Thane Cawdor, Troll Skyraider
Posted: Sat Sep 23, 2017 4:46 pm
Note: This is the CURRENT character. Character at start is post #2.
Roll20 Name: Chris D.
Discord Name: chrisddickey
Character Name: Thane Cawdor
Race: Troll, Heat Sight. Move 14 (+ sprint)
Discipline: SkyRaider: 10
Horror Stalker: 5
Questor: Adherent of Floranuus.
Effective Circle: 11
Dex: 19 (8) (Init 11 (8 +1 SR +1 Questor + 3 Cloak with one strain, +1 Spear. 3 IP)
Str: 25 (10) (Strength of Sky) Carrying Capacity: 380
Tou: 16 (7) Wound Threshold: 13 (10 + UF). Recovery tests per day: 4 (May Spend Karma, +1 SR 7)
Per: 16 (7)
Wil: 14 (6) (All attributes trained 3 times.)
Cha: 16 (7)
Karma: 30
Uncon: 92 (32 + circle x 7 - BM)
Death: 109 (39 + circle x 8 - BM)
PD: 22 (11 +3 Raider 2nd, 6th, 8th (x HS 4), +2 Boots, +1 Cloak, +2 Helm, +3 shield)
MD: 16 (9 +1 MD HS, +1 Cloak, +1 Boots, +1 Helm, +3 Shield)
SD: 12 (9 +2 Raider 4th, 10th, +1 Helm)
PA: 20 (Crystal Plate 7 +1, Forged 11 times, +1 Helm)
MA: 11 (2 Nat, Crystal Plate 7 +1, +1 Helm)
Sky Raider - Discipline #1
DT: Battle Shout (8) Cha 15 (+3 for one extra strain, armor), Simple, 1 strain.
--- Defiant Shout: 1 Strain, Target can't use fear effects for Successes turns.
DT: Climbing (8) Dex 16, Standard.
--- Swinging Move: Std Actn, Up to move rate, test 8, 0 strain. Up to 2 MR, test 12, 1 strain.DT*: FireBlood (10) Tou 17, Standard
DT*: Melee Weapons (10) Dex 18 (+2 more when spear)
--- Swing Attack: 1 Strain. Extra 1 damage per extra success.
DT: Sky Weaving (8) Per 15
DT: Great Leap (8) Dex 17 (+1 Boots), Free, 1 strain.
--- Vault Opponent: 2 strain Test SD. Blindsided first action.
--- Pounce: Maneuver. Spend Success to force KD test against result.
DT*: Wound Balance (10) Str 20, Free.
DT*: Fire Heal (10) Wil 16, Sustained (half hour).
JDT*: Battle Bellow (10) Cha 17 (+3 for one extra strain, armor), Simple, 1 strain.
--- Intimidating Bellow: 1 Strain. Don't add +1 per target.
JDT: Steely Stare (7) Cha 14 (+3 for one extra strain, armor), Standard, 1 strain.
JDT*: Down Strike (10) Str 20, Free, 1 strain.
JDT*: Momentum Atk (10) Dex 18 (plus' same as Melee Weapons), Simple, 1 strain
WDT: Burning Vigor (6) Str (16), Free
WDT: Unflinching Fortitude (3), Add to Wound Threshhold.
TO*: Avoid Blow (10) Dex 19 (+2 Cloak), Free, 1 strain.
--- Redirect attack 2 strain and 2 successes when fighting 4 or more.
TO*: Shield Bash (10) Str 21 (+1 Shield), Simple, 1 strain.
--- Shield Drive, Simple, 2 strain, Extra Simple attack that is attack to knockdown only.
TO: Throwing Weapons (7) Dex 15 (+2 more when spear), Standard.
--- Returning 1 Strain.
TO*: Danger Sense (10) Dex 18 (1 Strain for +3), Free, 1 strain.
--- Detect Weapon: DS+Per test to detect concealed weapons. 1 Strain, Simple.
--- Detect Poison: DS+Per test to detect poison. Rank Yards, 1 Strain, Simple. Need extra success if in sealed or if natural. TN higher of poison step or MD of creature.
JTO*: Iron Constitution (10) Tou 17, Free.
JTO: Sprint (6) Simple, 1 strain.
WTO: Vital Ward (10) Free, 1 strain 1 + 1 Rvry to Add Rank to active defense.
WTO: Storm Shield (7), Std, 2 Strain, R Rnds. Add Rank to Shield Bash. If Avoid Blow, Attacker takes Rank damage, no armor.
* Talents marked with an (*) were used to advance to the latest circle.
Horror Stalker - Discipline #2
Free: Horror Lore (5) Per 12, Standard.
DT: Horror Weaving (1) Per 8
DT: Astral Sight (7) Per 14, Simple 1 strain.
DT: Bear Mark (7) Wil 13, Free, 2 strain.
DT: Steel Thought (7) Wil 13, Free, 1 strain.
DT: Suppress Curse (7) Wil 13, Standard, 1 strain.
DT: Gaze into the Abyss (7) Free, strain 1. Add Rank to tests to learn or recall information about horrors and constructs.
DT: Call of Harrow (7) Per 14, Simple, 1 strain, Horror Analysis, target MD, one question per success.
DT: Sense Corruption (7) Per 14, Standard, 1 strain, Rnk Rnds. test MD agaisnt all targets within rank x 10 yards. 1 succ = detect. 2 Type, 3 direction, 4 distance. Targets tracked.
JDT*: Lion Heart (12) Wil 18, Free, 1 strain.
JDT: Exploit Corruption (7) , Free, strain 1. Once per turn when making a test against a H or HC (not Attack, Damage, or Init) Add Rank to test.
TO: Awareness (7) Per 14, Simple.
--- Lip Reading: Std Actn, 1 strain.
TO: Mystic Pursuit (0) Per , Standard, 2 strain. Target MD, direction if within Rank Miles.
JTOL Life Check (3) Tou, Free.
Quester: Follower of Floranuus.
Questor Devotion Rank: (7) Cha 14. (10 + ASD) test to receive guidance.
Follower devotion ability: The questor can spend a Devotion Point on a test involving athletics (this does not include Attack or Damage tests).
Questor can spend DP on Initiative Tests.
Devotions: Heartening Laugh (7) Cha 14, Simple, 1 strain. Highest opponent SD in earshot. Each success +2 vs fear and int for RR.
Passions Empowerment (7), Standard. give Devotion (and rank bonus to non-adepts)
Winning Smile (7) Cha 14, Standard, vs SD, Each success +2 for interaction tests for rank hours.
First Impression (7) Cha 14, Standard, vs SD, 3 successes for 2 improvements. Goes back 1 per day.
Stride of Florannus (7) Cha 14, Standard, 3 strain, test 6, each success 20%
Encouraging Oratory (7) Cha 14, Simple, 1 strain, Rank x 10 yards, test 6, each success +1 CC Atk until end of next round.
Telling the Tale (7) Cha 14, Sustained (10 minutes).
Inspired Might (7) Cha 14, Simple, 1 strain, Rank x 2 yards, test 6, +1 STR (Adepts) to Rank targets for Rank Min.
Knowledge skills: Barsaive History (1) 8
Creature Lore (1) 8
Legends and Heroes (1) 8
Passion Lore (1) 8
Troll Lore (1) 8
Artisan Skill: Wood Carving (2) 8
Speak language: (4) Throalic, Trollish, Theran, Elvish
Read/Write Language: (3) Throalic, Trollish, Theran
Other Skills: Air Sailing (3) Wil 9
Navigation (2) Per 9
Remove Traps (1) Per 8
Resist Pain (2)
Swimming (1) Str 11
Tracking (1) Per 8
Wilderness Surv (1) Per 8
Item Effects:
Air Speaking (helm) R1 + Per, 1 strain, Simple. MD of targets within 10 yards * extra strain.
Attack of the Stripes (cloak) 2 Strain Per + 6 vs my MD. Harry opponents. R + 5 rounds.
Displace Image (shoes) 2 Strain Per +5 vs my PD. 5 rounds.
Metal Wings (helm) 5 Strain Per + 8 vs my PD. 18 Min. Speed 12. +6 lifting.
Potions: Salve of Closure x 4, Healing Potion x 4, Booster Potion x 6, Keliz's Poultice x 3, Kelia’s Antidote, Halt Illness Potion, Cure Disease Potion, Last Chance Salve.
Blood Magic: 10: Garlen Stone (4), Horror Fend (3), Absorb Blow Charm (2) (note: 8 spare ABC), Strength of the Sky (1).
Equipment: Spiked Mace (forged once), Spear - Troll x 6 (Dam 5, Wgt 4, Cost 12, Rng 10/20). Spear quiver (looks a bit like a golf bag). Bolo x 2 (dmg 3, wt 2, 12/24), Hawk Hatchet x 4 (dmg 4, wt 2, Cost 75, Rng 24/48)
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, water-skin x 3, large sack, Pouches x 4 (one around neck under shirt), Tent (troll sized)), Climbing kit (Rope (20ft, and 50 yards), Light Chain (10ft), 2 Pitons, Grappling Hook), Fishing Kit, Woodsmans axe, Iron Pot, Chalk, Firefly Chalk, Light Crystal (on hat), Travelers Mug, Trail Rations (2 week)
Woodcarving Tools, Mapmaking / Writing kit and extra paper, Dagger, Short Sword.
Traveler’s Garb (Mountain boots, shirt, belt, breeches, traveler’s cloak) Flight/Winter garb (Dwf Winternight cloak, soft boots, Winter Gloves, Fur hat), Leather work gloves, Wealthy Travelers Garb (Riding Boots, Belt, Shoes, 3 patterned shirts and guild breeches, fine hat, satin-lined cloak, ornamental brooch all in color coordinated shades of dark blue), Courtier’s garb (shoes, 3 silk shirts and hose in shades of red, orange and blue, Jacket, hat, gold brooch (543 value)).
Trophies: Q'wril Beaks x 6, Crocodile Skin, Several Gnasher teeth, Gyre Gnasher teeth and feathers, A Jehuthra Thorax worth 130 SP, Shadowmant stinger worth 70 SP. Head and stinger of Ceadda's and Aegharan's dopplegangers, preserved in jars of alcohol (back at base). 4200 silver worth of raw Orichalcum. 2000 sp True Air, 1000 sp True Wood.
Maps Case: Basic Navigation charts. Several hexes around Borgin's Rest. Throal via Kaer Avon (46:12) to Pool sacred to Garlen in mountains (49:11). Throal to Karst Kear. Throal (43:09) to Telips (48:16), Throal via River to Lake Ban and continuing down to the Aras Sea with the river delta and a section of the coast. Throal across Throalic Mountains to Plains of Marrek with several notable features of the plains, a name-giver encampment, and some ruins. Throal to Human Cathan Village in Servose Jungle (36:10) continuing across to Western edge of jungle then down to 3413.
Back at base: Spare Footman's shield, Padded Leather armor.
Note: +25% armor costs. +25% weight.
Thread Items:
#1 Elven Crystal Shield, Novice. Shimmering in a faint blue. A lot of runes carved in the Shield are barely visible, as if many times runes were carved over the others and everything is scratched. With each level of Thread tied to the Shield, the lines become sharper and form intricate, highly detailed ancient runes. Rank 1: IP-1. R2: PD+1. R3: MD+1, R4: Shield Bash +1. Rank Tied: 4.
#2 Canihasa's Pride - Cloak, Journeyman, First research question: name of Item, second the creator, third to find out where the animal lived of which the cloak is made. Cloak as in worn on shoulder+back. Leather Cloak, in a dark red tone, fastened in the front by a braided string of black leather, with 6 loose ends on each side. +1 PD, +1 to Avoid Blow, +1 MD, +2 to Avoid Blow, 1 strain: +3 Initiative, Attack of the Stripes. All ranks IH and R. Rank Tied: 6.
Attack of the Stripes: For 2 strain as a Standard Action you cast an illusion on yourself (Great Weapon) (Step = PER + either Spellcasting or Thread Rank). If successful, the coat seems to rip up into a dozens Stripes that lash out at enemies you're facing, making them harried for Thread Rank +5 (+2 per success) rounds. Every defensive Action counts as a sensing test.
#3 Loyal Scaled Plate - Crystal Plate Armor, Journeyman. MD 12. Wgt 112 lbs. Very finely fashioned Crystal Plate Armor, shimmering slightly in a blue tone, with intricate etchings and a touch of gold inlay. +1PA, IP-1, +1MA, IP-2, 1 Strain: The armor morphs, hardening the outlines of the wearer and thorns erupting out of the shoulders. +3 to the tests based upon Intimidation this round, IP -3. All ranks IH & R. Tied Rank 6.
#4 Shadowstrike - Troll Spear (Dmg 5). Journeyman. MD 12. Rank 1: +1 to attack tests with weapon. Can use Call Missile for this weapon as a simple action at Thread Rank, R2: Dmg+1 R3: +2 to attack tests with weapon R4: Dmg+2. R5 : +1 Initiative. R6: Using the Aggressive Attack option does not cause the owner Strain (Note that with Skyraiders, this has the effect of lowering defense penalties by 1). IH&R and Tied all 6 ranks. Str (9) + 5 + 2 thread bonus + Forged 12 times = 29, Rng 10/20.
#5 Goran's Comfortable Shoes - A pair of fine leather mountain boots, with iron cleats. Journeyman - MD 12. Max Threads 2.
Research 1 / Name. Thread Rank 1: +1 PD, and an Illusion causes the boots to appear as comfortable shoes, which do not seem well-suited to combat. The owner of the boots is subject to this Illusion, which makes the boots feel more comfortable, and as though the sole is extremely thin. The owner may disbelieve this illusion if they so choose. Rank 2: +1 Rank of Great Leap. Rank 3: +1 MD. Rank 4: For 2 strain, the owner may cast Displace Image as a standard action, using Spellcasting or PER + Thread Rank. The caster may concentrate on the image if they choose. Rank 5: +2 PD. Rank 6: When the owner uses Great Leap, for every two yards by which their Great Leap distance would exceed their Movement Rate, they may jump one yard beyond their Movement Rate. All Ranks IH&R. 5 ranks Tied.
#6 Helm of the Winged Messenger - A silver helm, with small back-swept wings over the ears. Warden - MD: 14. Max Threads: 2.
R1: +1 PD. R2: +1 SD. R3: Eyes in the back of your helm: The owner may spend 1 Strain to add +3 to a Danger Sense test. R4: +1 MA. R5: +1 Rank of Air Speaking, and the owner may spend 1 Strain per Rank to increase the range of their Air Speaking. R6: +1 MD. R7: The owner may spend 5 Strain to cast Metal Wings, using PER + Rank. R8: +2 PD, +1 PA. All ranks IH&R. All Ranks tied.
Due Dates: Annual Enchant armor Jan 27th. Forge armor March 11th. Forge Spear March 11th.
Overwhelming Force: The adept no longer takes Strain when using the Aggressive Attack Combat Option. If another effect grants them the same bonus, the adept instead reduces the penalties by 1.
Karma: The adept may spend a Karma Point on Damage tests made with melee or throwing weapons at or above the character’s one-handed Size limit. Recovery Tests, and tests to cause Intimation or Fear. On any test to directly defend against a Horror, Horror construct, or undead (e.g. a Steel Thought test against a Horror power, or a Willpower test to resist an ongoing Horror power). Attack and Spellcasting tests against a Horror, Horror construct, or undead.
Half-Magic: Sky Raiders use half-magic for tasks related to the upkeep, repair, and building of smaller airships (like the drakkar), knowledge of different airship designs and crew complements, as well as knowledge of commonly followed flight paths.
Half-Magic: These adepts may use half-magic to know how to find other Horror Stalkers and the history of other Horror Stalkers. They may also make Perception-based half-magic tests to detect the presence of Horrors, Horror constructs, and undead within 30 yards. The difficulty for this is equal to the target’s Mystic Defense. If the test succeeds, the adept senses the target’s presence, though no details. The gamemaster may choose to make this half-magic test on behalf of the adept at any time, as this innate sense is always active.
Thane's Backstory and personal "Way of the Sky Raider":
(Written at Novice)
Thane feels he was born outside of his true time and place. Thane's family has been lowland trolls for the entire length of the scourge, stuffed up inside of Throal instead of soaring over the world under an open sky, but he is certain he should have been a member of a highland clan back during the Orichalcum wars. Thane has learned of the legends and hero's, studied the glorious history of wars past, learned the lore of the highland troll. Or at least he has learned what lore is written in the library. Having never left Throal before, he has never met anybody who has ever met anybody who has spoken to a Highland Troll.
Thane does not much appreciate city life. He trained for the Throalic Air Navy, but quickly washed out on discipline violations.
He hopes that an adventuring life is his true vocation. He hopes to someday make contact with the surviving highland clans and perhaps return to his true roots there.
The Sky Raider Discipline that survived in Throal was a discipline with no Sky and little Raiding. Thane was Initiated as a Sky Raider by a person who had never been on an airship of any sort. Other than some brief training flights with the air navy, he has also spent no time on an airship. The last few years has seen Airships return to the skies of Barsiave for the first time in 400 years! There are as yet few airships and few berths. Thane is excited to be a member of the generation to see airships return to the sky. He is frustrated beyond words that he has not found a berth upon any of the very few (but growing) number of airships.
Thane is disappointed, but reconciled, to being the inheritor of weakened, land-bound, citified Sky Raider tradition. He wishes he was more aggressive and bloodthirsty, more of "the real thing". But for the last 400 years the city of Throal was the Throlic Sky Raiders ship. The population of Throal it's passengers and crew. Unless Thane can get a proper berth in a proper raiding ship, he will protect the city and kingdom. At least he, unlike his fore-fathers, can raid out of the city into the untamed wilderness that is Barsaive. He can see the sky. And reach for it.
(Written as advancing to Warden).
Thane believes that the core of being a Sky Raider is mobility. Warriors can do more damage. Swordmasters can put on airs. But Sky Raiders can get to where the damage needs to be done, and does it. He has discovered his affinity for the Passion Floranuus - passion of Motion, Energy, Victory, and Revelry, and is becoming a Questor. Motion and Mobility is key.
Thane is Confident, Calculating, and Easy-going.
Roll20 Name: Chris D.
Discord Name: chrisddickey
Character Name: Thane Cawdor
Race: Troll, Heat Sight. Move 14 (+ sprint)
Discipline: SkyRaider: 10
Horror Stalker: 5
Questor: Adherent of Floranuus.
Effective Circle: 11
Dex: 19 (8) (Init 11 (8 +1 SR +1 Questor + 3 Cloak with one strain, +1 Spear. 3 IP)
Str: 25 (10) (Strength of Sky) Carrying Capacity: 380
Tou: 16 (7) Wound Threshold: 13 (10 + UF). Recovery tests per day: 4 (May Spend Karma, +1 SR 7)
Per: 16 (7)
Wil: 14 (6) (All attributes trained 3 times.)
Cha: 16 (7)
Karma: 30
Uncon: 92 (32 + circle x 7 - BM)
Death: 109 (39 + circle x 8 - BM)
PD: 22 (11 +3 Raider 2nd, 6th, 8th (x HS 4), +2 Boots, +1 Cloak, +2 Helm, +3 shield)
MD: 16 (9 +1 MD HS, +1 Cloak, +1 Boots, +1 Helm, +3 Shield)
SD: 12 (9 +2 Raider 4th, 10th, +1 Helm)
PA: 20 (Crystal Plate 7 +1, Forged 11 times, +1 Helm)
MA: 11 (2 Nat, Crystal Plate 7 +1, +1 Helm)
Sky Raider - Discipline #1
DT: Battle Shout (8) Cha 15 (+3 for one extra strain, armor), Simple, 1 strain.
--- Defiant Shout: 1 Strain, Target can't use fear effects for Successes turns.
DT: Climbing (8) Dex 16, Standard.
--- Swinging Move: Std Actn, Up to move rate, test 8, 0 strain. Up to 2 MR, test 12, 1 strain.DT*: FireBlood (10) Tou 17, Standard
DT*: Melee Weapons (10) Dex 18 (+2 more when spear)
--- Swing Attack: 1 Strain. Extra 1 damage per extra success.
DT: Sky Weaving (8) Per 15
DT: Great Leap (8) Dex 17 (+1 Boots), Free, 1 strain.
--- Vault Opponent: 2 strain Test SD. Blindsided first action.
--- Pounce: Maneuver. Spend Success to force KD test against result.
DT*: Wound Balance (10) Str 20, Free.
DT*: Fire Heal (10) Wil 16, Sustained (half hour).
JDT*: Battle Bellow (10) Cha 17 (+3 for one extra strain, armor), Simple, 1 strain.
--- Intimidating Bellow: 1 Strain. Don't add +1 per target.
JDT: Steely Stare (7) Cha 14 (+3 for one extra strain, armor), Standard, 1 strain.
JDT*: Down Strike (10) Str 20, Free, 1 strain.
JDT*: Momentum Atk (10) Dex 18 (plus' same as Melee Weapons), Simple, 1 strain
WDT: Burning Vigor (6) Str (16), Free
WDT: Unflinching Fortitude (3), Add to Wound Threshhold.
TO*: Avoid Blow (10) Dex 19 (+2 Cloak), Free, 1 strain.
--- Redirect attack 2 strain and 2 successes when fighting 4 or more.
TO*: Shield Bash (10) Str 21 (+1 Shield), Simple, 1 strain.
--- Shield Drive, Simple, 2 strain, Extra Simple attack that is attack to knockdown only.
TO: Throwing Weapons (7) Dex 15 (+2 more when spear), Standard.
--- Returning 1 Strain.
TO*: Danger Sense (10) Dex 18 (1 Strain for +3), Free, 1 strain.
--- Detect Weapon: DS+Per test to detect concealed weapons. 1 Strain, Simple.
--- Detect Poison: DS+Per test to detect poison. Rank Yards, 1 Strain, Simple. Need extra success if in sealed or if natural. TN higher of poison step or MD of creature.
JTO*: Iron Constitution (10) Tou 17, Free.
JTO: Sprint (6) Simple, 1 strain.
WTO: Vital Ward (10) Free, 1 strain 1 + 1 Rvry to Add Rank to active defense.
WTO: Storm Shield (7), Std, 2 Strain, R Rnds. Add Rank to Shield Bash. If Avoid Blow, Attacker takes Rank damage, no armor.
* Talents marked with an (*) were used to advance to the latest circle.
Horror Stalker - Discipline #2
Free: Horror Lore (5) Per 12, Standard.
DT: Horror Weaving (1) Per 8
DT: Astral Sight (7) Per 14, Simple 1 strain.
DT: Bear Mark (7) Wil 13, Free, 2 strain.
DT: Steel Thought (7) Wil 13, Free, 1 strain.
DT: Suppress Curse (7) Wil 13, Standard, 1 strain.
DT: Gaze into the Abyss (7) Free, strain 1. Add Rank to tests to learn or recall information about horrors and constructs.
DT: Call of Harrow (7) Per 14, Simple, 1 strain, Horror Analysis, target MD, one question per success.
DT: Sense Corruption (7) Per 14, Standard, 1 strain, Rnk Rnds. test MD agaisnt all targets within rank x 10 yards. 1 succ = detect. 2 Type, 3 direction, 4 distance. Targets tracked.
JDT*: Lion Heart (12) Wil 18, Free, 1 strain.
JDT: Exploit Corruption (7) , Free, strain 1. Once per turn when making a test against a H or HC (not Attack, Damage, or Init) Add Rank to test.
TO: Awareness (7) Per 14, Simple.
--- Lip Reading: Std Actn, 1 strain.
TO: Mystic Pursuit (0) Per , Standard, 2 strain. Target MD, direction if within Rank Miles.
JTOL Life Check (3) Tou, Free.
Quester: Follower of Floranuus.
Questor Devotion Rank: (7) Cha 14. (10 + ASD) test to receive guidance.
Follower devotion ability: The questor can spend a Devotion Point on a test involving athletics (this does not include Attack or Damage tests).
Questor can spend DP on Initiative Tests.
Devotions: Heartening Laugh (7) Cha 14, Simple, 1 strain. Highest opponent SD in earshot. Each success +2 vs fear and int for RR.
Passions Empowerment (7), Standard. give Devotion (and rank bonus to non-adepts)
Winning Smile (7) Cha 14, Standard, vs SD, Each success +2 for interaction tests for rank hours.
First Impression (7) Cha 14, Standard, vs SD, 3 successes for 2 improvements. Goes back 1 per day.
Stride of Florannus (7) Cha 14, Standard, 3 strain, test 6, each success 20%
Encouraging Oratory (7) Cha 14, Simple, 1 strain, Rank x 10 yards, test 6, each success +1 CC Atk until end of next round.
Telling the Tale (7) Cha 14, Sustained (10 minutes).
Inspired Might (7) Cha 14, Simple, 1 strain, Rank x 2 yards, test 6, +1 STR (Adepts) to Rank targets for Rank Min.
Knowledge skills: Barsaive History (1) 8
Creature Lore (1) 8
Legends and Heroes (1) 8
Passion Lore (1) 8
Troll Lore (1) 8
Artisan Skill: Wood Carving (2) 8
Speak language: (4) Throalic, Trollish, Theran, Elvish
Read/Write Language: (3) Throalic, Trollish, Theran
Other Skills: Air Sailing (3) Wil 9
Navigation (2) Per 9
Remove Traps (1) Per 8
Resist Pain (2)
Swimming (1) Str 11
Tracking (1) Per 8
Wilderness Surv (1) Per 8
Item Effects:
Air Speaking (helm) R1 + Per, 1 strain, Simple. MD of targets within 10 yards * extra strain.
Attack of the Stripes (cloak) 2 Strain Per + 6 vs my MD. Harry opponents. R + 5 rounds.
Displace Image (shoes) 2 Strain Per +5 vs my PD. 5 rounds.
Metal Wings (helm) 5 Strain Per + 8 vs my PD. 18 Min. Speed 12. +6 lifting.
Potions: Salve of Closure x 4, Healing Potion x 4, Booster Potion x 6, Keliz's Poultice x 3, Kelia’s Antidote, Halt Illness Potion, Cure Disease Potion, Last Chance Salve.
Blood Magic: 10: Garlen Stone (4), Horror Fend (3), Absorb Blow Charm (2) (note: 8 spare ABC), Strength of the Sky (1).
Equipment: Spiked Mace (forged once), Spear - Troll x 6 (Dam 5, Wgt 4, Cost 12, Rng 10/20). Spear quiver (looks a bit like a golf bag). Bolo x 2 (dmg 3, wt 2, 12/24), Hawk Hatchet x 4 (dmg 4, wt 2, Cost 75, Rng 24/48)
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, water-skin x 3, large sack, Pouches x 4 (one around neck under shirt), Tent (troll sized)), Climbing kit (Rope (20ft, and 50 yards), Light Chain (10ft), 2 Pitons, Grappling Hook), Fishing Kit, Woodsmans axe, Iron Pot, Chalk, Firefly Chalk, Light Crystal (on hat), Travelers Mug, Trail Rations (2 week)
Woodcarving Tools, Mapmaking / Writing kit and extra paper, Dagger, Short Sword.
Traveler’s Garb (Mountain boots, shirt, belt, breeches, traveler’s cloak) Flight/Winter garb (Dwf Winternight cloak, soft boots, Winter Gloves, Fur hat), Leather work gloves, Wealthy Travelers Garb (Riding Boots, Belt, Shoes, 3 patterned shirts and guild breeches, fine hat, satin-lined cloak, ornamental brooch all in color coordinated shades of dark blue), Courtier’s garb (shoes, 3 silk shirts and hose in shades of red, orange and blue, Jacket, hat, gold brooch (543 value)).
Trophies: Q'wril Beaks x 6, Crocodile Skin, Several Gnasher teeth, Gyre Gnasher teeth and feathers, A Jehuthra Thorax worth 130 SP, Shadowmant stinger worth 70 SP. Head and stinger of Ceadda's and Aegharan's dopplegangers, preserved in jars of alcohol (back at base). 4200 silver worth of raw Orichalcum. 2000 sp True Air, 1000 sp True Wood.
Maps Case: Basic Navigation charts. Several hexes around Borgin's Rest. Throal via Kaer Avon (46:12) to Pool sacred to Garlen in mountains (49:11). Throal to Karst Kear. Throal (43:09) to Telips (48:16), Throal via River to Lake Ban and continuing down to the Aras Sea with the river delta and a section of the coast. Throal across Throalic Mountains to Plains of Marrek with several notable features of the plains, a name-giver encampment, and some ruins. Throal to Human Cathan Village in Servose Jungle (36:10) continuing across to Western edge of jungle then down to 3413.
Back at base: Spare Footman's shield, Padded Leather armor.
Note: +25% armor costs. +25% weight.
Thread Items:
#1 Elven Crystal Shield, Novice. Shimmering in a faint blue. A lot of runes carved in the Shield are barely visible, as if many times runes were carved over the others and everything is scratched. With each level of Thread tied to the Shield, the lines become sharper and form intricate, highly detailed ancient runes. Rank 1: IP-1. R2: PD+1. R3: MD+1, R4: Shield Bash +1. Rank Tied: 4.
#2 Canihasa's Pride - Cloak, Journeyman, First research question: name of Item, second the creator, third to find out where the animal lived of which the cloak is made. Cloak as in worn on shoulder+back. Leather Cloak, in a dark red tone, fastened in the front by a braided string of black leather, with 6 loose ends on each side. +1 PD, +1 to Avoid Blow, +1 MD, +2 to Avoid Blow, 1 strain: +3 Initiative, Attack of the Stripes. All ranks IH and R. Rank Tied: 6.
Attack of the Stripes: For 2 strain as a Standard Action you cast an illusion on yourself (Great Weapon) (Step = PER + either Spellcasting or Thread Rank). If successful, the coat seems to rip up into a dozens Stripes that lash out at enemies you're facing, making them harried for Thread Rank +5 (+2 per success) rounds. Every defensive Action counts as a sensing test.
#3 Loyal Scaled Plate - Crystal Plate Armor, Journeyman. MD 12. Wgt 112 lbs. Very finely fashioned Crystal Plate Armor, shimmering slightly in a blue tone, with intricate etchings and a touch of gold inlay. +1PA, IP-1, +1MA, IP-2, 1 Strain: The armor morphs, hardening the outlines of the wearer and thorns erupting out of the shoulders. +3 to the tests based upon Intimidation this round, IP -3. All ranks IH & R. Tied Rank 6.
#4 Shadowstrike - Troll Spear (Dmg 5). Journeyman. MD 12. Rank 1: +1 to attack tests with weapon. Can use Call Missile for this weapon as a simple action at Thread Rank, R2: Dmg+1 R3: +2 to attack tests with weapon R4: Dmg+2. R5 : +1 Initiative. R6: Using the Aggressive Attack option does not cause the owner Strain (Note that with Skyraiders, this has the effect of lowering defense penalties by 1). IH&R and Tied all 6 ranks. Str (9) + 5 + 2 thread bonus + Forged 12 times = 29, Rng 10/20.
#5 Goran's Comfortable Shoes - A pair of fine leather mountain boots, with iron cleats. Journeyman - MD 12. Max Threads 2.
Research 1 / Name. Thread Rank 1: +1 PD, and an Illusion causes the boots to appear as comfortable shoes, which do not seem well-suited to combat. The owner of the boots is subject to this Illusion, which makes the boots feel more comfortable, and as though the sole is extremely thin. The owner may disbelieve this illusion if they so choose. Rank 2: +1 Rank of Great Leap. Rank 3: +1 MD. Rank 4: For 2 strain, the owner may cast Displace Image as a standard action, using Spellcasting or PER + Thread Rank. The caster may concentrate on the image if they choose. Rank 5: +2 PD. Rank 6: When the owner uses Great Leap, for every two yards by which their Great Leap distance would exceed their Movement Rate, they may jump one yard beyond their Movement Rate. All Ranks IH&R. 5 ranks Tied.
#6 Helm of the Winged Messenger - A silver helm, with small back-swept wings over the ears. Warden - MD: 14. Max Threads: 2.
R1: +1 PD. R2: +1 SD. R3: Eyes in the back of your helm: The owner may spend 1 Strain to add +3 to a Danger Sense test. R4: +1 MA. R5: +1 Rank of Air Speaking, and the owner may spend 1 Strain per Rank to increase the range of their Air Speaking. R6: +1 MD. R7: The owner may spend 5 Strain to cast Metal Wings, using PER + Rank. R8: +2 PD, +1 PA. All ranks IH&R. All Ranks tied.
Due Dates: Annual Enchant armor Jan 27th. Forge armor March 11th. Forge Spear March 11th.
Overwhelming Force: The adept no longer takes Strain when using the Aggressive Attack Combat Option. If another effect grants them the same bonus, the adept instead reduces the penalties by 1.
Karma: The adept may spend a Karma Point on Damage tests made with melee or throwing weapons at or above the character’s one-handed Size limit. Recovery Tests, and tests to cause Intimation or Fear. On any test to directly defend against a Horror, Horror construct, or undead (e.g. a Steel Thought test against a Horror power, or a Willpower test to resist an ongoing Horror power). Attack and Spellcasting tests against a Horror, Horror construct, or undead.
Half-Magic: Sky Raiders use half-magic for tasks related to the upkeep, repair, and building of smaller airships (like the drakkar), knowledge of different airship designs and crew complements, as well as knowledge of commonly followed flight paths.
Half-Magic: These adepts may use half-magic to know how to find other Horror Stalkers and the history of other Horror Stalkers. They may also make Perception-based half-magic tests to detect the presence of Horrors, Horror constructs, and undead within 30 yards. The difficulty for this is equal to the target’s Mystic Defense. If the test succeeds, the adept senses the target’s presence, though no details. The gamemaster may choose to make this half-magic test on behalf of the adept at any time, as this innate sense is always active.
Thane's Backstory and personal "Way of the Sky Raider":
(Written at Novice)
Thane feels he was born outside of his true time and place. Thane's family has been lowland trolls for the entire length of the scourge, stuffed up inside of Throal instead of soaring over the world under an open sky, but he is certain he should have been a member of a highland clan back during the Orichalcum wars. Thane has learned of the legends and hero's, studied the glorious history of wars past, learned the lore of the highland troll. Or at least he has learned what lore is written in the library. Having never left Throal before, he has never met anybody who has ever met anybody who has spoken to a Highland Troll.
Thane does not much appreciate city life. He trained for the Throalic Air Navy, but quickly washed out on discipline violations.
He hopes that an adventuring life is his true vocation. He hopes to someday make contact with the surviving highland clans and perhaps return to his true roots there.
The Sky Raider Discipline that survived in Throal was a discipline with no Sky and little Raiding. Thane was Initiated as a Sky Raider by a person who had never been on an airship of any sort. Other than some brief training flights with the air navy, he has also spent no time on an airship. The last few years has seen Airships return to the skies of Barsiave for the first time in 400 years! There are as yet few airships and few berths. Thane is excited to be a member of the generation to see airships return to the sky. He is frustrated beyond words that he has not found a berth upon any of the very few (but growing) number of airships.
Thane is disappointed, but reconciled, to being the inheritor of weakened, land-bound, citified Sky Raider tradition. He wishes he was more aggressive and bloodthirsty, more of "the real thing". But for the last 400 years the city of Throal was the Throlic Sky Raiders ship. The population of Throal it's passengers and crew. Unless Thane can get a proper berth in a proper raiding ship, he will protect the city and kingdom. At least he, unlike his fore-fathers, can raid out of the city into the untamed wilderness that is Barsaive. He can see the sky. And reach for it.
(Written as advancing to Warden).
Thane believes that the core of being a Sky Raider is mobility. Warriors can do more damage. Swordmasters can put on airs. But Sky Raiders can get to where the damage needs to be done, and does it. He has discovered his affinity for the Passion Floranuus - passion of Motion, Energy, Victory, and Revelry, and is becoming a Questor. Motion and Mobility is key.
Thane is Confident, Calculating, and Easy-going.