Fliver - Windling Illusionsist

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ChrisDDickey
Posts:1011
Joined:Sun Nov 27, 2016 10:02 pm
Fliver - Windling Illusionsist

Post by ChrisDDickey » Wed Jan 24, 2018 12:29 pm

Note: This is the CURRENT character. Character at start is post #2.

Roll20 Name: Chris D.
Discord Name: chrisddickey
Character Name: Fliver of Middle Jothan.
Race: Windling. Astral Sight, Flight, Increased PD+2.
Discipline: Illusionist
Circle: 3

Dex: 11 (5)
Str: 5 (3 )
Tou: 13 (6) Raised twice.
Per: 19 (8) Raised thrice.
Wil: 17 (7) Raised Once.
Cha: 16 (7)

Karma: 18
Uncon: 32 Blood Magic: 3
Death: 41
PD: 10 (7: +2 Race, +1 buckler)
MD: 12 (11: +1 Il 2nd)
SD: 9
PA: 5
MA: 4
Recovery tests per day: 3
Carrying Capacity: 30
Wound Threshold: 9
Movement: 6/16

Free: Standard Matrix, Standard Matrix.
DT: Spellcasting (4) Per 12
DT: Illusionism (4) Per 12
DT: Paterncraft (3) Per 11
DT: False Sight (3) Per 11
DT: First Impression (4) Cha 11
DT: True Sight (3)
DT: Conversation (4) Cha 12
Rc: Astral Sight (3) Per 11
TO: Std Matrix (1)
TO: Awareness (4) Per 12
TO: Taunt (4) Cha 11

Skills Knowledge : Barsaive History (1) 9, Botany / Plant Lore (1) 9, Creature Lore (1) 9, Horror Lore (2) 10, Legends and Heroes (1), 9.
Artisan Skill: Beading (1) 8, Mapmaking (1) Per 9
Speak language: (2) Throalic, Windling
Read/Write Language: (2) Throalic, Windling
Other Skills: Disarm Trap (1) Dex 6, Navigation (1) Per 9, Physician (3) Per 11, Research (3) Per 11, Resist Pain (1), Tracking (1) Per 9.

Potions / Charms: Booster Potions x 3, Salve of Closure x 2, Healing Potion x 1, Kelix’s Poultice x 1, Kelia’s Antidote x 1. Last Chance Salve x 1. Desperate Spell Charm
Consumables: Physician’s Kit (7 uses). Salt (4 pounds), Trail Rations (14 days).
Equipment: Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack), belt pouch x 5 (one around neck), Knife, Rope 10 yards, 10 yards twine. Windling Tent (hammock with roof), Light Quartz (small) on chain around neck.
Hide Armor, Buckler.
Artisan toolkit: Beads and tools for making and stringing beads. Mapmaking kit.
Traveler’s Garb (soft boots, shirt, belt, breeches, traveler’s cloak). Winter Gear (Winternight Cloak, boots, hat, gloves).
Charts/Maps: Basic Navigation Charts. Throal to Iceclaw Moot and 2 days West along river. Iceclaw Moot to Bloodwood, Throal to Borgin's rest. Area around Borgin's Rest, including several outlying farms. Route from Throal to Archmouth Kaer, Kaer Avon, To/Through Alidair River Gorge. Route from Borgins Rest to Kaer Avon, and then South to river. Routes to Merrith, Area surrounding Merrith including the kaer and route to/from Borgins Rest. Route to Briar Rose (5413) and surrounding one to two hexes.
Thread Items:
Mitoval’s Steady Accord: Journeyman Spell Matrix Object. Base: Silver necklace, round sun, with the 'sunbeams' spiraling inward. MD: 12. 15 Ranks, but only one Key Knowledge at rank 1 to unlock them all. IH and Researched all. Tied Rank 2. Powers: Enhanced Matrix of Thread Rank.
Spell Matrix Object - Generic IH and Researched all. Tied Rank 1.
Riding Goat (Nanny) and tack.
At base:

Grimoire: Flivers grimoire is constructed by Beading, and consists of necklaces, bracelets, anklets, belts, headbands, etc. Each bead, it's size, shape, composition, and order has meaning to him. Fliver wears his grimoire, and many of his possessions have bead-work incorporated into it.
(1) Assuring Touch, Best Face, Cloak, Disaster, Ephemeral Bolt, True Ephemeral Bolt, Monstrous Mantle, Trust, Unseen Voices.
(2) Blindness, Displace Image,Innocent Activity, Mind Fog, See the unseen.
(3) Nobody Here.

Note: -25% armor costs. -80% weight.
Half-Magic: Illusionists make Half-Magic tests to recognize different types of magic use, as well as specific uses of illusion magic. They also make Half-Magic tests when attempting to perceive the “truth” of a given situation.
Karma: The adept may spend a Karma Point on Interaction tests.

Fliver's Backstory and personal "Way of the Illusionist":
Fliver is Cocky, and Curious, but Friendly and Easy-going.

Fliver is Throalic, and thrilled to be free of it's underground halls. He has a wide-eyed enthusiasm and curiosity about this newly opened surface world that he has previously only heard about in song and legend. He was raised in one of the several Windling communities that weathered the scourge in Throal. There did not happen to be any Windling illusionists in his community, so when he proved to be an Aspirant, he was apprenticed to a well respected Elven Illusionist who works at the royal opera house creating special visual and audio effects. He has an appreciation for the arts and delights in plays and song. He is friends with several Questors of Astendar, and has contemplated joining their ranks.

Like all Illusionists, Fliver has a keen appreciation for how things are not always as they seem. Unlike some Illusionists whom delight in playing tricks upon one-and-sundry, and calling it "lessons in discerning truth". Fliver prefers to deliver his "lessons in discerning truth" verbally. He chatters constantly and questions everything, often to the point of annoyance.

Grimoire:
First Circle
Spoiler:
Assuring Touch
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank+5 rounds
Effect: +3 to Mystic and Social Defense; +3 Willpower test bonus against fear
This spell increases resistance to fear. The magician thinks positive thoughts, then gently touches the target while murmuring something reassuring like “everything’s going to be okay” and makes a Spellcasting test against the target’s Mystic Defense. If successful, the target adds +3 to his Mystic and Social Defense against fear-causing attacks and gains a +3 bonus to any Willpower tests he makes to resist the effects of fear or Intimidation (see the Gamemaster’s Guide).
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Increase Effect (+2 bonus), Additional Target (+Rank)
Best Face
Spoiler:
Threads: 1 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank+5 minutes Effect: +3 bonus to Charisma-based tests
Illusion. This spell disguises one’s identity. The magician splashes water or cologne on the target’s face then makes a Spellcasting test against the target’s Mystic Defense. If successful, the target’s face changes to match a face envisaged by the magician—if he is copying a specific face, he must have seen that individual within the last month.
The target gains a +3 bonus to Disguise Self (and may use Disguise Self as a default skill if they do not possess it) or Charisma-based tests when trying to convince others of his false identity and attempting to persuade them to act according to that misperception. Any Interaction tests made against the target are considered Sensing tests (see Illusions, p.266). The spell only affects the target’s head and neck, including hair and ears. The maximum possible size difference between the target’s face and that being mimicked is 100 percent in any dimension—the magician must find another way to disguise obvious differences. The target’s voice is unchanged, so he must try to mimic the speech characteristics of the character whose face he has borrowed as best he can.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 bonus), Additional Target (+1)
Cloak
Spoiler:
Threads: 1 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank minutes
Effect: +3 bonus to stealthy Action tests
Figment. This spell masks a character, making him less noticeable to others. The magician quietly touches the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, the target becomes semi-transparent and gains a +3 bonus to any Action tests he makes that are aimed at concealment or stealth, such as Stealthy Stride tests and may use Stealthy Stride as a default skill if they do not
possess it.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 bonus), Increase Range (+10 yards), Additional Target (+Rank)
Disaster
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: 10 yards Duration: Rank rounds
Effect: Create a distraction
Figment. This spell creates the figment of a disaster happening just beyond normal sight. The magician glances around casually, then stops and stares hard at a fixed point on the horizon, saying out loud something like “Oh, Passions, look over there!” or “What in the world can that be?” and makes a Spellcasting test against the highest Mystic Defense among the target group, +1 for each additional target. If successful, the evidence of a disaster of the magician’s choosing is created: a plume of smoke rising from the roofs of a village, the sounds of people screaming, or some other minor, but distracting, effect.
The target’s attention is drawn to the supposed disaster and is sufficiently distracted to allow the equivalent of a Blindsided attack against him. The magician may affect up to Spellcasting Rank targets. The spell cannot be cast inside small, enclosed environments, such as rooms with no windows. If used against a target engaged in combat, or another equally engaging activity, the magician must achieve an additional success for the spell to affect him. Anyone affected by the spell targeted by an Action test (such as an Attack test) which draws their attention is no longer affected by the
spell. If this spell has previously affected a target and they were attacked as a result, it may not be used again on that target until the following day.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Range (+10 yards)
Ephemeral Bolt
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: 20 yards Duration: 2 rounds
Effect: WIL+4/Mystic and -2 to Willpower tests
Illusion. This spell creates a wriggling, glowing green bolt that squirms its way through the air toward an opponent. The magician wriggles his finger and makes a Spellcasting test against the target’s Mystic Defense. If successful, his Effect test determines how much damage is inflicted.
Additionally, the target suffers a -2 penalty to any Willpower tests until the end of the next round. This spell may be disbelieved (see Disbelieving Illusions, pg. 267). This spell may be placed in the same spell matrix as True Ephemeral Bolt.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
Monstrous Mantle
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank rounds
Effect: +2 close combat Attack and Damage tests, and +2 Physical Defense
Illusion. This spell improves a character’s combat prowess by making onlookers believe they have transformed into a monster. The magician makes snarling and growling sounds, then touches the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, twin helixes
of light appear around the target, rotating and spinning into the form of a monstrous humanoid creature, typically increasing in size, and gaining unnatural characteristics such as axes, tentacles or giant pincers for hands.
The target gains a +2 bonus to his Attack and Damage tests for close combat and adds +2 to his Physical Defense. The illusion does not give the target any special attack forms or abilities. Any physical tests which interact with the target are considered Sensing tests; for example, Attack, Avoid Blow and Riposte tests.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+1 to all bonuses), Additional Target (+Rank)
True Ephemeral Bolt
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: 20 yards Duration: 1 round
Effect: WIL+1/Mystic and -2 Penalty to next Sensing test
This spell looks and acts exactly like the Ephemeral Bolt spell, p. 296, but packs less punch than its illusory twin. The magician wriggles his finger and makes a Spellcasting test against the target’s Mystic Defense. If successful, a glowing green bolt squirms through the air and hits the target. The magician’s Effect test determines how much damage is inflicted and any target has a -2 penalty to their next Sensing test as their perceptions become skewed. This spell may be placed in the same spell matrix as Ephemeral Bolt.
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Effect (-2 penalty), Increase Effect (Penalty applies to additional Sensing test), Additional Target (+1)
Trust
Spoiler:
Threads: 1 Weaving: 5/10 Casting: TMD Range: 10 yards Duration: Rank minutes
Effect: Creates a friendly relationship between magician and target
This spell inspires a character to trust the magician. The magician smiles and nods toward the target, then makes a Spellcasting test against the target’s Mystic Defense. If successful, the target will not deceive or harm the magician and others obviously Friendly to him for the duration of the spell as long as the magician and his friends do not deceive or harm the target. When the spell ends, the target becomes aware of the manipulation and his Attitude towards the magician decreases by one degree.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Range (+10 yards)
Unseen Voices
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: 20 yards Duration: Rank+5 rounds
Effect: Creates unseen voices
Figment. This spell creates hidden voices to distract characters. The magician mutters quietly to himself and makes a Spellcasting test against the highest Mystic Defense.
If successful, he creates a number of illusory voices equal to his Spellcasting Rank. Optionally, the magician may choose to have only one target, in which case only they will hear the voices. The spell provides a nearly limitless number of different voices that can be used. A magician need only use whatever voices are required to achieve the desired result. By concentrating, the magician controls what each voice says—if he loses concentration, the voices repeat what they said in the previous round. The magician does not gain any special ability to hear what is being said by the target, but
he must able to hear what the target is saying if he wants to use the voices in a real conversation. The magician may use the Mimic Voice talent with this spell to replicate specific voices. In which case, use the Mimic Voice talent as usual if the spell is successful.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Increase Range (+10 yards)
Second Circle
Spoiler:
Blindness
Spoiler:
Threads: 1 Weaving: 6/11 Casting: TMD Range: 10 yards Duration: Rank minutes
Effect: Obscures the target’s vision
Illusion. This spell affects the target’s visual perception. The magician closes one eye, points at the target, blinks twice, and makes a Spellcasting test against the target’s Mystic Defense. If successful, the target’s vision is obscured with an inky blackness; the target is effectively “blinded” and suffers a Full Darkness penalty to sight-based Action tests. Any sight-based Action tests he makes are considered Sensing tests. Targets who don’t require vision to “see” are unaffected by this spell.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes)
Displace Image
Spoiler:
Threads: 1 Weaving: 6/11 Casting: TMD Range: Touch Duration: Rank+5 rounds
Effect: Projects image of the target
Illusion. This spell makes a character “invisible” by displacing the image that others see and shifting it a short distance. The magician quickly traces an outline of the target, then touches the “shoulder” of the outline, followed by the shoulder of the target, and makes a Spellcasting test against the target’s Mystic Defense. If successful, an outlined figure shrouded in a shimmering blur appears drifting 4 yards away, quickly transforming into an identical image of the target. The target is no longer visible in his actual location, the illusion having displaced his image. Attacks made against the image have no effect, and the magician must concentrate to maintain the facade. Each round that the magician does not concentrate gives all attackers a cumulative +5 to Sensing tests against the illusion. Attack tests made against the image count as Sensing tests (see Illusions, p.266).
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Additional Target (+1)
Innocent Activity
Spoiler:
Threads: 1 Weaving: 6/11 Casting: TMD Range: 10 yards Duration: Rank+10 rounds
Effect: Covers up true activity
Illusion. This spell masks a character’s activity. The magician waves his hands about as if painting on a large canvas, then makes a Spellcasting test against the target’s Mystic Defense. If successful, everyone will only see an image of the target performing an apparently innocent activity appropriate to the setting. If the target moves from his current location, the illusion is broken. The target may otherwise perform any action, even attacking an opponent, during the spell’s duration. Any obviously inexplicable phenomena as a result of action on the part of the target, such as voices, spells, or attacks, allows those viewing or listening to make a Perception test as a Sensing test (see Illusions, p. 266). If successful, the sensing character sees through the illusion, and the spell ends. If failed, the sensing character concocts some other plausible explanation for what happened.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Additional Target (+1)
Mind Fog
Spoiler:
Threads: 1 Weaving: 6/11 Casting: TMD Range: 10 yards Duration: Rank+5 rounds
Effect: WIL+3
This spell clouds a characters perceptions and makes him forget what he was about to do. The magician scratches his temple as if trying to remember something, then makes a Spellcasting test against the target’s Mystic Defense. If successful, the target can only react to actions made against him, until he remembers what it is he wants to do. Appropriately defending yourself against hooligans is considered a reaction, though why they are under attack will remain a mystery. The target may make a Willpower test each round against the Effect Step if they have reason to suspect
something is amiss. Each round in combat gives the target a cumulative +5 to the Willpower test.
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
See the Unseen
Spoiler:
Threads: 1 Weaving: 6/11 Casting: TMD Range: Touch Duration: Rank+5 minutes
Effect: +5 bonus to sight-based Perception tests
This spell allows a character to better see hidden things. The magician lightly touches the target’s eyes, then makes a Spellcasting test against the target’s Mystic Defense. If successful, he gains a +5 bonus to sight-based Perception tests made to detect hidden objects or characters. The spell does not enable the target to see things that cannot normally be seen, such as Horrors lurking in astral space, although it will help when combined with a talent or ability that allows such astral viewing.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1 bonus), Additional Target (+Rank)
Third Circle.
Spoiler:
Nobody Here
Spoiler:
Threads: 1 Weaving: 7/12 Casting: TMD (see text) Range: Self Duration: Rank+5 minutes Area of Effect: 4-yard radius
Effect: Make onlookers ignore a group of characters
Illusion. This spell hides characters from others. The magician concentrates on the thought of “nobody here” and makes a Spellcasting test against the highest Mystic Defense among any targets (including himself) within the area of effect. If successful, those affected become invisible to anyone outside the area of effect able to view them.
Once cast, the spell’s effect does not move with the magician and only the original targets gain the benefit of the invisibility, not those who enter later. Targets who exit the area of effect become visible to others—they can regain their invisibility by moving back inside the circle.
A character who walks into the area of the illusion makes a Perception test as a Sensing test (see Illusions, p. 266). The viewing character adds a +3 bonus to his Perception test if a concealed target manipulates the environment in a way that requires explanation, such as moving books in plain sight, opening or shutting doors, and so on. The viewing character gains a +5 bonus to his Perception test if a concealed target makes physical contact with him. If successful, the illusion is revealed for that observer. If failed, the viewing character’s sensory feedback is magically suppressed—his senses detect any characters that would normally be visible, but the knowledge is suppressed by the spell. If a concealed target causes damage to another character, the attacked character is no longer affected by the illusion and any onlookers immediately make a Sensing test with a +5 bonus.
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Range (+2 yards)
Last edited by ChrisDDickey on Sun Nov 18, 2018 4:14 am, edited 59 times in total.

ChrisDDickey
Posts:1011
Joined:Sun Nov 27, 2016 10:02 pm

Re: Fliver - Windling Illusionsist

Post by ChrisDDickey » Wed Jan 24, 2018 12:33 pm

Original Character. Current character is in post above.
Spoiler:
Roll20 Name: Chris D.
Discord Name: chrisddickey
Character Name: Fliver
Race: Windling. Astral Sight, Flight, Increased PD+2.
Discipline: Illusionist
Circle: 1

Dex: 11 (5)
Str: 5 (3 )
Tou: 11 (5)
Per: 16 (7)
Wil: 16 (7)
Cha: 16 (7)

Karma: 6
Uncon: 25
Death: 31
PD: 10 (7, +2 Race, +1 buckler)
MD: 9
SD: 9
PA: 5
MA: 4
Recovery tests per day: 2
Carrying Capacity: 30
Wound Threshold: 8

DT: Spellcasting (3) Per 10
DT: Illusionism (3) Per 10
DT: Paterncraft (2) Per 9
DT: False Sight (0) Per
DT: First Impression (0) Tou
Rc: Astral Sight (0) Per 7

Knowledge skills: Horror Lore (1) 8
Barsaive History (1) 8
Botany / Plant Lore (1) 8
Artisan Skill: Beading (1) 8
Speak language: (2) Throalic, Windling
Read/Write Language: (2) Throalic, Windling
Other Skills: Physician (3) Per 10
Research (3) Per 10

Blood Magic: 0
Potions:
Equipment:

Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack), belt pouch x 5 (one around neck), Knife.
Hide Armor, Buckler, Physician’s Kit. 3 silver left over.
Artisan toolkit: Beads and tools for making and stringing beads.
Traveler’s Garb (soft boots, shirt, belt, breeches, traveler’s cloak)
Trail Rations (1 week)

Note: -25% armor costs. -80% weight.

At base:


Grimoire: Flivers grimoire is constructed by Beading, and consists of necklaces, bracelets, anklets, belts, headbands, etc. Each bead, it's size, shape, composition, and order has meaning to him. Fliver wears his grimoire, and many of his possessions have bead-work incorporated into it.
Assuring Touch
Cloak
Ephemeral Bolt
True Ephemeral Bolt
Monstrous Mantle
Trust
See the unseen.

Fliver's Backstory and personal "Way of the Illusionist":
Fliver is Cocky, and Curious, but Friendly and Easy-going.

Fliver is Throalic, and thrilled to be free of it's underground halls. He has a wide-eyed enthusiasm and curiosity about this newly opened surface world that he has previously only heard about in song and legend. He was raised in one of the several Windling communities that weathered the scourge in Throal. There did not happen to be any Windling illusionists in his community, so when he proved to be an Aspirant, he was apprenticed to a well respected Elven Illusionist who works at the royal opera house creating special visual and audio effects. He has an appreciation for the arts and delights in plays and song. He is friends with several Questors of Astendar, and has frequently contemplated joining their ranks.

Like all Illusionists, Fliver has a keen appreciation for how things are not always as they seem. Unlike some Illusionists whom delight in playing tricks upon one-and-sundry, and calling it "lessons in discerning truth". Fliver prefers to deliver his "lessons in discerning truth" verbally. He chatters constantly and questions everything, often to the point of annoyance.

ChrisDDickey
Posts:1011
Joined:Sun Nov 27, 2016 10:02 pm

Re: Fliver - Windling Illusionsist

Post by ChrisDDickey » Fri Jan 26, 2018 11:00 pm

River Access
Spoiler:
http://www.fasagames.com/forum/viewtopic.php?f=49&t=678
http://www.fasagames.com/forum/viewtopi ... 546711144b

Rewards: 3 TIP, 800 LP, 118 Silver - Winter Gear: Winternight Cloak, Hat, Gloves, Boots.
Items used: None.
LP Spent: False Sight, First Impression 0->2 (300, 300), Standard Matrix, Astral Sight 0->1 (100, 100)
Buy:
Sell: Should not have bought the Winternight Cloak. Need to pawn it (104) to afford training!

Journal Rewards: 40 Legend Points and 57 Silver
Downtime: Training 2nd Circle (200 silver).
LP: Current: 40 , Career: 840
SP: Cash: 84, Career: 284, Career Items in lue of cash: 6.
Thread Items Points: 3, career: 3.
Wicked Witch of the North
Spoiler:
http://www.fasagames.com/forum/viewtopic.php?f=49&t=687
http://www.fasagames.com/forum/viewtopic.php?f=49&t=698

Rewards: 3 TIPs, 800 Legend, 225 Silver, Creature Lore training.
Items used: None.
LP Spent: Creature Lore 0->1 (200), Awareness 0->3 (600)
Buy: Winternight Cloak (104), Creature Lore training (5).
Sell:

Journal Rewards: 40 Legend Points and 57 Silver
Downtime: Training Creature Lore.
LP: Current: 80 , Career: 1680
SP: Cash: 257, Career: 566, Career Items in lue of cash: 11.
Thread Items Points: 6, career: 6.
Wreck of the Courageous
Spoiler:
http://www.fasagames.com/forum/viewtopic.php?f=49&t=701
http://www.fasagames.com/forum/v0iewtop ... 318822ef8f

Rewards: 3 TIP, 800 Legend, 220 Silver, Navigation Training, Map Making training.
Items used: None.
LP Spent: Navigation, Map Making 0->1 (200, 200), Displace Image (200), Astral Sight 1->2 (200)
Buy: Spell Displace Image (100)
Sell:

Journal Rewards: 40 Legend Points and 57 Silver
Downtime: Navigation Training, Map Making training.
LP: Current: 120 , Career: 2520
SP: Cash: 454, Career: 843, Career Items in lue of cash: 21.
Thread Items Points: 9, career: 9.
A Book Worth Reading is a Book worth buying
Spoiler:
http://www.fasagames.com/forum/viewtopic.php?f=49&t=703
http://www.fasagames.com/forum/viewtopi ... 9a431d0442

Rewards: 4 TIPs, 1200 Legend, 170 Silver, Mind Fog, Innocent Activity, Unseen Voices, Best Face, disaster spell formulas
Items used: 3 Usages of Physicians kit
LP Spent: Spells listed above (100, 100, 100, 200, 200), First Impression 2->3 (300), True Sight 0->1 (100)
Buy: 9 Usages of Physicians kit refills (-75)
Sell:

Journal Rewards: 60 Legend Points and 86 Silver.
Downtime: With nothing else he wants to spend downtime on, Fliver makes maps of the route from Throal to Borgins rest, and the area around Borgins rest, including several outlying farms. Works with Dubham to produce 2 Booster Potions (50 sp)
LP: Current: 280 , Career: 3780
SP: Cash: 565, Career: 1089, Career Items in lue of cash: 196.
Thread Items Points: 13, career: 13.
Finders' Keepers
Spoiler:
http://www.fasagames.com/forum/viewtopi ... 8a5a656ab1
viewtopic.php?f=49&t=731

Rewards: 3 TIPs, 800 Legend, 80 Silver, Desperate Spell Charm.
Items used:
LP Spent: Patterncraft, False Sight 2->3 (300, 300), True Sight 1->3 (500).
Buy: Circle 3 Training (300)

Journal Rewards: 40 Legend Points and 57 Silver
Downtime: Fliver makes maps of the area NE of Borgins Rest. Circle 3 training.
LP: Current: 20 , Career: 4640
SP: Cash: 302, Career: 1226, Career Items in lue of cash: 346.
Thread Items Points: 16, career: 16.
What's in the Box?
Spoiler:
http://www.fasagames.com/forum/viewtopic.php?f=49&t=730
http://www.fasagames.com/forum/viewtopic.php?f=49&t=738

Rewards: 800 Legend 230 Silver 3 TIPs, -16 thread item points for crystal buckler thread item.
Items used: 2 usages of Physicians kit.
LP Spent: Tie to ranks to Thread IItem Mitoval’s Steady Accord. (200, 300). Skill Disarm Trap 0->1 (200), Taunt 0->1 (100)
Buy: Disarm Trap skill training (10)

Journal Rewards: 40 Legend Points and 57 Silver
Downtime: Fliver makes maps of the route to Archmouth keir. Pays Robert 38 for R1 Item History. Does research's himself. Skill Training Disarm Trap.
LP: Current: 60 , Career: 5480
SP: Cash: 531, Career: 1503, Career Items in lue of cash: 346.
Thread Items Points: 3, career: 19.
The Great Gats-Bee
Spoiler:
http://www.fasagames.com/forum/viewtopi ... 3e9e2a2a13
viewtopic.php?f=49&t=755

Rewards: 800 Legend, 230 Silver, 3 TIPs
Items used: 1 pound of salt
LP Spent:
Buy: Riding Goat and Tack (13). 5 Pounds of salt (5) windling tent (30). Light Quartz, small (75)

Journal Rewards: 40 Legend Points and 57 Silver
Downtime: Tou training (250 sp, 800 lp).
LP: Current: 100 , Career: 6320
SP: Cash: 446, Career: 1790, Career Items in lue of cash: 346.
Thread Items Points: 6, career: 22.
The Pink Panther
Spoiler:
http://www.fasagames.com/forum/viewtopic.php?f=49&t=763
http://www.fasagames.com/forum/viewtopi ... 6006#p6006

Rewards: 3 TIPs, 800 Legend, 2 x Salve of closure, Booster potion, 10 yards rope.
Items used: 1 Booster potion, but Brimbli replaced it. 2 usages of Physicians kit. 2 Goats.
LP Spent: Spellcasting 3->4 (500), Taunt 1->2 (200), Conversation 0->1 (100)
Buy: (half price) 2 Goats (5), 10 yards rope (15), Booster Potion (25), Salve of Closure x 2 (200)

Journal Rewards: 40 Legend Points and 57 Silver
Downtime:
LP: Current: 140 , Career: 7160
SP: Cash: 258, Career: 1847, Career Items in lue of cash: 576.
Thread Items Points: 9, career: 25.
A Gorgeous View
Spoiler:
http://www.fasagames.com/forum/viewtopi ... 761e61311c
viewtopic.php?f=49&t=776

Rewards: 3 TIPs, 800 Legend, 230 Silver.
Items used:
LP Spent: Taunt 2->3 (300)
Buy:

Journal Rewards: 40 Legend Points and 57 Silver
Downtime: Map of Route to Kaer Avon and Alidair River Gorge.
LP: Current: 680 , Career: 8000
SP: Cash: 445, Career: 2134, Career Items in lue of cash: 576.
Thread Items Points: 12, career: 28.
The Road to Nowhere
Spoiler:
http://www.fasagames.com/forum/viewtopi ... 5fe8ed3b1a
viewtopic.php?f=49&t=792

Fliver: 3 TIPs, 800 Legend, 55 Silver, Healing Potion, 2 Physician kit refills
Items used: 3 Physician kit usages
LP Spent: Tou Training 1300.
Buy: Tou Training 250 SP.

Downtime: Tou Training. Chart - Route from Borgins keep to Kaer Avon, and back South to River.
LP: Current: 180 , Career: 8800
SP: Cash: 250, Career: 2189, Career Items in lue of cash: 651.
Thread Items Points: 15, career: 31.
Fairie Flush
Spoiler:
http://www.fasagames.com/forum/viewtopic.php?f=49&t=786
http://www.fasagames.com/forum/viewtopi ... 244b59a411

Fliver: Fliver: 2,000 Legend, 555 Silver, 4 TIPs
Items used:
LP Spent: Conversation 1->4 (200, 300, 500), Illusionism, Awairness 3->4 (500, 500), Tracking 0->1 (200)
Buy: Tracking (10).

Journal Rewards (Road to nowhere): 40 Legend Points and 57 Silver
Journal Rewards: 100 Legend Points and 138 Silver
Downtime: Tracking
LP: Current: 120 , Career: 10,940
SP: Cash: 990, Career: 2939, Career Items in lue of cash: 651.
Thread Items Points: 19, career: 35.
Return to the temple of Raggok
Spoiler:
http://www.fasagames.com/forum/viewtopic.php?f=49&t=801
http://www.fasagames.com/forum/viewtopic.php?f=49&t=815

Fliver: 3 TIPs, 1400 Legend, 370 Silver
Items used:
LP Spent: Per training (800)
Buy: Per training 490, Kelix’s Poultice, Kelia’s Antidote (50, 125), Navigation Charts (15).

Downtime: Per training, map making. Routes to Merrith and area around Merrith.
LP: Current: 720 , Career: 12,340
SP: Cash: 780, Career: 3309, Career Items in lue of cash: 651.
Thread Items Points: 22, career: 38.
A horse with no Name
Spoiler:
http://www.fasagames.com/forum/viewtopic.php?f=49&t=948
http://www.fasagames.com/forum/viewtopi ... d444a9afd1

Fliver: 3 TIPs, 2,200 Legend, 550 Silver.
Items used: 2 Physicians kit usages.
-16 TIPs to receive Thread Item. Generic Standard Spell Matrix.
LP Spent: Per training (1300). Taunt (500), Tie threads to TI (100), Skill training 0->1 (200)
Buy: Per training 490. Item History from Quis'tan (25). Skill training 0->1 (10)

Journal Rewards: 110 Legend Points and 137 Silver
Downtime: Per training and IH. Research. Skill Training, Legends and Heros.
LP: Current: 940 , Career: 14,650
SP: Cash: 942, Career: 3996, Career Items in lue of cash: 651.
Thread Items Points: 9, career: 41.
The Man from Briar Rose
Spoiler:
http://www.fasagames.com/forum/viewtopi ... 2014901500
http://www.fasagames.com/forum/viewtopi ... =49&t=1034

Fliver: 1,200 Legend, 345 sp, 5 TIP's
Journal Rewards: 60 Legend Points and 86 Silver.
Items used: 1 weeks trail rations.
LP Spent: Per training (2100).
Buy: Per training 490. -20 2 weeks Trail Rations.

Downtime: Per training. Make map of route to Briar Rose. Route Borgins rest to Merrith.
LP: Current: 100 , Career: 16,810
SP: Cash: 883, Career: 4572, Career Items in lue of cash: 651.
Thread Items Points: 14, career: 46.
Innocent Exile
Spoiler:
http://www.fasagames.com/forum/viewtopi ... =49&t=1081
http://www.fasagames.com/forum/viewtopi ... c0c0c82fc7

Fliver 800 Legend, 3 TIP's . Last chance Salve (pay 140 extra)
40 Legend Points and 57 Silver
Items used: 5 Phys kit usage (1 left).
LP Spent:
Buy: 2 Phys kit refils (50 sp) 7 left.

Downtime: Skill resist pain (500 lp, 10 sp). Horror lore skill 1->2 (2 weeks, 300 LP, 40 sp)
LP: Current: 140 , Career: 16,850
SP: Cash: 600, Career: 4629, Career Items in lue of cash: 881.
Thread Items Points: 17, career: 49.
Domestic Disturbance
Spoiler:
http://www.fasagames.com/forum/viewtopi ... 8630#p8630
viewtopic.php?f=49&t=1150

Fliver: 3Tips, 1400LP, 370 sp
Journal Rewards: 70 Legend Points and 92 SilverItems used:
LP Spent: First Impression 3->4 (500 lp)
Buy: 10 silver riverboat fare.

Downtime: Will Training (800 LP, 360 SP, 6 days), I quite literally have nothing else to spend the downtime on, so let the record show that I spent 2 weeks and 1 day researching "Baron Cranshaw ", probably a Baron of Throal, and "Ranik Goldspire", also probably of Throal, and probably killed (by us) this mission. Who they are and what relationship they might have to each other. I also research any other Barons that Goldspire might possibly have been writing to.
LP: Current: 310 , Career: 18,320
SP: Cash: 1330, Career: 5369, Career Items in lue of cash: 881.
Thread Items Points: 20, career: 52.
Last edited by ChrisDDickey on Sun Mar 04, 2018 5:42 am, edited 1 time in total.

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