Session Zero Heroes - A TTRPG Actual Play Podcast
Check out the episode here! And check out the Daggerheart system here!
Speaker A: Welcome, everybody, to an extra special episode of session Zero Heroes, where we are going to be discussing the brand new daggerheart RPG system from the creators of critical role and all the amazing stuff that they do. We now have what is called Daggerheart, which will be, from what I understand, the TTRPG system that they will be using for their future shows. for the most part, so very exciting brand new RPG system by the amazing team over there. we're really excited to kind of dive into it. And we are at a point now where we're allowed to share what we got to see. We got a little bit of, like, early, I don't know, Cameron, what would you call access? Yeah. Okay, thank you. Early access, to get to see.
Speaker B: It, but we all had to sign.
Speaker A: NDAs because it was very secretive. so we got to test it out a little bit. But now it is time that we are allowed to share it and share what we find. Let me introduce who's at our table. So to my left, we got Jackson. Jackson is. Or Jack, I don't care. Jackson has been involved with our criminals. Violet Numis, he plays Dez, our beloved Kinku Ranger. To my direct forward, we have Cameron. Cameron. We all know Cameron from a number of projects, whether that be playing as Bill Dor in benders and bruise. He plays as fizzle fingers, aka Roric in the criminals, Violen numis. And he's also run the monster of the week campaign that we did so far. One of them. Music, mayhem. He's run or not run. He's also been in the dilly Dunkers. One shot that we did. So a lot of stuff from Cameron.
Speaker C: Quit doing stuff.
Speaker B: That's what I tell Skylar. Save some room for other people.
Speaker A: He's accessible.
Speaker B: And then he's like, I tried asking everyone else. They're all busy. And I'm like, you are my last choice.
Speaker A: His section on the website with the credits is just ever growing into accessible. It's hiding everybody else's stuff. I need to put Cameron's listing at the bottom because it takes up so many scrolls.
Speaker B: At this point, I think the third campaign is probably going to be dm'd by me.
Speaker A: That would be pretty dope. Maybe you can run daggerheart.
Speaker B: Maybe daggerheart campaign. If I find a nice system or something. Or something that falls into.
Speaker A: Yeah, absolutely. And then to my right, last but not least, we got Dave, who you all know as Guohan from benders and brews. And, also maki from criminals. Violent numas.
Speaker D: Yeah, that's a character.
Speaker B: Those are both characters.
Speaker A: Awesome. And today we are going to kind of walk through. So currently what we have so far from the people over at Daggerheart is the character creation process. As of when this episode will be posted, I believe they're releasing the sort of starter rules and everything else. Currently, all we have to work off of is the character creation. So we're going to walk through what the process looks like of creating a character within the Dareheart, RPG. We're going to discuss maybe some of the similarities to other RPGs like Dungeons and dragons. I think that there's kind of like the storytelling element that kind of gets copied over, not copied over, similar sort, of inspired by. From like powered by the apocalypse games. There's a little bit of that in there, and we're going to make characters, so that'll be fun. We don't have a huge amount of knowledge on the full official rules, so there are still a couple of things on the character sheet that we're not 100% sure on how they work, but we'll try to maybe theorize a little bit or just discuss what we might know or what we'll get to find out, I suppose, once the time comes. So, anyways, starting things off, I've got this nice big character creation sort of checklist here that kind of helps walk people through the entire process. So the first step on that process, and you guys have all kind of had a second to look over some of this stuff, but the first thing is choose a class. So there's a whole bunch of classes to choose between, and I can go through those here really quick. very similar to dungeons and dragons classes. So first off, you're going to have your bards. You're talking about, like, performance magicians. Druids are much more nature based magicians, per se, mage classes, if you want to call them that. They can also shapeshift into animals, which is always fun. And that is something that you get in daggerheart. Guardian, Guardian is sort of like your kind of a fighter, paladin kind of cross between the two. So you're going to be high armor, doing some melee attacks, not really magic focus too much, but there's a lot of diversity within the subclasses and abilities that you're going to get with your character, in Daggerheart. So that's not to say that you couldn't do some magic and things along those lines. It's just saying that from a base level, this is kind of what you'd be looking at for this class, then you've got rangers. Rangers are your classic sort of outdoorsy experts, whatever you want to call that. Again, sometimes it's kind of got a magic theme to it. Sometimes it's a little bit more just fighting, rogues, classic rogues. Your thieves, your assassins, even sometimes pirates. All that kind of stuff all kind of factors into rogues. And what you could get out of that. Next up is Seraph. Now, Seraph is a very, different verbiage than any of the d d classes and things along those lines, the official ones, that is. So serifs are kind of like a crossover between somewhere in your paladin cleric range. So they've got kind of this religious connotation to them, m or organization connotation to them, kind, of based around a deity or some God or something like that. Then you got sorcerers, again, very classic, kind of, ah, sort of a natural magic in a sense. Wizards, are out there learning magic through the use of books and things like that. Sorcerers usually have kind of an innate magical capability within them from something. There's a lot of different opportunities or a lot of different reasons why they have it. Warriors, classic, kind of barbarian fighter esque. You're going to be running in there. You're going to be swinging swords, axes, whatever else. And then finally, wizards. Wizards are also very classic. You're going to be your nerdy spell casters is the way I like to look at it, reading up on books and spells and learning new magic and being able to cast it from. So, anyway, that's, that's a lot of me talking and a lot of me going over the classes, but let's look at each person and kind of get a little bit deeper, look into those classes based on what they took. So, Jackson, what do you got?
Speaker C: I went ahead and, picked up sorcerer just because I'm in the mood for something similar to a warlock. Yeah, figured that sounded pretty similar.
Speaker A: Awesome. So tell me a little bit about sorcerer. what do you kind of have as far as what's on the character sheets or kind of what is the description that it has for sorcerer, which I think is on the top of the second page there? Yeah.
Speaker C: well, let's see. The description for sorcerer says, as a sorcerer, you were formed and shaped by the will of the arcana, and you have learned how to wield that power to get what you want.
Speaker A: Get what you want.
Speaker C: They have some suggested traits, it seems like, whereas in the DNd five ebook, where it lays out, like, hey, this is a quick way to build this character right there on the character sheet. This has this suggested easy, quick character build, with descriptions of what you could wear, what a typical sorcerer wears, what's typically in their inventory.
Speaker A: Kind,
Speaker C: Of in the center of the description page you see questions about your background and your connections, which is great when building a character. Actually, I feel like most of the time when I, am making a character and I play a few sessions of said character, it falls flat because I failed to create a solid background, for my character. And let's see what's down there at the bottom. shows what a sorcerer gains at certain levels.
Speaker C: level. Do we start at level two?
Speaker A: So you can start at level one, and then when you get to. So this is kind of something that powered by the apocalypse usually does with their character sheets. So when you level up, they give you options that you can take and you just cross out the little box next to it to say that I took that option. it can be so like reading through some of them that are on your sheet. Permanently add one hit point slot. Permanently add one stress slot, increase your experience by one, so on and so forth. These are going to be permanent, either abilities or stat upgrades or whatever else that are going to kind of strengthen you along the way. they're a little bit more broad. in some power by the apocalypse games, you're going to have specific abilities based on the class that you're playing. And these definitely have that, don't get me wrong. but it's not so much like in DND where you have to go reference the class that you're playing and look through. At level three, you're going to get these and you're also going to get one more spell slot. And you're also going to roll your hit dice and you're going to add, you have a lot of customization options because of the fact that you're not really limited to a specific path. You get to just m mark off, some sort of benefit to your character.
Speaker C: Yeah. And rather than going back and referencing a book all the time, which is right, it's fine. I really love to have a physical book search through when it comes to DND, but being it just at the bottom of my page, if I forget to take a note, it's already printed at the bottom.
Speaker A: Exactly. And that's something I really like kind of nice in DND, and I'm not dissing DNd by any means. but in DND, they put such small sections for your features and traits, and between your racial traits and your class traits and subclass traits and your background traits. That's a lot of stuff to try to write m in a little section on one page.
Speaker C: I know a lot of people are, but I'm not a notebook keeper.
Speaker A: Right.
Speaker C: I love to collect notebooks. I've got a ton of empty notebooks that I'm like, this cover was so cool. I'm going to use it for DND, like a little nerd, right? but I don't ever. They're all empty.
Speaker A: You have every opportunity, just no initiative to do. Dave, you're more of our notetaker guy, and just about everything we play, I feel like you're always the guy that. I mean, I'm looking at your notebook right here at the table.
Speaker C: I don't see anything in that notebook.
Speaker A: Oh, that's true. It is blank, right? Ready?
Speaker B: Visible ink.
Speaker A: very fantasy, very secret. Mysterious. Awesome. So, okay, cool. That's a great overview. I appreciate it. Of the kind of just the sorcerer. I wanted to mention, since you brought it up, so there are traits just like in d. D. Normally, you'd have your strength, dexterity, intelligence, wisdom, charisma, and constitution. I got them. then, you know, you'd have numbers in there similar to that in daggerheart. You have agility, strength, finesse, instinct, presence, and knowledge. And then under each of those, it kind of gives you those, specific skills that that trait would get rolled for. But the cool thing about it is you don't have to be proficient in specific skills. It's sort of an overarching plus, whatever number that you're. Or minus. I guess if you're not good at it, that applies to those skills. So you're going to roll whenever your DM says, if you're trying to pick a lock, right, your DM is going to look at those skills or the traits, and they're going to see that under, finesse, you've got things like hide, tinker, control, and they would probably say, okay, that sounds like the right trait for picking a lock. So then you would roll your dice on finesse, or add finesse, and then that would be your final roll, essentially. And I think there's a couple of other things that will kind of affect that as well. but whatever case, that's the base. So you had mentioned that on the bottom of your character sheet, or rather, on the second page, it kind of has suggested traits. So everybody's playing off the same traits. You don't roll for your traits, and then one guy has, like, super high, just across the board traits while somebody else just happened to roll low, and they're kind of screwed. Basically, this one, everybody's working off the same set of numbers, which is minus 10, zero plus one plus one plus two. So everybody's going to get that same set of numbers, and they're going to distribute them m among their stats. so, like yours said, it kind of had suggested ones for the sorcerer to kind of help you out as far as kind of just a base concept sorcerer works. But of course, you're not limited to that. You can put them however you want based on what character you are personally trying to create, which I think is really cool.
Speaker B: I do want to say one thing I find interesting is looking at the six choices, because you have your traditional DND, like strength and charisma. But the big one I'm noticing is instead of charisma, they put presence, which is a thing I've always thought about with DND, because sometimes you meet people that aren't really the most well spoken, but their presence alone is bigger factor. So think of your big, hulking brutes. If they say they want something, they might not say it in the most charming or elegant way, but someone will still do it really quickly because of their presence alone, basically. So I do like that the presence is a little more open because my dream DnD character I always thought of doing is a rogue, but just like, it's a Goliath rogue who literally just is like, give me your money now. That's how they steal, because they're part of the thief guild, but instead of, like, pick poggety meal, they literally just are, give me your money or I'll beat you up right now. I always thought that'd be an interesting character. I'm like, how would you make that in DND without home brewing kind of stuff?
Speaker A: Right.
Speaker B: Making them just charismatic doesn't fit what I'm going for. But strength is what makes them a rogue.
Speaker A: And that's always been a big debate, too, where intimidation is a charisma trait in dungeons and dragons, but it doesn't.
Speaker B: Make sense with barbarian intimidating.
Speaker A: Exactly. If the barbarian comes in and he's butt ugly and he has a minus four to charisma, but he's got, like, an 18th strength, if he starts popping his knuckles at you, that's intimidating. Exactly. And I know a lot of DMs, they're like, how are you using intimidation? And then we'll adjust the skill on that. But this one, it just puts it in there as presence. Presence is a little bit more of a broad concept. What. What do you look like when people look at you immediately? What are they thinking? And if you're a big, burly guy, they're thinking, oh, I probably don't want to mess with him. Yeah, no, I'm glad you pointed that out. I think that is a pretty cool mechanic. So, Cameron, out of curiosity, what class were you kind of leaning towards?
Speaker B: Well, I was talking about this earlier before we started recording with you guys. And I was saying I'm not sure if I should grab. Like, I'm notoriously known for playing my martial classes. I love playing warriors and barbarians and just, fighters and barbarians and just playing those, right, absolutely. But then at the same time, I was like, should I pick a class that I'm not as familiar with? And then I was thinking, you know what I really want to see? I want to see there is one class that's notorious in d d Pathfinder, RPG systems that they just cannot get. Right, because it's this, like, what is it? And that is the Ranger.
Speaker A: Right? What is the Ranger? Right?
Speaker B: Because everyone's trying to recreate strider. They're trying to recreate Aragorn, right? But they're like, what is it? Because it's not all druid, it's not all fighter. It's this weird, like, they're good at tracking. What is that? What does that mean? So I wanted to see how did they take on Ranger? Because it's one of the biggest big problems that d d and Pathfinder have kind of fallen into. How do you perfect Ranger? Like, it's the only class that d d had to make a whole remake of. It's true. Because of how poorly made it was. So I want to see how they learned from d D's mistakes.
Speaker C: Have you. Absolutely.
Speaker A: So you're going to take that ranger. Tell me a little bit about how they describe ranger in daggerheart. Yep.
Speaker B: It says, as a ranger, your keen eyes and graceful haste make you indispensable in tracking down enemies and navigating the wilds. Okay, so, yeah, very strider like.
Speaker A: Yeah, very strider like. Very. Yeah. And it'll be something, interesting to see because I know, like, you kind of alluded to the idea. Know, how much is that sort, tracking. I mean, tracking definitely could come into play. But I know, like, the original ranger class talked a lot about. You had favorite terrain and stuff like that. And it's like, who cares?
Speaker C: You step out of the city gates and you are suddenly in a forest, and the ranger just gets really excited.
Speaker A: I'm home to shortchange the DMs out there that are writing up, like, trade routes and, economic complexities into their campaign. Those are the kind of people that are definitely probably putting you guys exclusively. You are on a grasslands terrain moving uphill at both ways. Yeah, exactly. Something along those lines. But for the average Dm, oh, my gosh, that's a lot to kind of try to have to keep track of and create and all this other stuff when you're doing 100 other things. And so, yeah, it's nice to kind of avoid that and see. And I think there's another aspect of this that I should probably preface, which is in dagger heart, there's a very much heavier. I, would say that it's a little bit more story over numbers than d d is. D d is very, like, everything is kind of listed out. It's got a plus or minus to the stat. It's associated with something you're going to add or subtract from your dice. your range is this amount exclusively. And if it's past this amount, you're going to take disadvantage, on the attack things along those lines, whereas looking over the character sheet and things, there's definitely a decent amount of that, but there's a lot of things that are going to be more storytelling focused. And if it can be justified within the narrative of the game, then it could count towards a stat, or it could just broadly be considered like, oh, yeah, you succeed at that because it just makes sense that your character would know how to do that or be able to do that. So that kind of helps with the ranger situation of, yeah, of course he knows how to use the terrain around him. He's a ranger. That's what he. And with the concession of, like, he's never experienced the desert before, so, yeah, now he's a little bit out of sorts. He doesn't know what to do here. So maybe he'd take a disadvantage on something or something along those lines. But, like, for instance, gold, I'm looking at that right here. So gold isn't measured by a specific number. Gold is measured by just kind of a broad concept of amount. So you've got multiple slots for handful, and then you have multiple slots that are filled in under bag. So you'd have bags of gold. Right. Then you have chests of gold, then you have hordes of gold, and then you have a fortune. Right. And so when you're playing the game. And you want to buy something. Right? I might have four X's on handful of gold. Right. So I have four handfuls per se. Right. And then the DM says, well, what do you want to buy? And you're like, well, I want to buy the spear. And he says, okay, spear is probably going to just cost you a handful of gold. So then you just erase one handful of gold. It's not like, yeah, exactly. It's not like I have exactly 325 gold. Right. And I need to subtract 32. And then you're sitting there running the math or whatever the case and trying to adjust it.
Speaker C: And not to mention things like silver.
Speaker A: Yeah.
Speaker C: And copper or whatever.
Speaker A: And nobody wants that. To keep track of that. And the DM sitting there trying to come up with pricing for things because a lot of things aren't exclusively listed. And even if it was, who wants to go through 20 pages of inventory and economic existence?
Speaker C: Just kind of right off the bat, I can already tell that there is going to be less math.
Speaker A: Yes.
Speaker C: In this by far. just the fact that you only are getting, what you get, you get two plus ones, two zeros, one minus one, and one plus two.
Speaker A: Ah.
Speaker C: To literally all of your stats. There's no. What does five e go up to? like a plus five.
Speaker A: Yeah.
Speaker C: Max stat. and if I roll a 20 and, oh, I got to see if I have a plus five to it. This is a lot simpler. already right off the bat.
Speaker A: Exactly. It's just a lot. Yeah. More simplified and less math. Exactly. Which we all appreciate.
Speaker C: I'm excited.
Speaker A: Unless you're a big math person, I guess. But whatever the case, unless you're a nerd. Unless you're a nerd. And in which case, why would you be playing a role playing game in the first place? Yeah. All right, Dave, what class are you deciding to take?
Speaker D: So I kind of had an idea for a character. So I picked the rogue. Try to see if I could work that into it. But also I picked the rogue because each character has two keywords underneath their class. okay, so the rogue is keywords are midnight and grace. And from what I understand, you share, like, card decks with, class abilities. so I wanted to see how it worked out. If I chose a keyword that was the same as a party members being Jackson's, he has sorcerer, whose keywords are Arcana and.
Speaker A: Ah. Ah. Okay. So, yeah, you've got that midnight. So, yeah, I'm glad you brought those up. So those are domain cards and domain cards kind of are like, if you took a subclass within DND, and then even within that subclass, it kind of split into different paths within that that you could take. That's kind of what the domains are. So in the domain deck, there are a number of different domains to choose from. I can go through those really quick. you've got codex, blade, bone, arcana, grace, valor, midnight, sage, and Splendor. And then each class has underneath it the options that you can take. As far as these domain goes, you don't have to take them all. Like, if you have the sorcerer, your domains are, midnight and Arcana. You don't have to choose Arcana and just take two Arcana cards, which is what you would get at the, kind of later on down the process of character creation. You're going to take two domain cards. you don't have to take two Arcana. You could take an Arcana and a midnight. You could take two midnight. Whatever combination that you want that kind of helps guide your character in the direction that you want to go. And if you share them with another character, as you mentioned, Dave, you kind of have to come to an agreement with the other player that's sharing it with you. Like, if you both want the same card, that's not a problem in and of itself. You can just print another card, and both have, you know, depending on how you want to play it, if you really want all the characters to be different from each other, you might choose who's going to get that card and who's not, and have to take a different card.
Speaker C: By the way, was that mentioned? This is not like a deck of cards that you buy per se. It's one of those print and yourself.
Speaker A: Exactly. Or just reference it or whatever the case. Yes, exactly. So this all comes with the character and the base rules and stuff like that. but yeah, it's a really cool concept and it gives you abilities, is what the cards do. So that's one thing that I mentioned before was the little tiny sections of your character traits and your abilities and all this other stuff that, like dungeons and dragons has you try to fit into those spaces in daggerheart. A lot of these abilities and capabilities are cards that are just going to be sitting right there next to you, easily accessible to you and your character, so that you can quickly reference them, which I really like because I have never been able to get them onto the DND page, the character sheet, without having to shrink that font size down to like four. And then I can't read it. So then it's kind of pointless. especially when you start hitting like level. Awesome. So and then did you want to give me a description there of the rogue? Like how they kind of have it written out? Dave?
Speaker D: So as a rogue you have experience with sidestepping the law and dealing with the underbelly of society, preferring to move m quickly and fight quietly.
Speaker A: Quietly. So kind of, yeah, like that classic hidden in the shadows kind of rogue type character. Awesome. So that's everybody's classes. So we've all chosen a class, which is the first step. And I know we talked a lot, I think the rest of it will move a lot quicker since we've talked about a lot of the aspects of the character sheet along the way. So moving on to subclass. Cameron, you have the, remind me again, Ranger. Yeah. So which subclass did you go with?
Speaker B: Well, see the two subclass choices you have as a ranger is wayfinder.
Speaker A: Right.
Speaker B: Which is basically you're using your agility to well you're using your abilities to just be, well it says apex predator straight on. Just be really good at the martial skills of it.
Speaker A: Right.
Speaker B: But when you get the, I'm not going to choose that one. I'm going to choose their second subclass option. Because when you get the ranger, when you get the ranger class, you don't get two papers like the other one. You get a third one because you get a whole companion, which is what the subclass does. Calls beastbound.
Speaker A: Nice.
Speaker B: I have an animal companion.
Speaker A: Awesome.
Speaker B: of my choice. And at the GM's description, of course, take the ranger companion sheet. And whenever you level up your character I also choose a level that is on my companion sheet. So my companion sheet has levels of training on top of, I will be giving them traits and all.
Speaker A: Oh, very cool. Okay. And those are like sneak, climb, strike, scare, run, fly, lead, swim. All things that kind of an animal or beast could be capable of and good at. And then they have, we'll get into it here.
Speaker C: Having an animal that advances and levels up with you is so much more interactive than just the animal companion of five E. Right. That's really cool.
Speaker A: Yeah, that's really cool.
Speaker B: And from what it looks like, and we don't have the full rules here, but what it looks like with the companion is I have all those things that Skylar read the eight traits and I'm going to assume that I'm going to get one at the first level. And then every time I level up I'm going to add more skills to them as well. and on top of that, it shows for training whenever your character levels up, also choose one option for your companion from the list below and mark it.
Speaker A: Right.
Speaker B: So there you go. Yeah, I see it now. So you get one companion trait to start, and then two of those level ups is there's called intelligent. It says, I choose an additional companion trait. So my companion will have up to three of these traits, right, from sneak.
Speaker A: Climb, whatever, which would be really cool to be able to kind of level up alongside your creature. I mean, they've got a damage dice thing, they've got stress, which is kind of a stat that we don't know a whole lot about in this game, currently without the complete rules, but it has a stress meter as well. So, yeah, while you're leveling up and you have all those options at the bottom of your second page to level up your character, you also have options to level up your beast companion as well, which is really cool.
Speaker B: Like you said, jack, I'm also going to add just a little side thing that I think is really cool. That when they designed the companion sheet, they designed it. So it only takes up two thirds of the page.
Speaker A: Right.
Speaker B: The main page under you, plying page underneath of it. And so it doesn't take up as much room to have them side to side.
Speaker C: You can always reference rather than just reference.
Speaker B: It's right there. You don't have to flip a page. It doesn't take up, as much room because your main paper is covering.
Speaker A: A third of it. Exactly. They really thought through the design. the design of the character sheets is really cool.
Speaker C: Right.
Speaker A: If you get a chance to, once, everything's kind of released, they should have a link out there for you to go download it. It's pretty neat. So, Jackson, did you figure out the subclass?
Speaker C: Yeah, you know what? they're pretty easy to understand. the sorcerer at the moment has two subclasses, one being elemental origin and one being primal origin. the primal origin, which is the one I'm not going to go with. its description is your primal origin allows you to modify the essence of magic itself. After you cast a spell or use a weapon that deals magic damage, you may mark a stress to do any of the following. And I'm going to assume that as a storytelling perspective, your stress meter is like, how much you exert, right? So, like, if I was a martial character and I wanted to leap a longer distance, I would mark a stress because I'm over exerting myself.
Speaker A: Yeah.
Speaker C: Rather than normal. I think you're very. As I'm looking at it and doing my own interpretation, seems like a very cool way to do that.
Speaker A: Yeah. it's kind of like taking fatigue in avatar legends, which we have a benders and brew series on. But anyway, sorry.
Speaker C: and so some of those actions are, you stress yourself by extending the reach by one range of your spell, adding a plus two to the action roll result, reroll, any number of damage, dice wild, by the way, or you can hit an additional target within range with the spell.
Speaker A: Okay.
Speaker C: so those are all actually pretty cool. But speaking of benders and brews, what I want to go with is the elemental origin. Which is your elemental origin lets you manipulate and shape a certain kind of element.
Speaker A: Yeah.
Speaker C: You choose one of water, fire, air, lightning, or earth.
Speaker A: Right.
Speaker C: and you can channel this element into unique, harmless effects. Or, you may also spend a hope, to describe how your control over this element helps the current action and either add plus two to the action roll, before making it, or plus three to the damage after to.
Speaker A: Help make sure you hit or to add some to you.
Speaker C: Either make sure you hit or you hit harder.
Speaker A: Yes.
Speaker C: Which is nice. And I think I would like to be an earth sorcerer.
Speaker A: Nice. Okay, so we got an earthbender, kind of. Listen, very cool.
Speaker C: I've got them square hands, every avatar, the last airbender. They're like, what bender are you by your hand? shape. And I'm like, earthbender, earthbender, earth.
Speaker A: Yes.
Speaker C: I don't know, it's all I see on the.
Speaker A: Yeah, so you got like these, earth kind of abilities and powers, very centered within the element, which I think is really cool. Like very avatar, the last airbender, but still nonetheless, very cool.
Speaker C: It's interesting that it says you can channel this element into a unique, harmless effect. So that just kind of leads you into, ah, some, storytelling while you're playing.
Speaker A: Absolutely.
Speaker C: Oh, I'm going to make this little earth goblin to go build a fire, a little earth golem over here.
Speaker A: Very sort, of like a prestige digitation or thermodogy where it's kind of those harmless little effects, but very specifically geared towards earth control.
Speaker C: And you don't necessarily need to worry about spending a spell slot.
Speaker A: Yeah, and that's also nice.
Speaker C: and here it's called hope. Use, ah, hope to help an ally or an experience.
Speaker A: Right.
Speaker C: Which all are kind of strange words to me at the moment. I'm not an entire.
Speaker A: We'll figure those out along the way. Exactly what does Avatar, the last Airbender, Dungeons and dragons, horrifying monsters, and a group of weirdos all have in common? They're all featured in the Session Zero Heroes podcast. That's what at SCH, we collaboratively create stories from a variety of tabletop role playing games, such as Avatar Legends, which is set in the world of Avatar, the last Airbender, and Legend of Korra, or the most well known TTRPG dungeons and dragons, the spooky monster of the week, and so many more. If you're a fan of unexpected twists and turns as a team of players creates characters thrown into insane worlds of the dungeon Masters creation, then this is the show for you. Come join us on Spotify, Apple podcasts and everywhere else. Podcasts can be streamed, including our website@sessionseroheroes.com, and be sure to follow us on Facebook X, Instagram and discord for all our news and announcements and to become part of our amazing TTRBG community that we're building. You won't want to miss out on session Zero Heroes podcast, so check it out today. And then, Dave, you're over here with your rogue. Which subclass did you feel a calling towards?
Speaker B: Right.
Speaker D: So I had a couple options for rogue, night Walker and syndicate. So night Walker is jumping through the shadows, kind of disappearing. and syndicate is like who? You know, like, if you enter a town, it says, well, this is one I'm picking, so I'll read that. Okay. When you arrive in a heavily populated town or city, you know somebody that calls this place home, give them a name. Note how you think they could be useful and choose one from the list below. And there's like options like they owe you a favor or you left on bad terms. because that could be an interesting option to create story, enhance it for yourself personally. Work with the DM to build the world a little bit.
Speaker C: Everywhere I go, somebody owes me a favor.
Speaker D: Everywhere I go, somebody owes me money.
Speaker C: Remember that time I gave you my left sock repair?
Speaker B: Both. And the mobile interest.
Speaker A: Very cool. So you're the guy that always knows somebody. He's always got a guy. You guys walk into a town, you're like, oh, man, we broke our cartwheel. You're like, I know a cart repair guy.
Speaker C: It's just turning into pond stars. Let me call an expert.
Speaker B: That's true.
Speaker D: But it does say heavily populated. I suppose it's not every little podunk, right?
Speaker B: More cities like, oh, yes, I know.
Speaker D: The magical item salesman. He owes me a favor.
Speaker A: In the middle of small town, there's.
Speaker B: Like, eight people that live here.
Speaker A: Very cool. Very cool. I love it. I think that's a really cool, sort of. And that's the thing with rogues. The diversity within rogue in and of itself is just so massive. Right. Like I said before, I mean, you got everything from your kind of, like, ninja or assassin or thief or pirate. I mean, all of that kind of stuff gets encompassed in here, so it is really hard to just sort of narrow things down along the way, without getting too specific or something like that. The character creation opportunities are pretty unlimited, and so I think this is a good way to keep things broad while also kind of helping you specialized in a specific area, so. Very cool. Very cool. Awesome. We'll move on to number three. Number three is you're choosing your heritage, and heritage comes in two parts. So you have your ancestry, which is sort of like your race or your species, and then you're going to have your community, which is kind of like where you came from. Right. Sort of. how did your upbringing affect what you kind of became or turned into or how your character kind of developed into whatever it is? Right. So looking at races, or the ancestries, as they call them, anything you could think of within dungeons and dragons is probably in here, plus some extras. You've got clanks. Those are like your, war forged, and those are pretty sick daemons. It's, demon with an a in it. it's kind of like your tie flings. You've got dracona, which is like your dragonborns, right? You got all those. A couple that I noticed that are really cool. So you got fungrill, which is sort of like a fungus. Say fun girl. Yeah, it's a fun girl.
Speaker B: You can play a fun girl.
Speaker A: Fungal, which is sort of like a mushroom species. you've got. Let's see what else is in here. Okay. You've got katari, which is sort of like a kitsune esque sort of fox person or cat person. it does specifically say feline, but I think you could probably fit kind of more of a fox, a lupine, something to do like a dog person. If you could even do a dog person.
Speaker C: Yeah, this is your.
Speaker A: This is exactly. I think there's a lot of options in there that you could kind of create yourself. Samaya, I think, is how you pronounce that, which is like a monkey person, which I think is really cool. you've got a ribbon, which is a frog person. So they definitely took some cool animal concepts and they threw them in there. And the cool thing about the racial or these ancestry options is that there really isn't a limit to them, honestly. It comes with the name, the description, and one feat or trait or whatever. Right. It's not like within dnd where your, stats are going to get an increase in a specific way. You're going to get, like, three to five different traits. It's going to tell you about your age options. It's going to tell you about all these other factors. It's very simple. So it really opens the entire, an insane, huge world up to making some homebrew ancestries. It's like the easiest thing in the world. But, with that being said, we're going to try to stick with the, ancestry options that are afforded to us currently with what, daggerheart gave us. So starting with, did you, what did you decide to pick?
Speaker D: So I went with the ribbit. So let me say my character idea is kind of inspired by Kiro from one piece. That's kind of popular. See, maybe some of you have seen that the, live action. So Kiro is the pirate captain, the former captain of the black cat pirates, who is now a butler or servant at the rich girl's house.
Speaker A: Yeah.
Speaker D: So my idea for this rogue was that he would be, Perhaps he has a past, like in some of the syndicate connections. Maybe he was part of a larger organization at one point, but now he has just been going from town to town or large city to large city and tricking rich, families to hire him as a servant and then eventually stealing from them and skipping town.
Speaker A: Nice. I like it. And I like that you have kind of like a character example that we all. I feel like a lot of people would know. I know. I definitely remember him.
Speaker D: Right. so, Ribbit, why did I pick a frog person? Well, I guess I'm thinking a little bit of over the garden wall. There you go. One of our favorite episodes of that show was the frog episode, the Frog boat. But there were frog butlers, and that's kind of what I'm thinking of.
Speaker A: And the president.
Speaker B: They met the president, too. That's right. They met the president.
Speaker A: So interesting thing about the ribbon. So it literally is a frog person, for all intents and purposes. And then, Dave, you get two, sort of, ancestry abilities that kind of come with it.
Speaker D: These seem very, Yeah, two abilities where some of these appears, they only have one.
Speaker A: Right.
Speaker D: amphibious is the first. You can breathe and move underwater just as easily on land.
Speaker A: Awesome.
Speaker D: And then the other one seems pretty fun. Long tongue. You can use your long, powerful tongue to grab onto things close to you. You may also mark stress to unleash it as a close weapon that does d twelve physical damage.
Speaker A: And I just want to emphasize on this, and technically speaking, when it comes to dice rolls, rolling a d twelve isn't always that much better than rolling, say, a d eight plus a modifier. Right. Because you could still roll low on the d twelve. But I do want to mention the fact that looking at some of the weapons in here, usually the standard is d eight. And then there's a few of them that do d ten s. And there's one weapon, a Warhammer does a d twelve. So to think that your tongue is capable of basically being on par with a warhammer is hilarious.
Speaker C: It's just a fist in your mouth.
Speaker A: Yeah, exactly. And I'm just imagining, for the normal usage of it, you're just pulling the, like, jar jar Binks, using his tongue to pick up the little fruits at the table. And somebody in your party's just getting really annoyed with you. Cameron, tell me about your ancestry that you picked for your ranger.
Speaker B: Like Dave.
Speaker A: Yes.
Speaker B: I immediately came up with a concept for my character immediately after I picked beastbound with my companion. I'm like, what do I want a companion to be? And I immediately thought, I think it'd be so funny if I did a retelling of curious George where I was this happy go lucky dude who just was wandering in the forest one day, and this monkey came out of nowhere and was just like, yo, I'm your friend now, and I'm not going to ever leave your side. And I'm just like, I don't want you to be here. But he kept following me, and now.
Speaker A: And Jack Johnson music kept upside down.
Speaker B: Started playing, like, okay. So years later, I'm still stuck with this guy. So I thought, what would be the perfect ancestry race to go with this? And I am shifting. It's not a monkey, okay? Rather, my little guy, a, halfling, was going out on a halfling adventure, and he was making himself a bowl of stew. And while eating said stew, he turns and sees a giant orange orangutan just standing next to him and just going. And he's like, what do I do? So he just kind of holds out his bowl for the orangutan, and the orangutan grabs the bowl and drinks it and then holds it out for him. And he kind of just kept refilling it. 2nd, third, and, well, seven years later, him and his orangutan have been going on cross whirlwind adventures. Because the community I also picked was wanderer born.
Speaker A: Oh, okay.
Speaker B: My guy, he was born into a nomadic, halfling tribe that always kind of traveled around and for his reason why, we can get into that in later backstory stuff. But he went out on his own because he's more of a loner kind of personality. And through traveling alone, he ran into his orangutan friend. And this is where he is now. So he is an ancestry halfling with the community of Wanderborn. And now I'm going to read them just so the audience. Yeah, halflings. Very similar to d d, though. little lucky. At the beginning of each session, give everyone in your party a hope.
Speaker A: Whoa, that's pretty big.
Speaker C: Wow.
Speaker B: And then you may always reroll a one on a hope die if you do, take the new result instead. So you always reroll one. So a halfling cannot roll one on a hope roll pretty big.
Speaker A: So kind of similar to the luck feat.
Speaker B: Very similar.
Speaker A: But dungeons and dragons, I would say.
Speaker B: Stronger because that's only on a D 20.
Speaker A: Right.
Speaker B: And you only, get it once. And if you happen to roll back to back ones, well, you're stuck with it this time. It says you always are rerolling if it's a one.
Speaker A: Right.
Speaker B: And it's a d twelve, so the chances of one is a lot higher. So that's pretty good, right? As for Wandererborn, it says a nomadic pack. So I have a nomadic pack to add to my inventory. And then once per session, I may spend a hope to just reach into my pack and pull out any common item that I think is just the perfect thing for the situation. As long as it's not too crazy. The Gm m approves of it. So I think it really fits with my character is like this halfling literally just wandered around everywhere and just happened to have the perfect thing to make an orangutan best friend.
Speaker A: Right.
Speaker C: I pull a hot bowl of soup.
Speaker B: Out of my back, just magically keeps pulling bananas out. This is the best guy I've ever met. I can imagine the orangutan walking behind my guy and just pulling stuff out of my.
Speaker A: I freaking love the idea that, I mean, it's a half leg. So this orangutan is very probably bigger.
Speaker B: He's like three sizes bigger than.
Speaker A: So it's like little dude with big best friend. Kind of big dude. Exactly. Yeah. Ah.
Speaker B: A reverse it would be the flip. Oh, this is my little body.
Speaker A: I love it. I love this character idea so much. This is fantastic. Dave, did you want to mention which, community?
Speaker D: Yep. I think it only makes sense to go with the wild born community. so, I mean, it says you're part of a wild born community. Means you were raised by a clan deep within the forest. So maybe like a tree frog type thing.
Speaker A: Oh, cool. I don't know.
Speaker D: but the ability also goes well with a rogue class. Its ability is lightfoot. Your movement is naturally silent. Take advantage on any action roles you have. You make to move without being heard. You could spend a hope to also grant this ability to an ally in very close range of you.
Speaker A: So you teach them the dune Arrakis walk thing. This is how you don't summon, not worms. I mean, maybe it could be, but in this case, it's, just like maybe people or try not alert anybody. So very cool. Okay, cool. So raised in the forest, kind of very, like, elvish kind of a feel. And then, having kind of that silent nature that you've developed over jumping through the trees and running through the bush and all that kind of stuff. So very cool. Awesome. All right. And then Jackson, jumping back to this sorcerer that you're putting always when I.
Speaker C: When I build a character in d d, I always kind of think of, I almost think of my past experiences with the game, and I'm like, man, I kind of always want a jack of all trades, master of none.
Speaker A: Nice. Okay.
Speaker C: better than a master of one type of character.
Speaker A: Sure.
Speaker C: And so, for the sorcerer, I took, the orc ancestry. So the orc, race, which the description is orcs, are mostly recognizable as humanoids with square features and boar like tusks.
Speaker A: Now it comes back to those square features you were talking about.
Speaker C: They're already the perfect.
Speaker A: That's perfect.
Speaker C: and another thing that kind of ties in with that earthbender. You could flip this in a story way that I'll explain in a second. but their kind, of skill is called sturdy. And m it's whenever you should mark an armor slot, roll a d six, and on a five or more. So five or six, I don't imagine you'd add anything that. So on a five or six, you don't mark the armor slot, but still reduce the incoming damage by your armor score.
Speaker A: Okay, interesting.
Speaker C: Rather than my armor, I assume the armor slots are your armor taking damage. Yeah. and so rather than that happening, I'm just using my toughness or my rock like features, I summoned a rock armor to myself to kind of take the hit damage instead.
Speaker A: Awesome.
Speaker C: and being a sorcerer, my character is coming from the underborn community.
Speaker A: Okay.
Speaker C: and being part of an underborn community means that you are from the subterranean society.
Speaker A: Yes.
Speaker C: and they say it's typically, like, darker places, no real light areas. So they get low light living. And so when you're in an area with low light or heavy shadow, you, have advantage on roles to hide, investigate, or perceive detail.
Speaker A: Oh, you're the dark vision guy.
Speaker C: It's interesting because rather than just getting dark vision, you just have advantage on roles. and I thought it was interesting that it was on roles to hide. I don't know.
Speaker A: He's a sneaky dude.
Speaker C: Different than, dark vision in a way.
Speaker A: Yeah. A little bit more to it than just I can kind of see well in the dark. You can see well and you can hide well. Kind of a roundabout. I grew up in a place that's just constant dark and shadows. Right. There are things that come with that for sure. So awesome. Very cool. All right, so next up on the list, so we would do the traits. I don't think it really makes too much sense to go through these because, again, you can say that. I would say let's highlight the plus two and the minus one. So everything else is pretty, like plus one plus zero. It's not like a huge amount, but for whatever you guys chose, as far as your plus two, which will be kind of your primary highest stat, and then your minus one, something that you feel like your character wouldn't really focus too much on. Dave?
Speaker D: I was probably just going to go with the suggested traits for the rogue. plus one to agility. So sprinting, leaping, maneuvering. minus one to strength, lift, smash, grapple. Plus two to finesse, control, hide, tinker. Zero to instinct, perceiving, sensing, navigating. Plus one to presence, charm, perform, deceive, and zero to knowledge, recall, analyze, comprehend.
Speaker A: Perfect. Yeah, I think that fits that character. Well, I was figuring you were going to take that plus one to presence because I feel like that really fit your character's whole, I know somebody in, know that kind of sort of thing, and then, like, the sort of butler esque kind of side of things, so I like it. All right, perfect. Cameron, you got your idea on at least your plus two and your minus.
Speaker B: Yeah, I'm doing it right now, but I'm filling it. I was like, oh, but trying to think of what my character is. And I'm very much calling back to, like, curious George, man with the old hat. I'm in the half. I. As I said, it's been, like, seven years I've been with the Zorang tank, and it's very much like we've learned each other's strengths and weaknesses.
Speaker A: right.
Speaker B: My guy's biggest weakness is, well, strength. He is a teeny, tiny, weak little halfling. But the ring tang will just sometimes just pick him up and put him on his shoulders and just carry him across the country and stuff. But where he comes in the hand is instinct, and his instinct is his perceived sense and navigate.
Speaker A: Very good.
Speaker B: And as a nomadic ranger, I feel like he'd be amazing at that.
Speaker A: Just make sense.
Speaker B: He is just designed for tracking, exploring. Probably good at berry collecting and finding food. As we all know, halflings are great at making food out of anything.
Speaker A: That's right.
Speaker B: Natural mushrooms. Exactly. I'm going to put one in agility, though, plus one in agility, because that feels. It fits for the ranger class, on top of the fact that he's kind of probably had to get out some tight spots and stuff, and he's a quick little halfling. and then it would be another plus one and two zeros. I'm going to say zero, probably for presence, probably because he's lived away from no one, so no presence there.
Speaker A: Right.
Speaker B: and then his finesse, I'm probably going to say that's his other zero, just because he's never really needed much finesse. But, knowledge, I think, is his last plus one, just because that's all analyze, comprehend. That's just the stuff he's learned.
Speaker A: Yes.
Speaker B: He probably read a lot of books on his time. Just takes books and reads in his free time and stuff, and probably has now had to read up a lot on orangutans just to learn more about them. So when he's passing from town to town on his journeys, he probably sees if they have any books, and he swaps books with them.
Speaker A: Right.
Speaker B: I'll trade you a book for one of yours and something like that.
Speaker A: I like to think the first book that he went through for the orangutan thing was like, what are they allowed to eat and what would be poisonous to orangutan? So I don't accidentally.
Speaker B: And the first one just said, under no conditions. Feed them. Stew.
Speaker A: Awesome. All right. And then, let's see, Jackson, you've got your stats for your sorcerer.
Speaker C: Yeah, I also kind of just went with the suggested stats. highlighting the plus two being instinct, and the minus one being strength. Yes. I, feel like, as a sorcerer, these make sense, because as it says in the description, you were formed and shaped by the will of Arcana. And, that being said, a sorcerer probably uses Arcana to solve most of their problems.
Speaker A: Right.
Speaker C: And so never really the need for strength, but always has kind of a proficiency when it comes to navigation or sense or perception. okay.
Speaker A: And I was going to say, my one concern would be, is that I think everybody here took a minus one to strength. so, yeah, that'll be interesting.
Speaker B: We need a fourth member to our party. Hang on. You have an orangutan.
Speaker A: Jackson, for your character. I kind of thought, like, given the kind of earthbender or, the orc kind of background, I feel like most people's first thought would be, oh, yeah, it makes sense that he'd be the plus two strength. But I like what you said, which is I've never had to rely on strength before. I rely on my magic to do the strength for me.
Speaker C: So if Skyrim ever taught me anything is that orcs are very diverse people, it's not fair to be racist to them.
Speaker A: Yes. Try to pigeonhole them into warrior type.
Speaker C: They are all different types of people. We are beyond our stereotypes.
Speaker A: Exactly. I appreciate that. And so do the orcs.
Speaker B: Orc players.
Speaker A: Yes. Awesome. So number five in the process is set your threshold and hope. so basically, this is about your damage threshold. We're not going to go over this because this kind of delves into the more, like, stat base and rules that we don't technically have just yet. Basically, the way that that is is you have your damage thresholds and there are different levels of that. So you've got minor, major, severe damage, and then you have your HP. And so, as I understand, taking minor damage is going to deal different amounts to your HP versus major damage. Right. You're going to have, like, oh, some dude punched you versus you just broke your arm or you just got stabbed in the chest. Those are going to be different levels of how bad this damage was. Right. but again, we don't have a whole lot of information on what the rules are on that, so we're going to kind of skip over those for now and then. Otherwise, you have your hope, which we've kind of mentioned a couple of times throughout here. Hope is kind of like a. I almost want to call it when you get inspiration dice. So it's kind of along those lines where it's going to benefit you or your allies, by using your experiences as kind of a storytelling arc to give you additional bonuses to your stat rolls. Again, something that we don't have a whole lot of information on. So there's not really much point in us going over it. But it does say that regardless, you, take two plus hope at the start of your campaign. so there's that starting weapon. if everybody has just kind of a general idea, there are some listed in the equipment, but pretty much anything that you can come up with if you feel like your character would have just kind of a really interesting specific weapon, what would they have basically got you?
Speaker C: the pages suggested weapon is a dual staff.
Speaker A: Right.
Speaker C: however, I was thinking more along the lines of a spear whose head of the spear is more of, a sharpened gem in a way. So more is like an arcane focus in a way.
Speaker A: Right.
Speaker C: But also a weapon.
Speaker A: Yeah, I like it. That's cool. That's cool. Dave, what would your, rogue be running around with in his froggy tendency?
Speaker D: Frog hands. so he'd probably go with just the basic knife. Concealable. looks like the rogue still gets that sneak attack or melee attacks. So, that would benefit that. I don't know if this exists, but if I had another option for a starting weapon, it would be fun to have like a dart gun.
Speaker A: Nice.
Speaker D: If I'm going with like, I'm from a tree frog community, maybe I have a poison gland somewhere on my body.
Speaker A: That's cool. You're able to kind of refill. You don't really need, like, you could pick up any little pointy, whatever that fits inside your dart gun, but you poison it yourself and then you shoot it. That'd be cool. I like it. Awesome. And then, Cameron, with your ranger, what is he wielding? What's he running around with?
Speaker B: Can I dual wield?
Speaker A: Yeah, I think you to.
Speaker B: Well, as long as the weapon can be dual wield.
Speaker A: Yeah.
Speaker B: I have two weapons of choice.
Speaker A: Okay.
Speaker B: one is what? It's my walking stick.
Speaker A: Nice.
Speaker B: I just always have on me. But if I know I'm going into combat, I'm going to stash that walking stick and pull out the big guns. My frying pan.
Speaker A: Nice. I like it. I think we could probably homebrew the stats for just like a typical hammer and probably turn that. It's just going to be a blunt.
Speaker B: Both of them are just blunt objects because as is very clear with my character, my orangutan does most of the heavy lifting for me. And mind you, I should have said this, when I was doing my pluses and stuff. those stats, my companion traits, I read it and it says I get two of them at the start.
Speaker A: Oh, yeah.
Speaker B: Say the two I took for my oring tang was climb and strike because I felt like those were the two most obvious for an orangutan.
Speaker A: Right?
Speaker B: So he can climb and strike.
Speaker A: I like the idea that he could, because he is a primate, he could pick up a weapon if he wanted to and use it.
Speaker B: Probably be more proficient than I would be with a weapon. You're like, oh, there's a long sword there. here you go. Just hand it off to him.
Speaker A: He just wants the frying pan.
Speaker B: You're like, no, my frying pan. He's trying to grab my ladle, not because he wants to fight with it, but because he wants more stew.
Speaker A: Don't dirty my ladle, man. Awesome. Very cool. And then next up would be armor. So I'm just going to go through, because armor is pretty straightforward. You just have leather armor, you have breastplate armor, you have chain mail armor, and you have full play armor. And they all kind of either grant some sort of ability or just have a general armor score. It's very simple. So light armor is going to give you an armor score of three, but it also gives you a plus one to evasion because it is light. Breastplate armor doesn't give you any special abilities or anything like that. Gives you a five armor score. Chainmail armor, a, seven. But it's heavy, so it's actually going to subtract one from your evasion and then full plate armor, which is very heavy. It's going to subtract two from your evasion, one from your agility, but it gives you an armor score of nine. And basically, that's pretty much, like, almost spot on for DND. The more armor you have, the heavier it is, the more it's going to take away from your ability to kind of sneak around and do stuff like that. So that's pretty general concept. I don't know if we need to really talk about which armor our characters take. it's not the end of the world.
Speaker C: You know what I would like to point out, though, on the DND five e character sheet, it's a pretty big empty box, for weapons. I mean, typically you have your little two lines, primary, secondary weapon. However, here your primary and secondary weapon are, very big sections of a box, and there's no real room for, like, oh, I picked up this weapon over here, I picked up this weapon here, and I can just be like, oh, I'm going to equip this one out of my bag. You have a primary weapon, a secondary weapon, and there's a space for a weapon in your inventory.
Speaker A: Exactly. In case you want to switch out.
Speaker C: So you have three weapons, which I think incentivizes you. Like, if you stop in a town, you'd be like, I put this in my backpack, right? I would like to put it in my inventory weapon. So I'm going to sell my current inventory weapon to kind of balance, it out.
Speaker A: Yeah.
Speaker C: Because I would like this at my disposal.
Speaker A: And then you also have the same thing for armor, too. You have a regular armor that you have on, and then you have an inventory armor. And I think this is really nice in situations where maybe you want to switch to light armor because you're sneaking through an area, although, I don't know, somebody could make an argument about, like, okay, well, you have the chain mail armor, which is normally noisy and subtracting from your evasion. Just because it's in your backpack doesn't mean it's not making any. Right, there you go. Okay, so there'd be a potentially, like, good argument for that. But anyways, yeah, so you could switch between armors. Of course your armor class is going to go down.
Speaker C: Or change.
Speaker A: Or change, exactly. But it's nice to have the ability to quickly jump between those two. So I think that's kind of neat. Hey, everyone. Skyler here. Are you a fan of session zero heroes and the shows we produce or the characters involved, then you should check out our epic merch we have available online from shirts to stickers and everything in between. We've worked hard on creating a variety of designs and made sure to get your favorite characters on those products as well. Whether you're looking for broccoli on a hoodie to wear to the gym with you, or maybe fizzle fingers tote bag to stuff your ill gotten gains in, we've got you covered. Just head over to our website@sessionseroheroes.com, and click on our merch tab to see all the amazing products and designs that you can get. Now back to the show.
Speaker C: I feel like this just gives you more of an idea of how to be a broader character.
Speaker A: Right.
Speaker C: the starter guide kind of lays out a suggested primary weapon, but that list you showed me of all of the weapons kind of gave me an idea of a primary weapon and a secondary weapon and a weapon that I would probably put in my backpack just as like a kind of catch all.
Speaker A: Exactly.
Speaker C: Of course, I don't know. We don't really have the rules in front of us. I don't know what you necessarily start with, but if I could start by filling out all of those, I probably would.
Speaker A: So what it says in my character creation guide is that you can have up to two hands worth of active weapons.
Speaker C: Right.
Speaker A: So you could have two weapons from the get go. Yeah.
Speaker B: Like a stick in a frying pan.
Speaker D: What if I have a tongue?
Speaker A: He's got a third hand.
Speaker B: Whoa, Zoro, I thought you were playing a different one piece character.
Speaker C: I did see that up near the active weapons, there are, two drawn hands, and that kind of symbolizes, your hands in play.
Speaker A: Yeah.
Speaker C: So my idea of a spear, kind of. I went ahead and took the stats of a dual staff anyway.
Speaker A: Right.
Speaker C: just because it's essentially the same thing, but both of my hands are occupied, so I cannot have a secondary weapon in my active weapons box or a shield. There were shields in that list. but I could have a secondary in my inventory. Or if I went to a single handed weapon, I probably could have three weapons on my person. In theory.
Speaker A: Yeah, absolutely.
Speaker B: How big my frying pan is, it could double as a shield. That's true. Have you ever played pub?
Speaker A: Yeah.
Speaker B: I was just thinking, now we're dipping into orpheus.
Speaker D: Pan shot.
Speaker B: Pan shot. I'm just covered in pans.
Speaker A: So after starting armor, we go to number eight, which is take your starting inventory. this stuff is all listed underneath your character. You have different options, and there's also kind of like, things that you would normally have, kind of your classic adventures kit. You're going to have torches, rope, basic supplies, how much gold that you kind of start off with. And then it gives you a couple of options to kind of choose between. Again, this is just stuff that you'll look through with your character. You can kind of choose between, same thing kind of goes for character description, which is the number nine section on the character creation. So you're going to have, what kind of clothes do you typically wear? What do your eyes look like? What kind of build does your body have? So, on and so forth. So again, all this kind of stuff that's sort of more cosmetic, something that you get to choose between. after that, you have your domain deck. So that's what I kind of wanted to jump into next. So more cards that we're going to jump into. And this goes back to what we talked about kind of near the beginning or kind of in the class section, it was actually near the end of when we were discussing classes. Under each class, as we mentioned before, you have two kind of domains. for instance, the sorcerer, which is the one I got in front of me, has Arcana and midnight. So there are three cards for each, domain, and they give you all the level ones, which means they're going to be more later on. Right?
Speaker B: Yeah.
Speaker A: so level one for, like, blade, you have not good enough. You have retaliation, you have whirlwind. They're all skills that you get with your character. Now, they also have a little cost up in the top corner. We don't know what those are yet. they don't really list it in the rules that they've given out so far. And that's okay. That's something that we'll find out later on. But with each of your characters, you're going to take two cards total from the level one section of either of those domains.
Speaker C: Don't you have other cards to look for? Did you want to try and mix match?
Speaker D: I would pick probably either one of these and then this one.
Speaker C: Oh, got you.
Speaker D: You got to pick two.
Speaker A: Yeah, two total.
Speaker C: One from each or two from the other one.
Speaker A: Really? Yeah. You're not limited to only Arcana or.
Speaker B: Only you have these six traits to.
Speaker C: Choose from, which is also kind of cool. I mean, these are kind of, we don't have a whole lot of rules, but are these kind of laid, out, like your cantrips and starting spells?
Speaker B: These feel more like when you get a level up, every class gives you a level added perk, except if you go more spell casters, spellcasters typically are just like, sometimes just like levels. But from what it looks like, from how I was looking at it, it looks like each level. At level one, you get like the fighters get your martial class. At level two, you can heal.
Speaker A: Right.
Speaker B: At level three, you get to pick your subclass. It looks like at each level up, you're basically just adding another perk to your character.
Speaker A: Right.
Speaker C: Got you.
Speaker A: Which is really cool, because, again, it really opens up the options to stem out. And you're not limited by whatever subclass that you choose.
Speaker B: And I'm going to assume it's probably going to be like when you get to level two, you can take one of any level two within your two, or you can backward, back, go and take, like, another level one.
Speaker A: If you, as far as I know, there's no dual classing. There might be.
Speaker B: So there is multiclass.
Speaker A: Is there multiclassing when you're at level.
Speaker B: Five and an up, it says choose an additional class for your character, then cross out. So there is an option. We don't have these, but there is an option at five up where you can take an upgraded subclass. So I'm imagining one of these subclass. These are like my beastbound cards, Jackson's earth bending or whatever. They will have a back that upgraded side. And then you flip it and it goes to that. So this says, instead of taking that, you can instead multi class. And then you would choose an additional class for your character and then whatever that you would literally just take an additional class. So probably an additional subclass.
Speaker A: So very similar to in some of the power by the apocalypse games. One of the level up options that you have usually is you can take an ability from another playbook. So I think it's going to be very similar to that to kind of just again, even further diversify your character and kind of the direction he's going in. So, with that being said, what domain cards did you guys pick? Dave, I see you got two in front of you. Unless you're still looking.
Speaker D: yeah, I picked two. So first one is one of the grace abilities. Deft, deceiver. Spend a hope to take advantage on a role you make to deceive or trick someone into believing a lie you tell them.
Speaker A: Awesome. Which fits your character perfectly.
Speaker D: Other one is a midnight spell. uncanny disguise.
Speaker A: Nice.
Speaker D: When you have a few minutes to prepare, you can mark a stress. To don the facade of any humanoid. You can picture clearly in your mind while disguised. All presence roles to avoid scrutiny have advantage. The spell will begin to fade after 1 hour.
Speaker A: Awesome. I like it. So you've got a disguise and another one to kind of help you with your deception, your lies, your trickery. So definitely that very roguish kind of feel there. I like it. So awesome. We'll go to Cameron. Cameron, what did you find?
Speaker B: So first up, we were talking about the thing on the top, right? It's got a little lightning bolt thing.
Speaker A: Oh, yeah.
Speaker B: I'm not sure if it's actually a cost because the card I took is called nimble. And it says while this card is in your loadout, add your agility score to your evasion. That's just a passive.
Speaker A: Right, right.
Speaker B: But it does have the lightning bolt with the one on the top. Right. Okay, so if that's not a cost, it might be like, it adds something to me for just having this.
Speaker A: Okay.
Speaker B: Or it might have a cost to take this card, we don't know that yet, but I'm just saying that symbol doesn't mean it costs to do it. Right, because this is just a passive.
Speaker A: Right.
Speaker B: Okay, I'm just adding that. Anyways, I took that so it fits with my character. My character is very nimble, very evasive. Right. Just from his height and stuff.
Speaker A: Right.
Speaker B: And I would also say partly because they're distracted by the giant hulking beast to his side, they're probably less focused on him than the ring and tank.
Speaker A: I completely agree.
Speaker B: And then the other one, I think fits so well. it's called nature's tongue, and it says you can speak the language of the hidden natural world. And when you want to speak to the plants and animals around you, I can make an instinct role. And on a success, they'll give you the information they know.
Speaker A: Right.
Speaker B: With fear, the knowledge might be limited or come at a cost. In addition, whenever you make a spellcast role while in a natural environment, I may spend hope before making this role to add one to the result.
Speaker A: Nice.
Speaker B: I feel like this just comes from seven years of having an orangutan braving down my neck. Very similar to rocket the raccoon and Groot. He didn't know, Groot. But then from just being in prison together all those years, he just one day just understood him. And I feel like that kind of makes sense with the orangutan just being together for seven straight years, and he won't leave me alone. My guy just yelled at him one day like, no, I don't have any more stew. And then he just responded in perfect English that my guy just understood orangutan. He's like, oh, no, I don't have bananas.
Speaker A: No, stop asking me.
Speaker B: Responding to his request. But he's speaking orangutan the whole time. But he knows exactly what he's saying in orangutan.
Speaker A: And, yeah, ah, stew was the, starter word to help him a lot of awesome. awesome. I love it. Jackson, what do you got? What did you come up with?
Speaker C: Yeah, so I took two arcana cards. and this arcana card might, explain the number in the corner. I took unleash chaos. And at the beginning of a session, place a number of tokens equal to your spellcast trait on this card.
Speaker A: Okay.
Speaker C: And if that is the little lightning bolt in the circle, that would kind of make sense.
Speaker A: Okay.
Speaker C: so that would be, like, one token, right. you can make a spellcast roll against a target within a far range and send any number of tokens to channel raw energy from within yourself and unleash against them on a success, roll a number of d ten equal to the tokens you spent and do that much magic damage to the target. Mark a stress to replenish this card with tokens up to your spellcast trait.
Speaker A: Spellcast trait. Awesome.
Speaker C: Clear all tokens at the end of session. and then the other one I took, was wall walk. And that one says, spend a hope to allow a creature you can touch to climb on walls and ceilings as easily as walking on the ground below. The spell will end after ten minutes or when, you cast it on another creature.
Speaker A: Okay, awesome. I like it. So once we figure out how the spell cast traits work, that unleash chaos could be ridiculously powerful too.
Speaker C: Yeah, it kind of sounded like it because I wonder if I must need to level up or something to gain more tokens. But a, d ten equal to the amount of tokens you spent could be insane. Amount of damage.
Speaker A: Exactly. If you can get like, what, six tokens, you're basically casting fireball on your enemies and just blowing things up. I love it. That's going to be epic. Then you said, for the second one you picked.
Speaker C: Sorry, wall walk.
Speaker A: Okay. So then you can do your classic spider climb situation. Okay. Yeah. Awesome. Very cool. Awesome. So we've got our domains, we've got our character stuff. there are the background, questions. So on each character sheet, and I like this better than the usual. In DNd, you have your personality. Personality, your bonds, your flaws, your ideals, right? And I know every single time I make a character sheet, I have to look up, like, examples for, at the very least, ideals and bonds. Because I'm like, oh, man, how did those work again?
Speaker C: I think, what dnd five e did well, about those, though, is they gave you a table and a table of a die that you can roll. And if you weren't sure, you could go with, like, just go with bait, which was kind of easy to do. But the asking you questions does kind of make you think about it in a different way than, yes. You would just be like, oh, this bond was kind of makes sense, I guess.
Speaker A: Yeah, no, I completely agree. It's stuff to kind of help you along the way with sort of fleshing out your character that I think helps people think a little bit more because you always have two players, right? You have the player that fully fleshes out their character and writes you, like, a four page booklet of their backstory and why they feel certain ways about skywars okay, fair enough. It's usually me. And then you've got the other players that they come to the session and they're like, oh yeah, I didn't even fill in this stuff. I didn't know I had to. And you're like, well, who's your character? Who are you playing me? There you go. And so this kind of helps simplify the process. It's literally just a question that helps you kind of come up with ideas for your character. So for instance, again, I'm looking at the sorcerer character, sheets. Like what did you do that makes the people in your community wary of you? who finally taught you how to control the magic bursting forth from you? And why are they no longer able to guide you? Ah, you have true fear. You hide from everyone. What is it? And does it scare you? And then from there you go into step twelve, which is generating experiences. So every character is going to have two experiences. And these stem from those background questions. as I understand, these experiences can be used to add stats or add numbers to your roles if you roll based on something that's related to that experience. So jumping back to who was it that trained you? Right? How did they help you control your magic? Right. You might talk about this mentor that you had and how they trained you and stuff like that, and then that would give you a plus one in theory. from this experience to your roles, when you're controlling your magic or using your magic, things along those lines. Right. That's how I understand it. Again, the rules don't explicitly say it, but I feel pretty confident, that that's how it works. And then as far as that plus or addition to your, experience, you're going to do one at plus two and one of them at plus one as far as how they benefit you. pretty cool concept, Jackson. for your background questions, you don't have to have an answer to them, but just if you do, go for it. But otherwise, what do you have for your background questions on your, I almost wanted to say ranger source. Well, you have the swords I just read through.
Speaker C: You were just reading. Okay, so, I mean, by all means, yeah.
Speaker A: if you want to go for it or if you feel like you have answers. I know I'm kind of like jumping.
Speaker C: On, know, I can think of some quick answers at the moment. when it comes to what did you do to make people in the community weary of you? I think is an interesting question because I'm kind of also thinking of sorcerer as warlock in a way where, although I was shaped by Arcana, where warlock was granted by an evil wish, being usually right, I think that, being shaped by Arcana and choosing unleash chaos, it would make sense, for at some point in my life, unleash chaos just kind of came from me in, like, a fit of anger or something, and maybe I killed somebody as a young person, and now they're like, oh, man, that guy's dangerous. Don't go near him.
Speaker A: He can't hold on his powers.
Speaker C: Yeah, he doesn't know how to control nothing. Lame. who finally taught you to control the magic bursting forth from you, and why are they no longer able to guide you? kind of thinking of one piece. I was kind of thinking of a character, kind of like shanks, where he was just an older individual, who from a young age influenced me. and he went on a very nondescript quest, very, far away, and I haven't seen him since it's been like, twelve years.
Speaker A: He's somewhere out there. He's out there.
Speaker C: He just ain't with me.
Speaker A: He ain't.
Speaker C: And, the last question was, you have a true fear. You hide from everyone. What is it and why does it scare you? I'm hiding it from everybody so you don't get to know.
Speaker A: Fair point. Fair, right. All right, fair enough. We got a cool character development there with a little bit of a plot twist coming up some point. Cameron, what did you come up with? Or what are your background questions and if you had some idea on an answer for them? Yeah.
Speaker B: So the first one says, a terrible creature hurt your community and you're bound to hunt it down. What is it?
Speaker A: An orangutan.
Speaker B: See, I thought that, but it says, I want to hunt it down. Yeah, and that wouldn't make sense with an orangutan. So is what is it and what unique trail or sign does it leave that would be recognizable to find it.
Speaker A: Right.
Speaker B: I wrote giant Snake. So, like, a giant snake was always attacking our community, which is part of the reason why we became nomadic, was to get away from it.
Speaker A: Got you.
Speaker B: But we would always see signs of it, as if it was following our community. He got a taste for half lanes and he just couldn't. He wanted more. And so he would always be fond of us, and we would always, like. Our scouts would go out and they would see the trail and we'd have to change locations and how we recognize it. Of course, it'd leave a giant path in the ground because it was so big. But what made it unique from other snakes, giant snakes, was it had like a zigzagging pattern to its trail. So if you looked at its trail, it had, like, this indent of a zigzag under it.
Speaker A: Nice.
Speaker B: As if it had, like, a bony plate that kind of stuck out on the outside and you could recognize it because of that. So anyways, if I killed that snake, I know I would avenge your. Avenge the town, right? Yeah. the next one is your first kill. Almost killed you, too. What was it? And what part of you is never the same? my first kill was a crazed porcupine, okay. Just went mad and just started attacking me one time. And, rather he lost his left eye. Oh, yeah. Just like, it's one of its bristles flew out, just hit me right in the middle.
Speaker A: Right in the eye.
Speaker C: It's just gone.
Speaker A: Toothpicked your eye.
Speaker B: My guy has. Wears an eye patch.
Speaker A: Nice. Okay, very cool, very cool. And, yeah, I like how it kind of leads you into some character description.
Speaker B: There was a very interesting development one day when, the orangutan kept pointing at my eye. And so, my guy lifted the eye. Show him the open socket. The orangutan was more interested than scared, which was a. Ah, good surprising response that my guy, because he'd never shown it to anyone before and he figured the first person would be scared to see it. So seeing someone more curious about it than scared made him happier with who he was.
Speaker A: Yeah. Kind of a self confidence thing. Yeah. Okay.
Speaker D: Is the orangutan's name given his love.
Speaker B: For Stu Stewart, that's a really good name. I have not had a name for him, but Stuart's too good.
Speaker A: That's pretty good.
Speaker B: We just call him Stu.
Speaker A: It's what he is and what he is, what he eats.
Speaker B: He is what he is. That's Stu. I'm like, hey, that's my buddy stew. And he's like.
Speaker A: I love it. Then my last one is, you traveled.
Speaker B: Many dangerous land, but what land do you refuse to go? Simple answer. Cat land. Don't go to Catland.
Speaker A: Is it a theme park or is it.
Speaker B: I shudder. I dare not speak of cat land.
Speaker A: They took a cat cafe and they turned it into an entire amusement park. And he refuses to go there.
Speaker B: Never again.
Speaker A: Never again. I have so much fur in my coffee. All right, well, that'll be it.
Speaker B: Don't ever mention Cat lander on stew, too. You see his eyes just, like, glare up, and he's got this rage and he starts beating his chest.
Speaker A: He starts like having almost seizure.
Speaker B: We both don't like cat Lance.
Speaker A: Oh, all right. So it was a shared experience. Well, hey. Experience. Yeah. There we go. There's the experience right there. Awesome. All right, Dave, you got your rogue. What are his background questions and what's he got? Kind of plotted.
Speaker D: So what did you get caught doing that had you exiled from your home? Oh, so I chose the wildborn community. Yeah, so it'd be like a tribe of frogs, basically. So I said that I stole like the pearl crown from the royal spawn.
Speaker A: Did he use his legacy, his special tongue, to snatch it right off their head?
Speaker D: M so I have this idea for the frog tribe that have you ever seen like, frogs or toads? They can be kind of brutal.
Speaker D: When they're younger and eating their siblings and whatnot.
Speaker A: It's disturbing.
Speaker D: So, like this frog culture, in my mind, it's like you would only have pretty much a few of your siblings that would survive or whatever. in my character, he kind of just survived by hiding most of the time.
Speaker A: Okay.
Speaker D: but he did develop a close relationship with one of his spawn mates. but, he knew he wasn't really going to succeed in that society because he was so small, because he was hiding all the time. He really didn't get that much food or whatever he didn't want to eat his siblings from.
Speaker A: Maybe he did, I don't know, the other ones, not the one he had the connection with.
Speaker D: You're right. So he stole the crown. He had to get out of there. so then the second question. You used to have a different life from this one that you've tried to leave behind you. Who from that life is still chasing you?
Speaker A: the whole freaking tribe.
Speaker D: Yeah, that could be like some royal guard, bounty hunters or something.
Speaker A: I like that.
Speaker B: That'd be cool.
Speaker D: From the frog tribe. also, probably anybody who I stole from would also be after me. But then who from the other life are you most sad to say goodbye to? Probably my spawn mate, Norbert.
Speaker A: Norbert. Such a great name. So wait, do you still have the crown?
Speaker D: no, I sold that. I had to sell it to start my new life.
Speaker A: Yeah, that makes sense. That makes sense. He pawned it off. Maybe somewhere out there at some pawn shop. It's still sitting on the shelf. I guess that would be an interesting plot point too. Like, what if he was able to get it back and he gave it back to the. I mean, I don't know. They'd probably still make him pay for having stolen it for so long, but, yeah, that'd be.
Speaker D: Well, I kind of had the idea, like, oh, maybe only one frog egg from each spawn can survive. So they all have to kill each other to be the best warrior. And my character, just like, he hid, but he developed a relationship with his brother, and his brother didn't want to eat him, so they kind of became friends, but, he still had to hide all the time. And then he realized one day, oh, I have to get out of here. He needed to steal the crown to have money to start his new life.
Speaker A: Right. So your brother would have had to have been the one that did survive out of however many other siblings. And maybe, like, the pressure of, like, we've seen your brother running around, hiding around and stuff like that. You need to go get rid of him. It's part of tradition that there's only one. There can only be one. It'd be, oh, my gosh, what if his brother was leading the royal guards that are trying to hunt you? He's real conflicted about Prince Zuko. Inner frustration, unsurity, kind of. Oh, man, there's something really cool there. So awesome. Very cool. next up, you would do your name and pronouns. We'll skip over that. I mean, unless anybody has named our.
Speaker B: Character, I feel that's very important. We named Orangutan.
Speaker A: Yeah. And then after that, you would have connection questions. these are very similar to your background. And, like, you know, he has his brother and cameron has his orangutan and so on and so forth, it kind of talks. Know your connections with the people of this. Like, for instance, and I don't know if they're different on each one of the sheets, but for instance, the sorcerer, one says, who do you trust? Why do you trust me so different? Oh, you know what?
Speaker C: You're party members.
Speaker A: Yes.
Speaker C: Because I feel like rather than just meeting in a tavern for the first time and all doing the same work and then being like, let's just hang out.
Speaker A: Yes.
Speaker C: We are starting as a party of adventurers who seemingly have done this for a while already.
Speaker A: Yes. Or they even just recently met each other, but there's some background baiting into.
Speaker B: Them as they're doing a mission, rather finding them all.
Speaker A: Exactly. Because it's a little bit cliche to do it. Just the, you met an attack.
Speaker B: Also, it's more natural for true development. You won't open up immediately to brand new people you're doing a one off adventure with.
Speaker A: Right, exactly.
Speaker B: People you've been doing stuff with for a while.
Speaker A: Yes. Awesome.
Speaker C: So obviously, I mean, Skylar's going to say it, but in the sorcerer questions, one of the things is, what have I done that makes you wary of me already? So obviously there is some, past between us, right?
Speaker A: Something that'll come up and it'll be part of the narrative. It'll be an emotional moment, more unlikely. That'll kind of create more depth to the characters and create more. Some controversy, probably.
Speaker D: So that's interesting. You kind of have to maybe work with your party members because you could be like, here, this is what your character did. And be like my character. You might have to do kind of, workshop it. Yeah, no, but maybe kind of work with the suggestions. Because what if your character, oh, that one time where he murdered all the children in that orphanage?
Speaker B: You'd be like, no, I wouldn't do that.
Speaker A: My serif, who worships the God of life. No, I don't think he. Awesome. All right, that's pretty much everything that is currently released for character creation. again, it's really well designed on the character creation sheet. You've got places for your armor, your evasion, all your stats, everything like that. just to kind of pitch my idea for one that I did here, so I can have a little bit of fun as well. So I did a sorcerer as well. His name is, Levi Christopherson. He him. I picked the qatari, the sort of feline race I love playing. Kind of, yes.
Speaker B: I'm so glad none of you picked katari.
Speaker A: This is assuming I'm running anything. I was thinking you would and then I'd get to play this guy.
Speaker B: Oh, no.
Speaker A: My favorite characters to play are always the kind of like naughty troublemaker types and stuff like that. So I often will lean towards rogues, warlocks, and, bards. I really couldn't decide. I had a lot of difficulty deciding between the bard and the sorcerer, but the more I looked into the domain cards that come with both, I felt like sorcerer felt a little bit more towards this realm. So Levi, Christopher, Katari, he comes from the Slyborn community, and I used the primal origin subclass instead of the one that you picked, Jackson. so I like that we were able to snag two different ones. Highest status in agility. I, kind of had this idea that he kind of had like, kind of a roguish thing going on. So he's kind of nimble. He's used to kind of causing trouble in town, having to run out of there. Very Aladdin. strength, of course, is his minus one like everybody else's, because who cares about strength? I did take the dual staff because I'm like, oh, my gosh, it's like gambit or something. I thought that was kind of cool. but otherwise. So with Arcana, I thought about taking the unleashed chaos as well. So kind of having just that massive explosion of potential damage at some point for, midnight, I think I also took the uncanny disguise that you took Dave for your rogue, just to kind of give me that classic, like, I can change my appearance and kind of sneak around and do stuff like that. one of my favorite characters I ever played was a changeling in Dungeons and dragons, and that was kind of his whole thing was he had just a wardrobe of costumes, and then he would shape shift into people that he had met along the way, change into the appropriate outfit, and then just go mess with people. So that's kind of what I'm going for, for this, kind of being able to replay that. But again, that's pretty much everything there is to know about the character creation. We hope that you guys try out dagger heart, of course, and then we will soon be able to probably, well, the same time this episode comes out will be when they release a lot of the other information, and they open it up to everybody because we're not allowed to talk about it until then. So definitely check out dagger heart. Definitely try it out. I know we are looking at, possible opportunities in the future to hopefully be able to try out dagger heart as a campaign, but we'll see kind of where things go as far as schedules and stuff. but definitely check it out. Check out the rules. Check out the character creation. Have some fun with it. this has been an episode, kind of a special episode of session zero heroes. So definitely check out the stuff that we've got. Vendors and brews. Season three is airing right now. unless you're listening to this episode way down the line, but whatever the case, thank you all for joining. We'll see you guys next time. Our.