View Full Version : Padren - Night Watch Scout
cawshis
04-28-2005, 11:13 PM
So, I've been bouncing around the burning wheel all week and I figured I try a few here and there. I really enjoy the system....though I don't think I got it all just yet. After reading through a bunch of characters posted here, I thought it'd be easier to burn a human in a world I'm familiar with (thus I'd be able to practice beliefs...which is a tough concept!)...so I chose GRR Martin's Game of Thrones world. I'm sure most know it right? Basically, 4 kings fighting for the throne, lots of fantasy setting intrigue, bad stuff happening in the Northern frozen wastes.
Which is what the Night Watch looks over and protects all of the seven kingdoms from. They are neutral in the affairs of the kingdom and serve only the Watch on the walls. Recruits are usually from poor families or those "volunteers" that choose to take the black over death (mostly traitors, poachers etc)....which runs in nicely with my concept:
Concept: Night Watch Northern Scout
Character Name: Padren, "Padfoot"
The pickings had been slim enough in the woods. Something had been scaring off the animals and I hadn't had enough to eat in weeks. Don't eat for long enough and even the most pious priest will steal a bit. Thing is, the stealing was easier than working, what with the kings vying for the throne and all. I joined up with a group of folks and we did some things. Some worse than others, I ain't going to lie. A man's got to do what he can to live.
But then the Young Wolf caught us and his bear gave us a choice: Take up the Black, join his army or decorate a tree. I wasn't interested in fighting for a king as young as the Pup and I wasn't inclined to hang from a tree, so I took up the black. Turns out it was the best thing I ever did. Square meals, warm beds...mostly and everyone has got the good sense to not bother each other.
But then, Ben disappeared and the wildlings are marching on the Wall....I'll stand and fight like I pledged I would, but I don't plan on fighting to the death. An oath to a Wall that's been taken down ain't no oath at all.
Lifepaths: Born Village - Leads to Peasant - Trapper - Leads to Outcast - Bandit - Leads to Soldier - Scout
Age: 24
Stats: Pe: 5 Wi: 3 Ag: 5 Sp: 5 Po: 4 Fo: 5
Attributes: Re: 5 Ste: 5 He: 4 MW: 10
Resources: 23 rp to start...all 23 spent on Affiliations/Equipment
Resource: B1
Circles: B1
Affiliations: B2 - Night Watch
Skills: Bow B3, Sword B2, Trapper B4, Tracking B4, Cooking B2, Stealthy B4, Foraging B3, Orienteering B2
General Points: Horse Husbandry B2, Firebuilding B2
Gear:
Bow, 21 Hunt arrows, 10 Bodkins, Poor Quality Sword, Traveling gear for North environs, well-lined shoes, clothes for cold weather, black cloak from the Watch, Poor Quality Leather Jerkin.
Traits: Sense of Direction, Superstitious, Practical
Beliefs:
- The Wildlings will breach the wall.
- I'll fight them, but I have no intention of dying for the Watch or any one.
- A man should know how to survive in the woods; The Gods don't have time for soft southerners.
Instincts:
- Always prep my gear to be ready to grab in a instant. Never know when you have to move and you don't want to be grabbing your undies in the dark.
- If it looks like trouble, fight from the rear...I'm better with my bow than this sword anyway.
- Everything and everyone leaves a track. Always look for signs of travelers ahead when moving.
Notes: I started it as inspired from the GoT series, but now that I'm finished, I really like the character. He's a survivalist type that would rather live off the land but has been caught up in all this war nonsense. He's practical though, so he isn't going to let a silly oath make him fight to the death.
Also, I bought no relationships for him...not because I'm cheap...but because once you join the Watch, you're supposed to lose all ties to family and village. He's got a strong affiliation with the Night Watch though....so that should give him some folks to chat with. I *think* I understand how to spend resources on Affiliations. I just spent 10rp to get 1D and that's added to my Circles. So B2 with Night Watch checks, right?
Hi Pedro,
cool character. I'll let Thor grill you about your Beliefs, he's better at that than I am.
But, I noticed that your Firebuilding skill was a B1 and I wanted to check on that. Firebuilding is rooted from Perception, so its root would be B2 -- half of the root stat rounded down. It costs 1 point to open a skill at its root. Then 1 point per die added.
Double check and make sure your roots are correct and your skill points were allocated correctly.
-L
cawshis
04-29-2005, 09:02 AM
Firebuilding: Duh. I totally missed that one! Horse Husbandry and Firebuilding were both purchased with General skills and for some reason I did Horse correct and then did Firebuilding wrong! Prolly cause it was my very last skill point.
Question: I really wanted to fit in a toolkit for trapping/firebuilding, but 8rp is pricey! Say the game started...would I tap Resource and then tap Affiliation in the hopes I could gear up with that on the way out?
Also:
Are my beliefs awful? I tried to make them "action" and also pertinent to what I wanted to see happen or not happen. It's not easy creating beliefs. Like you suggest about a billion times in the book...I think they really need to be developed with a group to figure out what the game is going to be like.
Are my instincts okay at least? Those weren't easy either!
Question: I really wanted to fit in a toolkit for trapping/firebuilding, but 8rp is pricey! Say the game started...would I tap Resource and then tap Affiliation in the hopes I could gear up with that on the way out?
I hate to say it, but you're actually 2 Resource points short to get all that stuff and the Affiliation (which should be 1D, not 2D).
1D Affiliation costs 10 rps
Bow costs 5 rps
Hunting Arrows cost 1 rps
Bodkin Arrows cost 1 rps
Poor Quality sword cost 3 rps
Traveling Gear cost 1 rps
Shoes cost 1 rps
Clothes (includes cloak) costs 1 rps
Poor Quality Leather costs 2 rps
Total cost = 25 rps
It's easy to fix though. Just drop your bow to a Poor Quality Bow. That would do the job. Or, alternatively, drop your arrows.
To buy them in game, you'll want to track down the Night Watch Quartermaster. It's a Circles test, but you get to add in 1D for your Affiliation. Other characters can give you Helping Dice in this.
Failure in the roll does not necessarily mean that you don't reach the Quartermaster. It just means that an enemy is introduced to the story. For instance the Quartermaster may not like you at all!
Anyway, after that, it depends on how the setting works (I'm not really familiar with it). If the Night Watch provides this sort of stuff to it's members, you can try to requisition equipment using your Soldiering skill (you don't have this skill, so you could start trying to open it with Beginner's Luck). Or it's a Resources roll. I would say three separate tests: Ob 1 for the Hunting Arrows, Ob 1 for the Bodkin Arrows, and Ob 1 for the Firebuilding kit.
Also:
Are my beliefs awful? I tried to make them "action" and also pertinent to what I wanted to see happen or not happen. It's not easy creating beliefs. Like you suggest about a billion times in the book...I think they really need to be developed with a group to figure out what the game is going to be like.
Are my instincts okay at least? Those weren't easy either!
Okay, Beliefs. Your second Belief is actually pretty good. Keep it. Your first Belief is very close, but not quite there. One thing is missing: Your place in all of it.
The Wildlings will breach the wall unless I stop them! that's a Belief.
The Wildlings will breach the wall, but I'll find a way out of here before they do.
I will stop the Wildlings before they breach the wall!
Do you see the difference between these and what you wrote?
Finally, your last Belief doesn't really accomplish much. Look at it this way: Beliefs do two things: they establish what you are awarded Artha for and they tell the GM what stuff you want in the story.
If you have a Belief about escaping the Wall before the Wildlings arrive, that will be a big part of the plot.
How about: Those bloody Southerners don't know the first thing about survival, I'll be damned if I'll help them when they come crawling to me.
Just be prepared for a survival story pretty soon!
The Instincts are fairly decent overall, though I would reword them. Don't go for exposition here, just tell us what your Intstincts are. However, the second Instinct is problematic. Fighting from the rear is determined by your Positioning test. Turning it into an Instinct doesn't really accomplish much. Try this instead:
1. Never go anywhere without my traveling gear.
2. Nock an arrow at the first sign of danger.
3. Always Assess for Tracks when traveling in the wilderness.
Great first character man!
Drozdal
04-29-2005, 10:16 AM
Hey Cawshis
I really wanted to fit in a toolkit for firebuilding
In my world Firebuilding Kit (Flint and steel) is an integral part of travelling gear, and You got that already.
In my world Firebuilding Kit (Flint and steel) is an integral part of travelling gear, and You got that already.
Dro is wise behind his ears.
Kublai
04-29-2005, 10:24 AM
Good point, Dro. If you only wanted Flint and Steel, that's easily covered by travelling gear. However, you can get a real kick-ass kit including special wood-cutting tools, oils, flasks, specially prepared cloths and kindling, incense, charcoals, and more if you actually spend the resources.
you don't need to pay for arrows when you buy a bow. 5 rps gets you a hunting bow, hunting arrows and all the other bow shite you need.
the special heads cost extra.
-L
cawshis
04-29-2005, 10:51 AM
Hmm. A Leather suit is 5rp. PQ is 3rp. It says on that you can take 1 piece (Jerkin) for -3rp, minimum 1rp....so that's what I grabbed. He's only got the jerkin. Then for Bow it says it comes with enough standard arrows...but you need to pay 1rp for other types of heads.... I didn't realize you have to pay 1 for the arrows too!
And the toolkit was more for trapping. Would you spend 8rp for EACH toolkit? Yeesh. That seems unkind. Not to mention the fact that a 2 LP Trapper (born village/trapper) wouldn't even be able to afford a toolkit and clothing. :(
I probably read the whole thing wrong. The CB writing is sometimes is so clear that I get confused.
Affiliation doesn't get added to circles at all? I thought you buy 1D to add to your Circles. Gah. That's worse than I thought. I wanted 2D to represent the fact that the Night Watch folks are like a tight brotherhood. Of course...he did just join, so there is the thought that maybe they wouldn't help him so much right off the bat. A lot of the Night Watch wind up deserting.
I knew the beliefs needed a bit of work, but I was trying. Your last one (southerners) was very much what I was looking for, but I couldn't figure out how to phrase it. My thought was that this practical guy would let the softees flounder while he knew the tricks to surviving in the cold wilderness. So good call there. "The Wildlings will breach the wall, but I'll find a way out" works as well. Nice rework.
It really does seem like beliefs shouldn't be made in a vacuum. There needs to be input from "impartial" folks.
I was more looking for the first instinct to ensure that he'd never be forced to move without all his survival gear. Kind of asking the GM to have the wildlings breach the wall and then a couple of days chase through the woods where they could show up anytime or something. BUt your rework works as well.
I didn't really want the instinct to be "Nock an Arrow", but I guess it'll do.. As I understood the Instincts they worked as a "rulebender" power...so why can't I bend the rules to ensure that my archer is positioned behind the sword using types automatically? It's an instinct, no? I mean if he's forced to take a steel test and fails it, then he won't be able to position anyway...but if a fight is about to throw down, he couldn't instinctually edge his way to the rear?
Seems like nocking an arrow is more problematic that moving to the rear. But I'm rereading the positioning and combat rules a 4th time cause it still hasn't sunken in my head yet...
Drozdal
04-29-2005, 10:52 AM
Good point, Dro. If you only wanted Flint and Steel, that's easily covered by travelling gear. However, you can get a real kick-ass kit including special wood-cutting tools, oils, flasks, specially prepared cloths and kindling, incense, charcoals, and more if you actually spend the resources.That sounds more like an Inferno-Building kit.
::Realizes that he has a concept for his new BW character::
Kublai
04-29-2005, 11:13 AM
When it comes to tool kits, cawshis, imagine them as a mark of a professional. Most professionals dedicate their lives to one skill and so will only have a need for one kit. Only whacked out PCs feel the need to be good in a diverse array of skills.
I also think that some teenager who considers himself a Trapper but has no kit is perfect! It gives him something to work towards and prove himself. "I will earn my trap kit and then catch the elusive jackalope!"
Hmm. A Leather suit is 5rp. PQ is 3rp. It says on that you can take 1 piece (Jerkin) for -3rp, minimum 1rp....so that's what I grabbed. He's only got the jerkin. Then for Bow it says it comes with enough standard arrows...but you need to pay 1rp for other types of heads.... I didn't realize you have to pay 1 for the arrows too!
No no. I screwed up. See Abzu's post above. You were right.
And the toolkit was more for trapping. Would you spend 8rp for EACH toolkit? Yeesh. That seems unkind. Not to mention the fact that a 2 LP Trapper (born village/trapper) wouldn't even be able to afford a toolkit and clothing. :(
Yes, you have to purchase each kit separately. And a 2 LP Trapper could afford clothing and his kit. The Trapper Kit is 8 rps (which coincidentally is the amount of rps the Trapper lifepath gets), clothes, shoes and traveling gear cost a total of 3 rps. Total = 11 rps. Peasant Born, Trapper gets 11 rps. Village Born, Trapper gets 12 rps.
Affiliation doesn't get added to circles at all? I thought you buy 1D to add to your Circles. Gah. That's worse than I thought. I wanted 2D to represent the fact that the Night Watch folks are like a tight brotherhood. Of course...he did just join, so there is the thought that maybe they wouldn't help him so much right off the bat. A lot of the Night Watch wind up deserting.
When you make a Circles roll for someone that falls inside your Affiliation, you add your Affiliation die. Your base Circles is B1. When you are making a Circles roll for someone inside the Night Watch, you add your Affiliation die and so roll B2.
However, if you are not looking for someone inside the Night Watch, you don't get to add your Affiliation to the Circles roll. So if you're just looking for another Trapper or a Scout, you would roll B1. Make sense?
It really does seem like beliefs shouldn't be made in a vacuum. There needs to be input from "impartial" folks.
Yeah, we really suggest that everyone create their characters together as a group, and really discuss their Beliefs.
I was more looking for the first instinct to ensure that he'd never be forced to move without all his survival gear. Kind of asking the GM to have the wildlings breach the wall and then a couple of days chase through the woods where they could show up anytime or something. BUt your rework works as well.
Huh, I thought my reworking of your first Instinct accomplished just that. The traveling gear is his survival gear, right?
I didn't really want the instinct to be "Nock an Arrow", but I guess it'll do.. As I understood the Instincts they worked as a "rulebender" power...so why can't I bend the rules to ensure that my archer is positioned behind the sword using types automatically? It's an instinct, no? I mean if he's forced to take a steel test and fails it, then he won't be able to position anyway...but if a fight is about to throw down, he couldn't instinctually edge his way to the rear?
Yes, it can be a rule bender, like starting with an arrow already nocked. But moving to the rear is a Positioning test, so a Move to the Rear Instinct basically just means that you script Withdraw at the beginning of a confrontation. You can do that anyway. So in effect, you're just throwing it away. See what I mean? I went with the nock just to show that his first Instinct is to go with his bow. There are certainly other things you can do. I just want to make sure you get something out of your Instinct.[/quote]
cawshis
04-29-2005, 11:32 AM
Ah. Obviously my lack of knowledge in combat mechanics was my undoing. Nock my arrow makes sense then.
I took traveling gear to mean the resource. I more meant that before Padfoot goes to sleep, his bow, arrows, sword and pack (with all his gear) are tucked under his head, his cloak wrapped around him. When it comes to "striking camp" for him, he picks up his pack and kicks out the fire. That's it. If they were say attacked in the middle of the night and had to run and fight a short distance away, the GM isn't going to be able to tell Padfoot that he forgot to grab his arrows. Cause he had them neatly packed in his pack that he grabbed before running.
Does that make sense?
It's a semantics thing I guess! You've been all sorts of helpful here. Unlike that Kublai fella.
Not that Thor is necessarily wrong, but i think the "start at the rear" instinct is fine. I can see a number of instances where it would pay off.
-L
Not that Thor is necessarily wrong, but i think the "start at the rear" instinct is fine. I can see a number of instances where it would pay off.
Ok. Rethought it a little bit. An "Always stay to the rear of the party" Instinct could be used for party order stuff, if that's important to your game (I forgot about this because we generally don't bother with this kind of stuff).
It wouldn't really do anything for you in Positioning. However, if you have a generous GM, you could lobby for +1D Advantage in an Initial Positioning test, so long as your Intent is not to Close with the attackers.
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