Interview with Jared (Make a new character class)
Born To Lose is a community-based podcast for the Torchbearer tabletop roleplaying game.
Torchbearer [https://www.torchbearerrpg.com/]
Contact [borntoloseTBpodcast@gmail.com]
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Intro/Outro Music [https://open.spotify.com/artist/2KYhSNyhDoxAQfOVmB8wq5]
Logo: Instagram @kcassady87
Bluesky: @borntolosepodcast.bsky.social
Jared & Ross' Links
Momento Mori [https://memento-mori.com/about]
Eberron [https://en.wikipedia.org/wiki/Eberron]
Gideon the Ninth [https://www.amazon.com/Gideon-Ninth-Locked-Tomb-Trilogy/dp/125031318X]
From Beyond [https://www.imdb.com/title/tt0091083/]
Suggested Music (Bela Legosi's Dead, by Bauhaus) [https://open.spotify.com/track/1wyVyr8OhYsC9l0WgPPbh8]
HUMAN GRAVEROBBER
Ability Scores: Distribute 8 points between Will and Health.
Skills: Laborer 3, Ritualist 3, Summoner 3, Healer 2, Butcher 2
Trait: Grave-scent. You can smell out things, but also you're kind of stinky.
Nature Descriptors: Sneaking, Demanding, Running
Do you wait for the cover of night to ply your dark trade in shadow-filled alleys? Or do you revel in the grisly macabre and its effect on civilized folk?
+ If you lurk in darkness, increase your Nature by one.
+ If you are unashamed of the necessity of your work, increase your class trait to Level 2.
Level 1 Benefit: Graverobbers may wield daggers, polearms, halberds, cleavers, hooks, and similar implements. They can use Butcher and Laborer skill tools as improvised weapons that aren't broken or lost at the end of a Kill, Capture, or Drive-Off Conflict.
Graverobbers can use leather armor; but no other armor, helmets, or shields.
Level 2 Benefits
Spirits of Terror: Spirits of fear and terror have whispered to you since the day of your birth, and you have grown inured. You are granted +1D to tests to resist fear (e.g., the Malison of the Lords of Terror invocation) and to recover from the afraid condition.
Diagnosis: Once per phase, you may make a Will test versus an undead or demon target’s Nature. If successful, the game master reveals one of the following: creed, a trait or the last evil deed committed by the target. This test does not cost a turn.
Level 3 Benefits
Binder: Lesser spirits tremble at your name. Increase your Precedence for the purpose of binding by one. Combine this bonus with other bonuses from spells, invocations and magical items.
Wormy Guts: Add +1D to recover from the sick condition or to any tests to resist diseases or poisons.
Level 4 Benefits
Extended Pineal Gland: You can commune and channel the powers of creatures from beyond. Gain Urdr 1 and the ability to cast invocations from the Theurge invocations lists.
Burke: You know how to snuff out the life of those most vulnerable. You are granted +1s to Feint against creatures when you have the benefits of Gain Position or against enemies who suffer from the penalty of Impede. Add this benefit to any weapon or Might bonuses also in play for the Feint.
Level 5 Benefits
Flatliner: When you Pay the Terrible Price, you may choose which Nature descriptor is removed in lieu of the Game Master.
Ghoul-Friend: You have a new Friend, they happen to be a ghoul. There's nothing wrong with that in this day and age. When visiting them in the graveyard they haunt, you may choose to stay with them. If the ghoul stays at a Town, treat their accommodations as a Stables. Otherwise, it stays at a new Base Camp outside of an established Town. Set up a new Base Camp (LMM p. 161), skipping the Survivalist test. It has shelter, but not water. You live in the dirt. Your Ghoul-friend is very understanding and extremely loyal. It is totally gross.
Level 6 Benefits
Command Undead: You can speak to the fragments of lost souls still clinging to undead flesh and understand their pain. Undead creatures lose their 'Mindless' ability when you speak to them. They can hear and speak with you, regardless of their original known languages.
Once per phase, you may make a Will test versus an undead or demon target’s Nature. If successful, the game master reveals one of the following, adding one where necessary: creed, a trait or the last injustice perpetrated on the target. This test does not cost a turn.
Seventh Gateway: Increase your Urdr by one.
Level 7 Benefits
Expert: Increase your rating cap for Butcher, Healer, Ritualist, or Laborer from 6 to 7. You may advance the chosen skill to rating 7 with six passed tests and five failed tests.
Leverage: You have dug up a lot of dirt on a lot of people. Increase your Precedence by one. Also, you possess the Leverage weapon (+1D Attack) in convince conflicts. To use leverage, you must have something over your target—a secret, a threat, a need, etc.
Level 8 Benefits
Demonslayer: Increase your Might by one when contesting with spirit, demon or undead type creatures.
A Life in the Shadows: You suffer no penalty for dim light and only -1s in darkness. You can act in darkness without conflict restrictions provided you can smell, hear and touch.
Level 9 Benefits
Heroic Ability: Choose Will, Laborer, Ritualist, or Summoner. The chosen skill becomes "heroic". When rolling, 3-6 indicates a success (rather than the standard 4-6).
Transformed: Change one Nature descriptor to Re-Animating, Flaying, or Exorcising. You may use this benefit to replace a lost Nature descriptor.
Level 10 Benefits
Reanimator: If you spend a Persona point, you can bring back the dead. Remove the dead condition from a companion or fellow adventurer, follow the procedures, and pay The Terrible Price (LMM, p.94). The graverobber pays the Persona point and makes all relevant decisions.
From Beyond: When you have the Dead condition, you may still make tests.