Discord ID: chrisddickey (@chrisddickey#0745)
Character Name: Zil of Middle Jothan.
Race: Windling. Astral Sight, Flight, Increased PD+2. -25% armor costs. -80% weight.
Dex: 14 (6) (Init -1 armor, -2 shield).
Str: 4 (3)
Tou: 11 (5)
Per: 16 (7)
Wil: 16 (7)
Cha: 15 (6)
Karma Mod: 6 Karma Step: 4 (d6) Karma Max: 12
PD: 12 (8 +2 Race, +2 Shield)
MD: 12 (9 + 2 Shield, +1 El 2nd)
SD: 9 (9)
PA: 5 (5 Hide armor)
MA: 4 (3 Nat, +1 Hide armor)
Uncon: 28 (22 + Dur)
Death: 35 (27 + Dur)
Wound Threshold: 9
Recovery tests per day: 2
Movement: 6/16 (fly)
Carrying Capacity: 25 (Armor 5 lbs, Shield 3 lbs. gear 11 lbs)
Discipline Abilities: Free Talent: Standard Matrix x2.
Half-Magic: Elementalists use half-magic for knowledge of nature, the elements, uses of elemental magic, and other magical rituals. The Elementalist may make a Perception-based Half-Magic test to detect the presence of elemental spirits within 30 yards. The Difficulty Number for sensing an elemental spirit is the spirit’s Mystic Defense. If the test succeeds, the character can sense the presence of the elemental spirit and can use spells, or talents such as Elemental Tongues and Elemental Hold, to communicate and interact with it. The game master may choose to make this Half-Magic test on behalf of an Elementalist character at any time, as this innate sense is always active.
Matrixes - Standard: 3 (2,2,1).
1st DT: Awareness 3 Per (10)
1st DT: Patterncraft 2 Per (9)
1st DT: Spellcasting 3 Per (10)
1st DT: Thread Weaving Per (Elementalism) 3 (10)
1st DT: Wood Skin 3 Tou (8)
2nd DT: Fire Heal 2 Wil (9)
1st TO: Standard Matrix (1)
2nd DT: Avoid Blow 0 Dex
Racial Talent: Astral Sight: 1 Per (9)
Talent Knack Name
1 Per (8): Barsaive History
1 Per (8): Legends and Heroes
1 Per (8): Horror Lore
Artisan Skills: 1 Chr (7) Beading:
General Skills: 3 Per (10): Physician
3 Per (10): Research
Language Read/Write: 2 (Throalic, Windling)
Speak: 2 (Throalic, Windling)
Hide Armor (5 lbs) Crystal Raider Sheild (3 lbs). Light Quarts, small (worn as a necklass) 2 lbs.
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak) (<1 lbs)
bellypack, pouche, flint & steel, waterskin (4 lbs), Knife, whistle, chalk.
Grimoire (see above) (1 lbs).
Notebook book (unlisted, est 10 sp est <1 lbs).
Physicians Kit (3 lbs).
Potions, charms, Etc.: Kelia’s Antidote x 2.
Equipment on mount
Adventurer’s Kit (bellypack, bedroll, flint & steel, torch, waterskin, large sack) 2 pouches. 2 wooden buckets. Winter/Mountain gear and heavy blankets.
Artisan Tools: Beading kit (Beads and tools for making and stringing beads), stuff in the process of being made into beads (Earth Qwirl beaks, lion teeth, etc).
Writing Kit. 100 feet rope, 100 feet cord, 100 yards string. (38 lbs)
Trail Rations & Physicians Kit refills (See adventure rewards for numbers).
Threads Tied: None.
Nanny - Ridding Goat. Speed 16, Weight 150, Carry 250, Feed 1cp per day, stable NA. Have Riding Tack.
Grimoire: Zil's 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. Zil wears his grimoire, and many of his possessions have bead-work incorporated into it. He also carries a small book for more mundane notes, which some might mistake for his grimoire.
(1) Air Armor, Earth Darts, Heat Food, Purify Water, Shelter
(2) Air Mattress, Icy Surface, Shield Willow.
Effect: +3 Physical Armor
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Increase Effect (+1 Physical Armor), Additional Target (+Rank)
Air. This spell creates a protective cushion of air. The magician exhales slowly and makes a Spellcasting test against the target’s Mystic Defense. If successful, air rushes in under the target’s clothing, pushing outward to create a cushion and providing padding as well as ventilation. The target adds +3 Physical Armor and the effects of fatigue are reduced (GM’s discretion). If the target is not wearing clothing or armor he receives no benefit—there is nothing to constrain the air cushion, so it disperses. This spell is popular with elemental fire mining crews working near Death’s Sea.
Effect: WIL + 3/Physical and -2 Physical Armor
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Effect Step), Increase Effect (-2 Physical Armor), Increase Range (+10 yards), Additional Target (+1)
Earth. This spell transforms earth into crystalline darts that fly toward a foe, temporarily rending their armor in the process. The magician flings a handful of dirt into the air and makes a Spellcasting test against the target’s Mystic Defense. If successful, his Effect test determines how much damage is inflicted before Physical Armor is reduced. The damage is only dealt once; the duration refers to the armor reducing effect. The target’s armor returns to normal at the end of the duration.
Effect: Heats and rejuvenates one meal
Success Levels: Increase Effect (+1 meal)
Extra Threads: Increase Effect (+2 bonus), Increase Effect (+1 meal)
Fire. This spell heats food and infuses it with beneficial magic. The magician breathes on his hands as if to warm them, causing them to glow a gentle red, then touches a meal and makes a Spellcasting (6) test. If successful, the glow transfers to the food which, within a minute, becomes steaming hot. Eating the food increases the effectiveness of Recovery tests. Consumption of a heated meal adds a +4 bonus to his next Recovery test.
Effect: WIL + 8
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step)
Water. This spell removes impurities from water. The magician smears a drop of water on his lips and then makes a Spellcasting test against the water’s Mystic Defense. Water that is simply muddy has a Mystic Defense of 6; disease-ridden or poisoned water resists with the Mystic Defense of the disease or poison; water that is Horror-tainted has a Mystic Defense equal to that of the Horror. Beverages with high water content, such as wine, juice, beer, or milk, can be purified by the spell, with all of the flavorful “impurities” removed, leaving behind pure water.
The magician’s Effect test determines how many quarts of water or beverage are purified.
This spell can be held in the same spell matrix as Purify Earth.
Effect: Creates a suitable shelter for one person
Success Levels: Increase Effect (+1 Person)
Extra Threads: Increase Effect (+1 Person), Increase Effect (+2 Detection), Increase Range (+10 yards)
Wood. This spell bends and weaves trees to form a suitable place to sleep for the night. The magician stands near the desired location of his shelter, visualizes the form it will take, pantomiming shaping the local flora into the necessary shapes with his hands, and then makes a Spellcasting (6) test.
If successful, the magician creates the desired shelter suitable for one person per success. The default shelter is rather crude, but effective. Extra threads may be woven to make the shelter more inaccessible, such as hidden at the base of a tree, or in the boughs of trees, increasing the difficulty of any Detection tests by +2 per thread.
Effect: +2 Recovery test bonus
Success Levels: Additional Target (+1)
Extra Threads: Increase Effect (+2 bonus), Increase Effect (-1 hour sleep required, minimum 4 hours), Additional Target (+Rank)
Air. This spell creates an air bed to promote healing. The magician anchors the corners of a blanket with something from any one of the four non-air elements—tree branches, rocks or dirt clods, and the like—then blows into his clenched fist as if inflating a balloon and makes a Spellcasting (6) test. If successful, a cushion of air forms under the blanket, turning it into a comfortable one-foot-thick mattress. Those who sleep on the mattress for six hours gain a +2 bonus to the first Recovery test they make within an hour of waking and are considered to have had sufficient sleep. The mattress remains inflated for the spell’s duration or until the blanket is moved or damaged.
Success Level: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Area (+10 square yards)
Water–Cold. This spell creates a slippery, icy surface that is treacherous to cross. The magician blows on the surface he wishes to affect and makes a Spellcasting (6) test. If successful, the target area is immediately covered with ice. The spot the magician blows on is one edge of the area—the ice extends from this point, to a maximum size equal to the area of effect. The magician’s Effect test determines the Difficulty Number for crossing the ice without slipping. Characters negotiating the slippery surface must make a Dexterity or suitable Talent or Skill test (creatures make a Dexterity
or Knockdown test). If successful, they can move across the icy surface at half their Movement Rate. If failed, they are Knocked Down.
Effect: +2 to its Physical and Mystic Defense
Success Level: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1 bonus), Additional Target (+Rank)
Wood. This spell improves the resiliency of shields. The magician joins his fingers together, then touches the target shield and makes a Spellcasting (6) test. If successful, the shield sprouts roots and leaves and gains the resiliency of a willow tree, adding +2 to its Physical and Mystic Defense for the spell’s duration.
Zil's Backstory and personal "Way of the Elementalist"
Zil is Cocky, and Curious, but Friendly and Easy-going.
Zil is Throalic, having grown up in Jothan Hall. He is 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 elementalists in his community, so when he proved to be an Aspirant, he was apprenticed to a well respected dwarf who works in the public works department maintaining the huge kaers air and water systems.
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.
Zil takes Elementalism very seriously, and believes in the elemental balance of the world. He will be delighted at the air and wood, and the untamed water outside the gates of Throal. He will realize that all his life he has been suffering from an imbalance of too much earth. He will be shocked to his core the first time he see's horror taint and corruption.