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Torchbearer 2E

A Guide for Players


 Name – typically not your birth name but something you picked,
frequently paired with a title
 Example: Orpheus the Cryomancer, Cordelia of Hearthfire
 Stock – dwarf, elf, halfling, or human
Character  Stock is tied closely to Class

Demographics  Class
 Burglar, Magician, Outcast, Ranger, Theurge, Warrior
Summary  Age – dependent on Stock
 Home – your hometown and relevant skills you learned there
 Raiment – something you wear that is distinctive to your
appearance
 Parents – from your hometown, can provide lodging there

Relationships  Mentor – a 7th level character who you can train with
 Friend – someone of similar stature who helps out from time to time
Summary  Enemy – someone one level higher than you who impedes your
goals
 Level – you start at level 1 and the max is level 10
 Belief – what you fight for
 Creed – a philosophy bigger than yourself. Unlocked at level 3
 Goal – something you want to accomplish in today’s session
 Instinct – a habit you do automatically and for free

The Meat of  Traits – descriptive qualities about your character


 Nature – related to your Stock, with descriptors
Your Character  Abilities – Raw abilities for dungeon runs, Town abilities for Town
activities
 Skills – what you run for most tests when you want to accomplish
something. What you’re uniquely good at
 Wises – your specialized topics of knowledge
 Inventory, Arcane Spells, Relics
 Tests – roll the dice to see if you succeed at a particular task. Your
skills will most frequently be tested, but your abilities and your
Nature can be tested too
 Roll a number of d6’s equal to how good you are at the skill/ability,
plus or minus dice for specific benefits/penalties
 Obstacle (Ob) – the difficulty of the task you are testing for. You
How to Play need a number of successes equal to or more than the Ob of the task
 Help – when someone else tests, you can Help if you have the same
skill they’re testing for, and you can describe how you can help
 Twists and Conditions – the negative outcomes when you fail a test.
Most of the time when you test, you still get what you wanted, but
you will also get a twist or condition if you fail
 Burglar
 Halflings only
 Often underestimated, but deeply patient and enduring
 Good at: sneaking, dealing with conditions
 Magician
 Humans only
 Access to the memory palace, where spells are stored
 Class benefits mostly revolve around spells
 Spells are usually damaging, conjuring, utility in nature
 Outcast
 Dwarf only
 Tough, resourceful heroes

Playable Classes  Good at: defense, combat


 Ranger
 Elves only
 Singers and wanderers, experts of the wilderness
 Good At: navigation, dealing with illness,
 Theurge
 Human only
 Subject of an Immortal, with access to special powers
 Good at: healing, buffing
 Warrior
 Human only
 Comfortable with any armor and weapon
 Good at: combat, using weapons
 Stock – Halfling
 Abilities:
 Will 5
 Health 3
 Skills:
 Cook 3
 Criminal 3
 Fighter 3

Burglar  Hunter 2
 Scout 2
 Scavenger 2
 Trait – Hidden Depths (DG179)
 Seemingly naïve/forgettable, but deep down, hardy against pain,
fatigue, and despair. Also, they like food.
 Useable Weapons - Any, except the following:
 No crossbows, greatswords, halberds, or polearms
 Useable Armor: Leather armor, helmet, and shield
 Stock – Human
 Abilities:
 Distribute 8 points between Will and Health, with a cap of 6
 Skills:
 Arcanist 4
 Lore Master 3

Magician  Alchemist 2
 Cartographer 2
 Scholar 2
 Trait – Wizard’s Sight (DG182)
 Notice subtle magical signs like presence of spirits or even a person’s
aura when they lie. Sometimes you see things you wish you hadn’t.
 Useable Weapons: Dagger and staff
 Useable Armor: None
 Stock – Dwarf
 Abilities:
 Will 3
 Health 5
 Skills:
 Fighter 4
 Dungeoneer 3

Outcast  Armorer 2
 Sapper 2
 Orator 2
 Scout 2
 Trait – Born of Earth and Stone (DG178)
 Steadfast and sturdy. Special feel for metal and stone. Stubborn and
unyielding
 Useable Weapons: Any, except greatswords
 Useable Armor: Any
 Stock – Elf
 Abilities:
 Will 4
 Health 4
 Skills:
 Fighter 3
 Pathfinder 3
 Scout 3

Ranger  Hunter 2
 Lore Master 2
 Survivalist 2
 Trait – First Born (DG179)
 Recognized as kin by trees and stars. Specialized insight about the
world or nature. Sometimes struggle with decisions or potential
consequences.
 Useable Weapons:
 Swords, spears, bows, and daggers
 Useable Armor: Leather or chain armor, helmet
 Stock – Human
 Abilities:
 Distribute 8 points between Will and Health, with a cap of 6
 Skills:
 Fighter 3
 Ritualist 3
 Orator 3

Theurge  Healer 2
 Theologian 2
 Trait – Touched by the Gods (DG182)
 Immortals listen to you when you contact them. Protected by their
gods. Must be careful not to break their god’s tenets through words or
actions
 Useable Weapons: Any one of your choice, except the following:
 Bows and crossbows

 Useable Armor: Shield


 Stock – Human
 Abilities:
 Distribute 8 points between Will and Health, with a cap of 6
 Skills:
 Fighter 4
 Hunter 3
 Commander 2
Warrior  Mentor 2
 Rider 2
 Trait – Heart of Battle (DG179)
 Creature of action, put yourself in harm’s way with skill and valor in
pursuit of goals. Sometimes too willing to use violence when other
methods will do
 Useable Weapons: Any
 Useable Armor: Amy
 You may redistribute your skills, up to a maximum rating of 4

Optional  You may not choose new skills, but you may remove skills this way
 Decide whether you prefer to be highly specialized at a few things
Adjustments or whether you want to be able to Help with many things or
contribute to a wide variety of tasks
 If you’re a human, pick one of the following and give it a rating of
3 (if you already have it, increase it by one, up to a maximum of 4):
 Criminal

Human  Laborer

Upbringing
 Haggler
 Pathfinder
 Peasant
 Survivalist
 Choose a home type
 Give your hometown a name, and you get one skill from the home
type list at a rating of 2 (if you already have it, increase its rating by
Your Home one, up to a maximum of 4)
 Additionally, choose one trait from your home’s list and start it at
level 1
 Elves only
 Skills:
 Healer
 Mentor
 Pathfinder

Elfhome  Traits:
 Calm (DG178)
 Difficult to anger, shrugs off emotion easily. Risk becoming too calm and
missing threats
 Quiet (DG180)
 Quiet in the way you speak, work, and walk. Sometimes struggle to come out
of your shell
 Any stock
 Skills:
 Armorer
 Laborer
 Stonemason

Dwarven Halls  Traits:


 Cunning (DG178)
 Adept at deceit and plotting traps. Also, arrogant and frequently
underestimate opponents.
 Fiery (DG178)
 You know how to stir up a crowd. Also, you are quick to anger.
 Any stock
 Skills:
 Cartographer
 Scholar

Religious
 Theologian

 Traits:

Bastion  Defender (DG178)


 You know the value and cost of defending towns and homes. Sometimes, you
put that over other concerns.
 Scarred (DG181)
 Scarred by a terrible war you survived. Tough and not easily flustered by
injury or fear. Lingering trauma from past experiences
 Any stock
 Skills:
 Haggler
 Sailor

Bustling
 Steward

 Traits:

Metropolis  Extravagant (DG178)


 Expensive taste and know how to make grand gestures. Sometimes fail to
show restraint when required.
 Jaded (DG180)
 Callous and protected from folly of youthful ideas and heroism. Dismissive
of new ideas.
 Any stock
 Skills:
 Alchemist
 Lore Master
 Scholar

Wizard’s Tower  Traits:


 Skeptical (DG181)
 Always watching for deceit, but sometimes you go too far and don’t believe
the truth.
 Thoughtful (DG182)
 Will ponder all options before making decisions, which is useful when you
have time and useless if you don’t.
 Any stock
 Skills:
 Carpenter
 Peasant
 Weaver

Remote Village  Traits:


 Early Riser (DG178)
 Up first in the morning, before the sun. Clear-headed and sharp in the
morning. Goes to bed early too.
 Rough Hands (DG180)
 Tough hands and easily marked as working type. Draw disdain from those
who pursue softer arts.
 Any stock
 Skills:
 Cook
 Haggler
 Rider

Busy Crossroads  Traits:


 Foolhardy (DG179)
 Always going where you shouldn’t, sometimes managing to avoid
consequences and sometimes not.
 Quick-Witted (DG180)
 Act on instinct without needing to think. Sometimes struggle when patience
and planning required.
 Choose which skill you use to convince people. Choose one of the
skills below and take it with a rating of 2 (if you already have it,
increase it by one up to a maximum of 4)

Social Graces  Haggler


 Manipulator
 Orator
 Persuader
 Choose a specialty from the list below and take it at a rating of 2 (if
you already have it, increase its rating by one up to a maximum of
4). No two players may take the same specialty. Underline your
specialty on your sheet:
 Cartographer
 Cook
 Criminal
 Dungeoneer
 Haggler
 Healer

Specialty  Hunter
 Manipulator
 Pathfinder
 Persuader
 Orator
 Rider
 Sapper
 Scavenger
 Scout
 Survivalist
 Things you know about
 Choose one based on your Stock:
 Dwarves:
 Dwarven Chronicles
 Shrewd Appraisal

 Elves:
 Elven Lore
 Folly of Humanity or Folly of Dwarven-kind

 Halflings:
 Home

Wises  Needs a Little Salt

 Humans:
 Choose one wise of your making. Don’t choose a second

 Choose a second one of your making (nothing too general and no


game-related terms):
 Specific towns
 Specific terrains or locations
 Specific monsters
 Specific groups of people (if you pick a race, you will get their language
for free)
 Specific things
 A special ability with descriptors attached to it. The descriptors
determine how and when you can use your Nature for tests
 Nature is a descriptive ability defining your sense of self. It is
focused on your Stock because it derives from your upbringing and
culture
 Nature based on Stock starts at a rating of 3, and answering the
following questionnaires can change the value or the descriptors, or
other things
 WARNING: Nature can force you to retire your character if it’s
rating rises to 7 or drops to 0
Nature  Nature: Dwarf
 Descriptors: Delving, Crafting, Avenging Grudges
 Nature: Elf
 Singing, Remembering, Hiding
 Nature: Halfling
 Sneaking, Riddling, Merrymaking
 Nature: Human
 Boasting, Demanding, Running
 If your kin were slain, and their halls plundered, would you spend
your blood and life avenging them? Or would you simply demand a
blood price from the kin slayers and council your people to let
sleeping dragons lie?
 If you would take revenge, increase Nature by one
 If you would council your people to resist their bloodlust, replace
Avenging Grudges with Negotiating
 Would you plunge ever deeper into the bones of the earth looking
Nature: Dwarf for treasures untold? Or do you fear what you would uncover
should you dig too deep?
Questionnaire  If you dig ever deeper, increase Nature by one
 If you fear what lies beneath, increase Born of Earth and Stone trait to
level 2
 Do you yearn to spend your days crafting wonderous objects from
silver and gold? Or do you prefer to spend gold, preferably that of
another person’s?
 If you were born to craft, increase Nature by one
 If you prefer to spend gold, set your starting Resources rating to 1
 Have you learned the songs of creation, and do you sing them to
mend hearts and calm storms? Or do you focus your ancient will
into crafting works of unparalleled beauty?
 If you sing ancient songs, increase Nature by one
 If you bend your will to crafting Elven artifacts, replace Singing with
Enchanting
 When evil stalks the world, do you confront it? Or do you retreat to
the hidden places of the elves and allow time to defeat your
Nature: Elf enemies?

Questionnaire
 If you confront evil, increase your First Born trait to level 2
 If you retreat and hide, increase your Nature by one
 Do you yearn to follow the gulls to the sea and journey west beyond
all knowledge? Or are you prepared to live a life of struggle and
grief?
 If you yearn to journey west, increase Nature by one
 If you are prepared to struggle, you may replace your home trait with
Fiery, Curious, or Restless (DG177). If you have one of these already,
increase its level by one.
 Do you make the most out of every meal, slathering it with butter,
lavishing it with syrup, worshipping it with wine? Or do you tighten
your belt, shoo away guests and make fast the locks at night?
 If you make the most out of each meal, increase Nature by one
 If you tighten your belt with a grim face, replace Merrymaking with
Hoarding
 When confronted by bullying big folk, do you put them in their

Nature: Halfling place with a witty riddle? Or do you roll up your sleeves and show
them you’re ready to teach them a lesson?

Questionnaire  If you offer up a clever riddle, increase your Nature by one


 If you roll up your sleeves, increase your Hidden Depths trait to level 2
 Do you sneak into dragons’ lairs just to see what all the fuss is
about? Or do you prefer to announce your intentions and have a
frank conversations about your concerns?
 If you sneak, increase Nature by one
 If you announce your intentions frankly, replace Sneaking Nature with
Demanding
 Do you sit by the hearth at night drinking and boasting of your great
deeds? Or do you spend those chill nights quietly preparing for the
dark times to come?
 If you drink and boast, increase Nature by one
 If you quietly prepare, increase your class trait to level 2
 When the elves and dwarves voice their concerns, do you demand
to be heard as an equal? Or do you bow your head and listen to the
wisdom of your elders?
Nature: Human  If you demand your rights, increase Nature by one

Questionnaire  If you listen to the wisdom of your elders, take a second wise: Elf-wise,
Dwarf-wise, or Politics-wise
 Would you flee from the hordes of goblins, beasts, and monsters
who prey on civilization? Or will you plunge into their midst,
questing for glory?
 If you flee and hide, increase Nature by one
 If you fight, replace your home trait with Loner, Foolhardy, or
Defender (DG177). If you have the trait already, increase its level by
one
 Circles is an ability you use to find contacts, friends, help, and
information in town
 Answer the following questions to generate relationships and
Circles develop your starting Circles rating (which starts at a base rating of
1)
 Note: you can only have at most 3 of the options of a friend, enemy,
parents, and mentor. You can’t take all four.
 Do you have friends who enjoy your occasional visits or are you a
loner, tough and cool?
 If you have a friend, add +1 Circles. Write down your friend’s name,
hometown, profession (if adventurer, class and specialty; their level is
equal to yours and they level up when you do), and the last place you
Circles: Friends saw them
 If you are a loner, your Circles starts at 1, and you have an enemy.
Write down your enemy’s name. The GM picks the enemy’s class, and
their level is always one higher than yours. Then skip the rest of the
Circles and Relationships questions and take the Loner trait at level 1
(or increase its level by one if you already have it)
 Do you have parents you can stomach talking to or are you an
orphan/estranged from your parents?
 If you have parents, add +1 Circles. Write down your parents’ names
Circles: Parents and their family name and choose a profession for them.
 If you are an orphan or estranged, you have a keepsake from your
parents that is worn around your neck or on one hand. Describe its
sentimental value. It is worth 1D of treasure. Put it in your inventory
 Did you have a mentor or did you make your own way in this rough
life?
 If you have a mentor, add +1 Circles. Your mentor is a 7th level
Circles: Mentor adventurer of the same class. Write down your mentor’s name. If you
are a magician, you must select this option.
 If you made your own way in life, you start with a pouch of gold coins
worth 2D of treasure on your belt. Put it in your inventory.
 Have you made an enemy in your life?
 If you have made an enemy, add +1 Circles. Write down your enemy’s
Circles: Enemy name. The GM picks the enemy’s class, and their level is always one
higher than yours.
 If you haven’t made an enemy, do nothing
Starting  As an adventurer, your Resources ability starts at a rating of 0.
 Resources is a measure of your general wealth. You use it to test for
Resources shopping and to pay your taxes at the end of the Town phase
 All characters begin the game with a well-worn set of clothes and a
utilitarian belt, which don’t require inventory slots
 The following tables show all of the possible gear you can take. Go
ahead and fill your inventories!
 Some things can be worn, some can be carried, some can be stashed
into packs. The number after each word is how many slots it takes
Starting Gear with that storage method
 Choose between a satchel or a backpack, and fill it up with goodies
 If you take a pouch or wineskin, fill that too
 Magicians must take a spell book, full of starting spells
 Theurges will carry two holy relics
 You can find more detailed information about each item on DG148
Starting Gear Choices Tables
 Burglars may pick anything, except crossbows, greatswords,
halberds, and polearms. Choose one weapon.
 Magicians may pick either a dagger or a staff.
 Outcasts may pick any weapon except greatswords. Choose one
weapon, and you may additionally take a shield if you want.

Choose Starting  Rangers may wield swords, spears, bows, and daggers. Choose one
of these options.
Weapons  Theurges may pick anything except bows and crossbows. Choose
one weapon, and you may additionally take a shield if you want.
 Warriors may use anything. Choose one weapon, and you may
additionally take a shield if you want.
 You can find more information about what each weapon does
starting on DG156, and a handy table on DG 157.
Starting Weapon Choices
Starting Armor

 Burglars, outcasts, rangers, and warriors begin with leather armor


 Outcasts and warriors may take a helmet if they did not take a shield
 Armor can absorb a point of damage that directly targets you and may need repair afterwards. See more
information starting on DG150.
Starting Spell Books

Magicians begin the game with a spell book


that contains the spells they know. The books
focus on specific schools of magic. Roll 2d6
to determine your master’s specialty and the
spells they taught you. See DG183 for a
description of these spells.
Starting Relics

A theurge is a conduit for divine power, and a


relic helps them channel that power safely.
Theurges start with two minor relics and the
associated invocations. Roll 3d6 to select what
you start with. See DG209 for a description of
these invocations.
 This is a single sentence describing your personal philosophy,
motivation, or motto; it’s a code you hold dear to your heart.
Typically, they’re about the adventuring life, getting rich, and
interacting with companions.
 When in doubt about what to do, read your belief for guidance. Use
it to help decide what your character would do in the current
situation.
 Beliefs can be fulfilled, neglected, and thus changed.
 Roleplaying this in meaningful ways that drive action forward earns
you rewards. Having a crisis that forces you to betray a belief earns

Write a Belief you rewards too.


 Examples:
 “I am the bulwark that stands between my friends and harm.”
 “I am the leader of this group of adventurers.”
 “There’s no life for me but one of spending blood and earning
treasure.”
 “I will keep our spirits high, so good things will happen to us.”
 “I must help my comrades consider every angle before making a
decision.”
 “I’ll do whatever it takes to get ahead in this world, and I’ll wear a
smile doing it.”
 This is a conditional statement of action. It starts with, “Always
do…” or “Never do…”, or “If this happens, then do this…”. Can be
changed later.
 Instincts are one of the main ways you have control over optimal
play, because they let you act without using up a turn or a check. A
party with good instincts runs like a well-oiled machine!
 You can activate wises, traits, and rewards when you act on Instinct.
Other players can Help if they are also acting on Instinct, or if they
Write an Instinct have a relevant Nature descriptor or Wise.
 Examples:
 Adric says, “Always keep the light lit.” If Adric is plunged into darkness, he gets
one free test to try to make some light during a scuffle.
 Kirin says, “Never trust Orpheus’s calls when in the Rat District.” When Orpheus
decides to go left, Kirin gets one free test to Scout ahead and make sure his friend
isn’t leading them to certain death.
 Faust says, “Camp always means a tasty meal.” When the Camp Phase starts, Faust
gets one free test to try to Cook something.
 Goals are objectives framed as active statements: “I will…” or “I
must…” or “I won’t…”. They are something you can feasibly

Goals and accomplish during one or two sessions, not long-term dreams.
 You’ll pick a new one at the beginning of most sessions. Completing or
Creeds even just working towards a goal earns you rewards.
 Creeds are earned at level 3 and are ideals bigger than just your own
personal belief.
 Burglar Level 1
 Any weapons except crossbows, greatswords, halberds, and polearms.
Leather armor, helmets, shields allowed.
 Magician Level 1
 Memory palace: Allows casting of arcane spells (start with 3 of first circle).
Memory palace capacity starts at 1.
 Daggers and staves allowed. No armor.
 Outcast Level 1
 Any weapon except greatswords. Any armor, helmet, shields allowed.
 +1 to camp event rolls in dungeons and dwarf structures.

Level 1 Benefits  Ranger Level 1


 Bows, swords, spears, daggers, leather armor, chain armor, and helmets
allowed.
 +1 to camp event rolls in wilderness.
 Theurge Level 1
 Can channel divine energy through Urdr, which starts at 1. Start with two
minor relics.
 Any one weapon except bows or crossbows. No armor, but shields allowed.
 Warrior Level 1
 Any weapon or armor allowed.
 Can keep watch during camp phase for free if no conditions.
 Pick a name for your character
 Pick the raiment, or distinctive item of clothing, that you always
wear
 Pick your age from the ranges below:

Final Details  Dwarf: 30 – 51


 Elf: 60 – 101
 Halfling: 26 – 31
 Human: 14 – 21
 Check off the Fresh condition. You’re ready!

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