your lead. And Faolin's, of course. If this dark-side of the holy quest is appealing, let's go with it. If not, speak u now so we can get Enoch and Marullus's imaginations going in another direction. Because, seriously, it is like having our own personal improv troupe!
Edit: @ Enoch i've got to say that your post/concept puts me in the mind of Hellboy, et al on a Arthurian grail quest. AWESOME!
Re: Session 0: Character Creation
@Rusty Thanks! Hellboy wasn't a specific inspiration, nor was Vin Diesel's D&D character (Marullus saw that), but yeah, lots of awesome fiction that did inspire me. From Mod Squad and Vampire Hunter D and Blade, even Nightcrawler with his Catholic guilt and self-loathing over his "monstrous" side.
Yeah, as far as Marullus, Rusty and I are concerned, I think would be willing to do just about anything. I will truly feel no angst over abandoning this concept and coming up with a new idea.
Yeah, as far as Marullus, Rusty and I are concerned, I think would be willing to do just about anything. I will truly feel no angst over abandoning this concept and coming up with a new idea.
Shadrach, Demon-Hunter - Dust to Dust
Re: Session 0: Character Creation
I'm totally okay with your "dark-side of the church" characters. I think they are awesome ideas! I do have one question about the Denizens of the Dark stocks. Are there Nature Questions for them, or should I make some up? I could have missed them in the PDF, as I did read through it pretty quickly.
As for the campaign, I plan on keeping it going as long as there's interest for it, and I'm familiar with DMing, just not Torchbearer, so you guys get to choose the direction. I provide the world and the obstacles, but the players are the ones who do most of the storytelling.
On a side note, I finally had enough free time to read through the first session of No Country for Deadbeat Adventurers. I'm going to try to read through session 2 and 2b, but with midterms coming up, I might not be able to right away.
EDIT:
@Marullus: Did you think my ruling on Witch casting is fair?
As for the campaign, I plan on keeping it going as long as there's interest for it, and I'm familiar with DMing, just not Torchbearer, so you guys get to choose the direction. I provide the world and the obstacles, but the players are the ones who do most of the storytelling.
On a side note, I finally had enough free time to read through the first session of No Country for Deadbeat Adventurers. I'm going to try to read through session 2 and 2b, but with midterms coming up, I might not be able to right away.
EDIT:
@Marullus: Did you think my ruling on Witch casting is fair?