Character Creation.   Posted by DM.Group: 0
 GM, 2 posts
Tue 26 Sep 2017
at 16:06
Character Creation
Introduce your character concept to the rest of the group. Let us know what playbook you are leaning toward.

I will go over the parts of your character sheets here (You should have your playbook up from the link in the RTJ while you read). Copy the following or make a similar template and work on filling it out.

Name: (Put your name here)
Level: 1 (We are starting at level 1)
XP: 0 (Start with 0 XP)
Look: (Each Playbook has four or so descriptors such as body type, hair, etc. Choose one from each category or make up your own)
Alignment: (Each Playbook has three alignments to pick from, this is your character's basic outlook. In addition each alignment has an action if completed by the end of a session you get an XP)
Race: (Each Playbook has a choice or two for possible races. Each race gives you a move an addition to your playbook moves. If there is a race you want to be that is not there let me know and I can cook up a racial move. Also when you pick a race YOU and other players get to decide what that race actually IS in the game.)

Stats- (Assign these scores to each stat: 16(+2), 15(+1), 13(+1), 12(+0), 9(+0), 8(-1))

HP: (Your maximum HP is whatever your playbook says plus your Constitution. Note this is the bigger number not the modifier with the +/-)
ARMOR: (Your gear and certain moves provide you with Armor. You subtract your armor from damage you take, unless I say otherwise. Certain types of attacks will bypass it.)
Damage: (Your base damage is based on your playbook not your weapon. Though some weapons will provide bonus damage or effects)

Starting Moves: (Most playbooks will have 2-4 moves they start with. These are the main things that differentiate between the classes and give them the ability to do different things. Rather than trying to explain all the different starting moves I will work with each of you if you need help with them.)

Gear: (Important items your character has, your character sheet let's you make choices for weapons, armor, and more. Each item has a weight that contributes to your load. Some items have max number of uses before they are gone. If you have a question about a certain item, ask me.)
Load: (Your maximum carrying capacity or load is shown on your sheet based on your playbook plus your STR. The modifier +/- not the larger number)

Bonds: (On your sheet you will see a list of bonds, these will be statements with a blank in them. After the rest of character creation we will work on filling these out and creating connections between all the player characters.)

This message was last updated by the GM at 14:39, Tue 03 Oct 2017.

Dame Helena Fletcher
 player, 1 post
Wed 27 Sep 2017
at 15:09
Character Creation
Looks like I'm signed up as Dame Helena Fletcher, human (natch) paladin of goodness. I am also interested in playing the wizard, partly because that class is a hard one to keep balanced. I may still have that chance, depending on how long Dame Fletcher lasts.

Name: Dame Helena Fletcher

Level: 1

XP: 0

Look: Gray hair, green eyes, older armor and sword that are kept in good condition. Holy symbol is roughly made, as if by a small child.

Alignment: Good. Endanger yourself to protect someone weaker than you.

Race: Human. When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.

STR 13 (+1)
DEX 8 (-1)
CON 9 (+0)
INT 12 (+0)
WIS 15 (+1)
CHA 16 (+2)

HP: 19


Damage: d10 (+1 with longsword)

Starting Moves:
Lay on Hands (Cha)
I Am the Law (Cha)

dungeon rations (5 uses, 1 weight)
scale armor (2 armor, clumsy (ignored), 3 weight)
string of crudely-worked wooden prayer beads (0 weight)
longsword (close, +1 damage, 1 weight)
shield (+1 armor, 2 weight)
adventuring gear (5 uses, 1 weight)

Load: 13 weight (currently 8)

- CinderClaw‘s misguided behavior endangers their very soul!
- Istvan has stood by me in battle and can be trusted completely.
- I respect the beliefs of CinderClaw but hope they will someday see the true way.
- Fledge is a brave soul, I have much to learn from them.

This message was last edited by the player at 17:01, Thu 28 Sept 2017.

Istvan Vanoson
 player, 1 post
Wed 27 Sep 2017
at 19:42
Character Creation
In reply to Dame Helena Fletcher (msg # 2):

Human fighter here... Istvan Vanoson is the bastard son of a pirate captain, whose father taught him to fight and gave him his sword (since he didn't do much else for him... Istvan's not the firstborn nor even the second, so he was never going to inherit a ship nor anything like that).

Name: Istvan Vanoson
Level: 1
XP: 0

----body: lithe.
----eyes: eager.
----hair: wild.
----skin: tanned.

Alignment: Good (defend those weaker than you)

Race: Human (You can always treat swords as if they had the precise tag, meaning that
you can roll with your DEX instead of your STR).

STR 12
DEX 16 (+2)
CON 13 (+1)
INT 8  (-1)
CHA 15 (+1)

HP: 23/23

Damage: 1d10 (+1 for serrated edges on sword)

Starting Moves:

--Armored-- You ignore the clumsy tag on any armor you wear.

--Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll+STR.
• On a 10+, choose 3. • On a 7-9 choose 2.
• It doesn’t take a very long time
• Nothing of value is damaged
• It doesn’t make an inordinate amount of noise
• You can fix the thing again without a lot of effort

Signature weapon: Sword.

Range: Close

Look: Unblemished

Sharp. +2 piercing.
Serrated edges. +1 damage.

----2/2 Healing Potions (0 weight)
----Shield (+1 armor, 2 weight)

--Chainmail (1 armor, worn, 1 weight) and
--Adventuring Gear (5/5 uses, 1 weight)

Therefore ignore 2 points of incoming damage

Load: 6/12

--Cinderclaw owes me their life, whether they admit it or not.
--I have sworn to protect Viserion.
--I worry about the ability of Dame Helena to survive in the dungeon.
--Fledge is soft, but I will make them hard like me.

This message was last edited by the player at 14:56, Thu 28 Sept 2017.

Dame Helena Fletcher
 player, 2 posts
Wed 27 Sep 2017
at 19:51
Character Creation
In reply to Istvan Vanoson (msg # 3):

Welcome. It's a fun system, and I'm hoping to give it a good go this time, with lessons learned from past sessions. What I find is that it works best when one works with it, rather than trying to try to stretch boundaries. It was designed to emulate very classic gaming, before things got (for better or worse) really complicated with options and customization.
 GM, 7 posts
Wed 27 Sep 2017
at 20:03
Character Creation
 Any questions at all about character creation feel free to ask here or shoot me a pm.

Dame Helena, I think you have it down, don't see any mistakes or missed things. Don't forget to write down that you have 5 uses of adventuring gear.

On that point I should probably explain Adventuring Gear to our newer players. Basically for every 'use' you mark off you can pull out an appropriate adventuring item (such ad a grappling hook, rope, a shovel, orball bearings)to help you in that situation. So let's say I needed to climb a cliff face, I would mark off a use of my Adventuring Gear and I now can pull out some rope. So I would be down to 4 uses but can keep the rope until I decide to leave it or it otherwise gets destroyed.

How are things going on your end, Istvan?

This message was last edited by the GM at 03:17, Thu 28 Sept 2017.

Viserion of the Wood
 player, 2 posts
 Elf of the wood
 Also of Sea
Thu 28 Sep 2017
at 00:55
Character Creation
Name: Viserion of the Wood.
Level: 1
XP: 0
Look: Furry hood, haunting eyes, wears weathered hide clothing.

Alignment: Neutral
-Eliminate an unnatural threat

Race: Elf

Stats- STR 13(+1), DEX 12 (+0), CON 15 (+1), INT 9(+0), WIS 16(+2), 15(+1), CHA 8(-1)

HP: 21
Damage: d6

Starting Moves:
Born of the soil-Attuned to following areas and can always assuming the form of the creatures of these areas. Elven bonus-always attuned to the great forests.
-Great forest, Sapphire Islands.
-Tells: Green eyes-no pupils, Odd flowing markings on face.

By Nature Sustained
-Does not need to eat or drink.

Spirit Tongue
-Can speak to any animal from the areas he has attuned, or one who he has studied the spirit of.

Shape Shifter
-Wisdom + roll. 7+, hold 2, 10+ hold 3. Miss hold 1. Assumes the form of an attuned animal or one he has studied. Spend hold to do animal actions. Spend all hold at once to resume elven form.

Studied Essence
-Can examine an animal spirit and study it in order to be able to change into its shape.

Gear: Hide armor, Spear, Poultices and Herbs(2 uses, slow, 1 weight), Tolken of the land-seashell necklace.

Load: 3. Max Load=7.


- Istvan smells more like prey than a hunter. The strength's of one's form is nothing compared to the land that spawned that body.

- The spirits spoke to me of a great danger that follows Cinderclaw. The fire consumes all if it cannot be quenched.

- I have showed Dame Helena a secret rite of the land. As she represents urban life and those who live there, I had to show her the land is not a beast to be overcome, but a equal to engage in a relationship of give and take. Weather or not she understands is another matter.

- Fledge has tasted my blood and I theirs. We are bound by it. We are both sworn to defend the wild places.

This message was last edited by the player at 17:33, Thu 28 Sept 2017.

Istvan Vanoson
 player, 2 posts
Thu 28 Sep 2017
at 01:32
Character Creation
In reply to DM (msg # 5):

"How are things going on your end, Istvan?"

You tell me... see where I've updated message #3, above.

I guess "reach" is right for a sword...?

What should my starting HP be...?
 GM, 12 posts
Thu 28 Sep 2017
at 02:30
Re: Character Creation
Istvan, doing pretty well so far. Your HP should be 13+10 so 23 (it's on the sheet by the heart). For clarity's sake put all your items under under gear. Your Armor is the amount you can subtract from incoming damage. So for you it would be 2, 1 from your armor and 1 from your shield.

 The sword, if it is a long sword size would be close. Close is defined as "useful for attacking something at arms reach, plus a foot or two." Reach would be like the length of a polearm so a quite large 2 handed sword could fit that range. Reach is "useful for attacking something several feet away."

As far as your stats go I do wonder why you chose Dex as your highest when most of your moves such as bend bars, Lift Gates and hack and slash (the melee attack move) will use Str. If you'd like to switch out the human move for the Elf move "Choose one weapon—you can always treat weapons of that type as if they had the precise tag." The precise tag let's you use your Dex to attack with rather than your Str.

Viserion you actually only choose one alignment it's not a two part thing like in D&D. When you do the one thing that alignment says you'll get the XP at the end of session. Your alignment can change in the game though if you feel that you have had a strong shift in outlook. Your max load should be 6+Str modifier so 7. You have a token of your land, don't forget to describe it an d put it with your gear. Other than that I think you are fine as well.

This message was last edited by the GM at 03:16, Thu 28 Sept 2017.

 player, 1 post
Thu 28 Sep 2017
at 12:27
Re: Character Creation
Name: Fledge
Level: 1
XP: 0
Look: animal eyes, hooded head, camouflage, wild body
Alignment: Good - endanger yourself to combat an unnatural threat.
Race: Halfling - When you have made camp and Take Watch you automatically succeed as if you had rolled a 10+

STR 8(-1)  DEX 15(+1)  CON 12(+0)  INT 13(+1)  WIS 16(+2)  CHA 9(+0)

HP: 20
Damage: d8

Starting Moves:
Hunt and Track (WIS)
When you follow a trail of clues left behind by passing creatures, roll+WIS. On a 7+, you follow the creature's trail until there's a significant change in its direction or mode of travel. On a 10+, you also choose 1:
• Gain a useful bit of information about your quarry, the GM will tell you what
• Determine what caused the trail to end

Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
• Head. 10+: As 7-9, plus your damage. 7-9: They do nothing but stand and drool for a few moments.
• Arms. 10+: As 7-9, plus your damage. 7-9: They drop anything they're holding.
• Legs. 10+: As 7-9, plus your damage. 7-9: They're hobbled and slow moving.

Animal Companion
You have a supernatural connection with a loyal animal. You can't talk to it per se but it always acts as you wish it to.
Grumble the Bear
Ferocity +3, Cunning +1, 1 Armor, Instinct +2
Strengths: burly, huge, intimidating
Trainings: fight humanoids, travel
Weaknesses: frightening, stubborn

When you work with your animal companion on something it's trained in...
• ...and you attack the same target, add its ferocity to your damage
• ...and you track, add its cunning to your roll
• ...and you take damage, add its armor to your armor
• ...and you discern realities, add its cunning to your roll
• ...and you parley, add its cunning to your roll
• ...and someone interferes with you, add its instinct to their roll

Gear: dungeon rations (5 uses, 1 weight), leather armor (1 armor, 1 weight), hunter's bow (near, far, 1 weight), spear (reach, 1 weight), 2 x bundle of arrows (3 ammo, 1 weight), adventuring gear (1 weight)

Load: 7/10

I have guided _____ before and they owe me for it.
_____ is a friend of nature, so I will be their friend as well.
_____ has no respect for nature, so I have no respect for them.
_____ does not understand life in the wild, so I will teach them.

This message was last edited by the player at 16:12, Fri 29 Sept 2017.

Viserion of the Wood
 player, 3 posts
 Elf of the wood
 Also of Sea
Thu 28 Sep 2017
at 12:49
Re: Character Creation
In reply to DM (msg # 9):

Ok, done.
 GM, 13 posts
Thu 28 Sep 2017
at 13:13
Re: Character Creation
Thank you Viserion.
Faenir The move could go a few ways depending on what you want a "halfling" to be.
If you want to keep your people's fey nature as part of your backstory. Which I would be cool with as it's very gnome-like. Then one of these could work:
"Some of your fae nature has rubbed off on your companion, add 1 to their Cunning."
"Your connection to your companion is very strong it can talk to you (and only you), if it so chooses."

If you want something more mundane we could take the Halfling fighter move
"When you defy danger and use your small size to your advantage, take +1."

If you see halflings as more of the shire farming type, something like this?:
"There is a very practical side to your people. Your animal companion is always trained for Labor in addition to whatever other trainings it has."
 player, 1 post
 Fierce Fire, Liquid Flame
 All Is Mine To Claim
Thu 28 Sep 2017
at 13:46
Re: Character Creation
OK, I believe I have finished my Sheet.  I don't think I missed anything, although looking at it again, perhaps CON doesn't need to be that high and I should swap around CHA, DEX and STR in order to better take advantage of some of the Advanced Moves later on.  Also, I will add a description soon.

NAME: CinderClaw      LEVEL: 1      XP: 0      HP: 20      ARMOUR: 0      DAMAGE: D8

LOOK: Bald, Smouldering Hazel Eyes, Lithe Wiry Body, Crackling Whispery Voice, Flexible Demeanour

ALIGNMENT [Neutral]: Exchange A Sacrifice, Freely Given, For A Service Rendered

RACE [SALAMANDER]: Non-Magical Heat Or Fire Cannot Harm You

STATS: CHA: 09 [+0], CON: 16 [+2], DEX: 13 [+1], INT: 08 [-1], STR: 12 [+0], WIS 15 [+1]

[Burning Brand] When you conjure a weapon of pure flame, roll+CON. On a 10+ choose two of the following Tags, on a 1-9 choose one. You may treat your INT as your STR or DEX in regards to making attacks with this weapon. The weapon always begins with the fiery, touch, dangerous, and 3 Uses Tags. Each attack with the weapon consumes one use.

 * Hand
 * Throw/Near
 * +1 Damage
 * Remove The Dangerous Tag

[Fighting Fire With Fire] When you take damage and that damage is odd (after armour) the flames within you come to your aid. Roll 1d4 and either add that many uses to your Burning Brand (if active), take that result forward to summon your Burning Brand, or reduce the damage by that amount, your choice.

[Give Me Fuel, Give Me Fire] When you gaze intensely into someone's eyes, you may ask their player "what fuels the flames of your desire?" They'll answer with the truth, even if the character does not know or would otherwise keep this hidden.

[Hand Crafted] You may use your hands in place of tools and fire to craft metal objects. Mundane weapons, armour and metal jewellery can all be formed from their raw components. You may make these things as well, but to do so without time and safety might require that you Defy Danger first.

[Zuko Style] When you bend a flame to your will, roll+WIS. On a 10+ it does as you command taking the shape and movement you desire for as long as it has fuel on which to burn. On a 7-9 the effect is short lived, lasting only a moment.

GEAR [MAX LOAD]: 9, Current: 2
1 Healing Potion [0 Weight]
Adventuring Gear [5 Uses, 1 Weight]
A Symbol Of Sacrifices Past
Dungeon Rations [5 Uses, Ration, 1 Weight]

... has felt the hellish touch of fire, now they know my strength.
I will teach ... the true meaning of sacrifice.
I cast something into the fire for ... and still owe them their due.