Discord ID: chrisddickey (@chrisddickey#0745)
Character Name: Zil of Middle Jothan, the Once Flattened.
Race: Windling. Astral Sight, Flight, Increased PD+2. -25% armor costs. -80% weight.
Dex: 17 (7) (Init +1 (7) Item #3r3. +3 for 1 strain item #3r5) (increased thrice).
Str: 7 (4) (Item #2r6 +3 Knockdown for 1 strain) (increased thrice).
Tou: 13 (6) (11, +2 Item #1r6)
Per: 19 (8) (increased thrice)
Wil: 19 (8) (increased thrice)
Cha: 17 (7) (increased twice)
Karma Mod: 6 Karma Step: 4 (d6) Karma Max: 60 +8 #7r4.
PD: 17 Nat PD 14 (10 +2 Race, +2 El 4th & 10th) (+2 Shield, +1 Item #2r1) (Often higher due to shield willow)
MD: 19. Nat MD 14 (11 +5 El 2nd,6th&8th,Pu 2nd,4th and Garlen 3,6&19) (+2 Shield, +1 Item #2r3) (Often higher due to shield willow)
SD: 14 (10 +1 I#5-2, +2 I#6-2&4, +1 Garlen 8)
PA: 17 (3 Crystalweave armor forged 10 times Feb 21st renew, +1 El 11th, +1 #2r2, +2 #7r2&r8)
MA:11 (3 Nat, +1 Garlen 7, +4, Crystalweave armor, +2 #4r4 & #7r1&r7)
Uncon: 55 (26 + Dur) Blood magic 4 (Absorb Blow charm: 2, Purifier: 2). Item #2r5 Durability +1
Death: 71 (32 + Dur)
Wound Threshold: 9
Recovery tests per day: 5 (3 +1 Item #1, Elem 7th) (may spend karma - Elem 2nd).
Movement: 6/16 (fly)
Carrying Capacity: 50 (Armor 5 lbs, Shield 3 lbs. gear 11 lbs)
Discipline Abilities: Free Talent: Standard Matrix x2. One of the adept’s free Standard Matrix talents is upgraded to an Enhanced Matrix. MD +1, May spend karma on Recovery Tests. Karma: The adept may spend a Karma Point to target an additional ally with a spell he is casting. Karma: The adept may spend a Karma Point when designing or crafting an item.
Fire and Ice: For 1 Strain the adept may do one of the following as a Standard action with a successful Elementalism test against the higher of the target’s Mystic Defense or a Difficulty Number of 6:
1. Create a small flame between his thumb and forefinger. This fire lasts for only one round, but is intense enough to light a torch. If used in combat, it inflicts Step 4/D6 fire damage (Physical Armor provides protection).
2. Freeze water by touching it with his middle three fingers. The adept can freeze up to one quart of water from each use of this ability. If used in combat, it inflicts Step 4/ D6 cold damage (Physical Armor provides protection).
Earth and Wind: The adept takes 2 Strain and makes an Elementalism (6) test. If successful, they may either:
3. Create a circle of earth with a radius of 2 yards per success that grants all allies within it +3 Mystic Defense. The circle cannot be moved, but the Elementalist need not stay in it to maintain the effect, which lasts up to 24 hours. It may be canceled by the adept at any time.
4. Create a flow of air which circulates through a dome with a radius of 2 yards per success. The air is brought in from the Plane of Air and, though cold, is clean and fresh. It immediately disperses any noxious fumes; if they are caused by a magical effect, the Elementalism test result is treated as a Dispelling test (Player’s Guide, p. 265). The affected area cannot be moved, but the Elementalist need not stay in it to maintain the effect, which lasts up to 24 hours. It may be canceled by the adept at any time.
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: (F-10, I#1-6, I#4-6, TO-2), Enh( F-10, TO-7, SMO#1-3, SMO#2-4, I#5-8, I#6-8), Armored (TO-4).
1st DT: Awareness 11 Per (19) - Lip Reading
1st DT: Patterncraft 8 Per (17) - Improvised Pattern
1st DT: Spellcasting 11 Per (21) (+2 Item #1)
1st DT: Thread Weaving (Elementalism) Per 11 (19) - Detect Spirit
- Acid Splash, Fortify Armor, Burst of Speed, Soothe Venom
1st DT: Wood Skin 11 Tou (18) (+1 #1r5)
2nd DT: Fire Heal 11 Wil (19)
3rd DT: Elemental Tongues 6 Per (14) (+2 water) - Known: Air, Earth, Water, Wood.
4th DT: Elemental Hold 6 Wil (14)
5th DT: Summon [Elemental Spirits] 11 Per (19) (+2 (+other) water)
6th DT: Willforce 11 Wil (19)
7th DT: Earth Skin 11 Tou (17) vs MD, add +2 to MD per success.
8th DT: Hold Thread 6 Wil (14) vs spell weaving diff. Hold for RR.
9th DT: Thunderous Resolve 7 Wil (15) free vs spell effects.
10th DT: Elemental Mastery 11
1st TO: Standard Matrix 2
2nd TO: Item History 4 Per (12)
3rd TO: Avoid Blow 11 Dex (18) - Roll with the Punches, Redirect Attack
5th TO: Enhanced Matrix 7
6th TO: Steel Thought 11 Per (19)
7th TO: Dispel Magic 11 Wil (19)
8th TO: Banish 11 Wil (19)
9th TO: Range Pattern 11 Per (19) simple. vs reatune diff.
10th TO: Armored Matrix 4
Racial Talent: Astral Sight: 8 Per (16)
Purifier 5 - Purifier’s Touch [Karma], Purifier's Auspices [Karma]
Ritual of Cleansing
1st Cold Purify 6 Wil (14) (+2 effect TI#4). Cleansing Chill (resist disease & poison), Halt Disease.
2nd Earth Bond 8 Tou (14) . Earths avenger (+3 to spellcasting or effect)
3rd Blood Share 5 Tou (11)
4th Wilderness Survival 8 Per (16). Wastelander (auto success in corrupt area).
5th Purification 9 Wil (17), 1 strain. Purifiers Touch (karma), Purifier’s Purifier’s Vengeance (karma), Purifier’s Vengeance (karma), Purifier’s Retaliation (karma), Tear out the Root, Focused Purification (self), Purifying Touch (others).
Acid Splash Talent: Spellcasting Requirements: Rank 2 Restrictions: Elementalist 2 Step: Rank+PER Action: Standard (Special) Strain: 1 Skill Use: No Water - Acid. The Elementalist makes a flicking motion at a target within 10 yards, causing acid to manifest and weaken their armor briefly. The Elementalist makes a Spellcasting test against the target’s Mystic Defense. If successful, the target has -2 Physical Armor until the end of the next round. Using this knack is a Simple action if the adept has used Elementalism to attempt weaving threads this round.
Burst of Speed Talent: Spellcasting Requirements: Rank 3 Restrictions: Elementalist 3 Step: Rank+PER Action: Standard (Special) Strain: 0 Skill Use: No Air. The Elementalist briefly imbues an ally within 10 yards with air, granting them brief fleetness. The Elementalist makes a Spellcasting (6) test against a willing target. If successful, the target gains +4 Movement Rate until the end of the next round. Using this knack is a Simple action if the adept used Elementalism to attempt weaving threads this round.
Cleansing Chill Talent: Cold Purify Requirements: Rank 5 Restrictions: Purifier rank 2, any Discipline Circle 8 Step: Rank Action: Sustained (1 min) Strain: 1 Skill Use: No
The adept conjures pure, cold water, and spends one minute running it over the target’s body, making them cool to the touch for the duration and increasing their resistance to disease and poison. This draws on the target’s natural recovery abilities and improves their resistance against disease and poison. The target spends a Recovery Test and gains a Cold Purify rank bonus on tests to resist the effects of disease and poison for one hour. The duration can be extended until sunrise by taking the Strain as Blood Magic Damage.
Detect Spirit Talent: Elementalism. Requirements: Rank 5 Step: Rank+PER Action: Standard Strain: 0
The adept uses divination magic and their natural connection to spirits to detect any in the area. To do so, the adept makes a Detect Spirit test against the Mystic Defense of all spirits within 30 yards. If successful, the adept can sense the presence of the spirit and use spells or talents to communicate and interact with the spirit. Unlike similar Half-Magic, this knack is not always on, but it can detect any type of spirit. This knack does not provide the adept with the type of spirit detected.
Earth’s Avenger Talent: Earth Bond Requirements: Rank 8 Restrictions: Brother of Stone rank 6, Purifier rank 5 Step: NA Action: Free Strain: 1 Skill Use: No
The adept focuses their anger over the destruction of nature, channeling it through their form. This manifests in a fashion unique to each adept, such as earth and small stones rising around them, a green aura with swirling leaves, or orbiting rings of runes. The adept gains +3 to the next Attack, Spellcasting, Damage, or Effect test against a target observed wantonly destroying nature or their allies. This does not affect creatures and spirits behaving naturally.
Fortify Armor Talent: Spellcasting Requirements: Rank 2 Restrictions: Elementalist 2 Step: Rank+PER Action: Standard (Special) Strain: 1 Skill Use: No Earth - Metal. The Elementalist infuses an ally or their armor with metal briefly, strengthening them against physical attack. The Elementalist touches a willing target and makes a Spellcasting (6) test. If successful, the target gains +2 Physical Armor until the end of the next round. Using this knack is a Simple action if the adept used Elementalism to attempt weaving threads this round.
Halt Disease Talent: Cold Purify Requirements: Rank 6 Restrictions: None Step: Rank+WIL Action: Sustained (1 min) Strain: 0 Skill Use: No
The adept spends a minute to prepare a poultice as normal. However, instead the poultice stops the progress of disease by making a Cold Purify test against the disease’s Step. With two successes, the effect of the disease is halted. The victim does not heal any damage already inflicted; the knack merely prevents the disease ravaging them further.
Lip Reading Talent: Awareness Requirements: Rank 3 Restrictions: None Step: Rank+PER Action: Standard Strain: 1 Skill Use: Yes (Novice)
The adept eavesdrops on a conversation by watching the target character’s lips move and making a Lip Reading test against the target’s Social Defense. If successful, they are able to read what the speaker is saying for a number of minutes equal to the test result, as long as they can see the target’s lips. The adept must be able to understand the language being spoken to make sense of the conversation. If they don’t, the adept can phonetically sound out what the target is saying, allowing someone nearby who can understand the language to translate for them.
Improvised Pattern Talent: Patterncraft Requirements: Rank 8 Restrictions: None Step: NA Action: Simple Strain: 1+ (see below)
Skill Use: No
The adept has learned to adapt their spell patterns on the fly. Prior to a Thread Weaving test for the purpose of weaving threads for a spell, you may
add, remove, and/or adjust any extra threads. The spellcaster is still limited to their normal extra thread maximum. Each thread affected in this fashion costs 1 Strain. If this effectively completes the spell (now all intended threads are woven), the spellcaster may make a Spellcasting test as normal. The assumed order of threads woven is first required threads, followed by extra threads in an order of the caster’s choice. For example, a spellcaster’s first Thread Weaving attempt did not go as planned and the battlefield has changed. Now, they can choose to remove the extra threads they had intended on weaving, add additional extra threads, and/or change the purpose of unwoven extra threads (e.g. instead of additional range, choose increased area).
Focused Purification Talent: Purification Requirements: Rank 9 Restrictions: Purifier rank 5 Step: Rank+WIL Action: Simple Strain: 3 Skill Use: No
Standard Effect. The adept can freely make actions as normal this round.
Purifier’s Auspices [Karma] Talent: Purifier Requirements: Purifier’s Touch Rank 2, Restrictions: None Strain: 1
The adept can spend a Karma Point on an ally’s test made to heal damage within 10 yards. The test must cost a Recovery Test, but does not have to be a Recovery Test (e.g., Fireblood). This knack can be used once per round.
Purifier’s Touch [Karma] Talent: Purifier Requirements: Rank 1 Restrictions: None Strain: 1
The adept can spend a Karma Point on a test to heal a target, including creatures, Namegivers, the earth, etc. This knack can be used once per round.
Purifier’s Vengeance [Karma] Talent: Purifier Requirements: Rank 3 Restrictions: None Strain: 1
The adept can spend a Karma Point on an Attack or Spellcasting test against a target who has or is about to harm the earth. This knack can be used Purifier rank times per round and cannot be used against creatures or spirits behaving naturally.
Purifier’s Retaliation [Karma] Talent: Purifier Requirements: Rank 4, Restrictions: None Purifier’s Vengeance Strain: 1
The adept can spend a Karma Point on a Damage or Effect test against a target who has or is about to harm the earth. This knack can be used Purifier rank times per round and cannot be used against creatures or spirits behaving naturally
Tear Out the Root [Karma] Talent: Purifier Requirements: Rank 5, Restrictions: None Earth’s Retaliation Strain: 1
The adept can spend a Karma Point on an Action test against a Horror, Horror construct, or undead target. This does not include Damage or Effect tests. This knack can be used once per round.
Purifying Touch Talent: Purification Requirements: Rank 5 Restrictions: None Step: Rank+WIL Action: Standard Strain: 2 Skill Use: No
Standard Effect. The adept affects an adjacent, willing target instead.
Redirect Attack [Special Maneuver] Talent: Avoid Blow Requirements:Rank 8 Restrictions: None
Redirect Attack (Adept, Avoid Blow): For 2 Strain, the adept can spend two additional successes on an Avoid Blow test to take advantage of the close quarters and surrounding chaos to redirect the close combat attack to a different opponent in close combat with the adept, using the original Attack test result with a -5 penalty. There must be at least four opponents in close combat with the adept to use this special maneuver. This special maneuver may only be used once per round.
Roll With the Punches Talent: Avoid Blow. Requirements: Rank 6 Step: N/A Action: Free Strain: 1
Instead of making an Avoid Blow test, the adept reduces the successes on a successful Attack test against which Avoid Blow can be applied by one. This cannot reduce an attack below two successes.
Soothe Venom Talent: Spellcasting Requirements: Rank 4
Restrictions: Elementalist 4 Step: Rank+PER Action: Standard (Special) Strain: 0 Skill Use: No
Fire - The Elementalist warms and soothes a victim afflicted by poison, reducing its effects temporarily. The Elementalist touches the target and makes a Spellcasting (6) test against a willing target. If successful, the Step of any poisons affecting the target is reduced by -2 until the end of the next round. Using this knack is a Simple action if the adept used Elementalism to attempt weaving threads this round.
Wastelander Talent: Wilderness Survival Requirements: Rank 6 Restrictions: Horror Stalker rank 3, Purifier rank 3, Scout Circle 8
Step: Rank+PER Action: Sustained Strain: 0 Skill Use: No
Standard Effects. The adept knows how to get the most out of surviving in blasted areas affected by corruption. The adept gains an additional successes on a successful Wilderness Survival test in areas affected by corruption (e.g. The Badlands). All food and water gathered with this knack are free from corruption.
Learn Improved Spells: Slots Used: 5.
Spells Known: Extended Resist Elements (Wood and Earth) 2 slots. Cleansing Force (no slot), Potent Filtration (no slot), Fortified Renewal (3 slots), Bountiful Harvest (no slot).
Tier: Adherent. Ideals: Hearth and Healing.
Devotion Abilities: "The Questor may spend a Devotion Point on Tests to Resist Disease and Poison". +1 MD (not stack). "The Questor may spend a Devotion Point on Interaction Tests". "The questor can spend a Devotion Point on a test to help heal a target (not including Recovery tests)."
Dev Points - Max: 50. Starting: 37. Step 4 (D6).
Questor: 10 Cha (16): Sustained [1 hour]. commune with Passion, connection or guidance.
Follower: Garlen’s Relief: 6 Cha (13). Sustained (10 min). Devotion Required: Yes
Follower: Passions Comfort: 7 Cha (14). Standard Strain: 1. Vs. step of fear effect to end and immune.
Follower: Resist Influence: 8 Wil (16): Standard. Strain: 1 Devotion Required: Yes. bonus vs. mind-affecting abilities.
Follower: Conversation: 8 Cha (15): Sustained.
Adherent: Garlen’s Touch: 6 Cha (13): Standard. Devotion Required: Yes. Rank x 2 yrd. No wound penalties for 2 rounds. Wnd or Recovery.
Adherent: Diplomacy 6 Cha (13): Sustained.
Adherent: Lifesight 6 Per (14): Simple.
Adherent: Silence Influence: Wil 6 (14): Standard. Strain: 1.
Exemplar: Disarming Smile: Cha 6 (13): Standard. Strain: 1.
Exemplar: Thought Link: Per 7 (15): Standard. Strain: 1.
1 Per (9): Barsaive History
1 Per (9): Legends and Heroes
1 Per (9): Horror Lore
2 Per (10): Passion Lore
Artisan Skills: 1 Chr (8) Beading:
General Skills: 3 Per (11): Physician
4 Per (12): Research
Resist Pain 2
Language Read/Write: 2 (Throalic, Windling)
Speak: 2 (Throalic, Windling)
Crystalweave Armor (5 lbs) Crystal Raider Shield (Item #2, 3 lbs). Light Quarts, small (worn as a necklace) 2 lbs.
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak) (<1 lbs)
bellypack, pouch (coin), pouch (misc), flint & steel, waterskin (4 lbs), Knife, whistle, chalk, pouch of stones, pouch of earth, pouch of wood, flask of water, flask of oil.
Grimoire (see above) (1 lbs).
Notebook book (unlisted, est 10 sp est <1 lbs).
Potions, charms Etc. (some are on mount): Absorb Blow charm x 5, Last Chance Salve x 2, Kelia’s Antidote x 4. Kelix’s Poultice x 4, Halt Illness x 2 Cure Disease potion, Booster Potion x 7.
Equipment on mount
Physicians Kit (3 lbs).
Adventurer’s Kit (bellypack, bedroll, flint & steel, torch, waterskin, large sack), 2 spare pouches. Mirror (small). 2 wooden buckets. Winter/Mountain gear and heavy blankets.
A set of travelers garb in the cut and colors identifying Questor of Garlen .
A set of Courtier’s garb in the cut and colors identifying a Questor of Garlen: Elfweave robe, Jacket, hat, shoes, gold brooch (320 value).
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 (11 days) & Physicians Kit refills (See adventure rewards for numbers).
At base Spare Crystal Raider Shield. Spare Hide Armor.
Tamerlan's Tenacity is a bracelet made of clear, colorless crystal. One half of the chain links are pearls, the other half are crystal carvings of different forms, both alternating.
Rank One Key Knowledge: The owner must learn the Name of the bracelet. Effect: The bracelet holds a Standard Matrix of rank equal to the thread rank.
Rank Two Effect: The owner gains +1 rank to Spellcasting.
Rank Three Key Knowledge: The owner must learn the name of the town where Tamerlan called home and the bracelet was crafted.
Deed: The wearer has to make Tamerlan a compliment at least once per day and with each re-attunement, or the spell in the Matrix gets a cumulative -2 to Spellcasting for each day that passes without a compliment to Tamerlan. The pearls become blue after complimenting Tamerlan, losing color over 24 hours or with a reattunement, then growing increasingly red if Tamerlan is ignored. Effect: The owner gains one additional recovery test per day.
Rank Four Effect: The owner gains +2 ranks to Spellcasting
Rank Five Key Knowledge: The owner must learn where the crystal used to craft the bracelet was mined. Effect: The owner gains +1 ranks to Woodskin.
Rank Six Effect: The owner gains +2 ranks to Toughness.
Windling sized Crystal Raider Shield made of blue and red crystals on a wooden frame.
Item History 1: The Owner must learn the name of the item
Rank 1: PD+1
Rank 2: Init Penalty - 1 (to 1)
Item History 3: Creator of the Item. Research 3: Matuna, Troll Weaponsmith
Rank 3: MD+1
Rank 4: Init Penalty -2 (to 0)
Item History 5: Source of the Materials. Research 5: the Twilight Peaks
Rank 5: Circle +1 for Durability
Rank 6: 1 strain: +3 to Knockdown Tests
Green, very delicately fashioned Crystals and very thin Vines and Ferns, made to be a very thin windling sized Crystalweave Armor.
Item History 1: The Owner must learn the name of the item
Rank 1: Init Penalty - 1 (to 0).
Rank 2: PA+1
Item History 3: Source of the Materials. Research 3: Servos Jungle
Rank 3: Init +1
Rank 4: MA +1
Item History 5: First Owner. Research 5: Wyfdyr the Swift
Rank 5: For one strain, Init +3
Rank 6: +2 to Spellcasting vs a Target with a slower initiative than the wearer.
A small crystal box popular in some homes during the Scourge to grow fresh herbs for the kitchen. If the enchantment is renewed, it creates light and regulates the temperature to be suitable to one type of plant contained within. Soil still must be provided and tended to. With a thread attached the enchantment no longer needs to be renewed.
Key Knowledge 1: The owner must learn the box’s Name.
Rank 1: Effect: The box contains a Standard Matrix with rank equal to the Thread Rank.
Rank 2: Effect: If the owner consumed some of the plant inside the box during their first meal of the day, or incorporated it into their Karma Ritual, they gain a +1 bonus to their Recovery tests for the next 24 hours.
Key Knowledge 3: The owner must learn about the kaer the box came from and who it belonged to.
Rank 3: Effect: If the owner consumed some of the plant inside the box during their first meal of the day, or incorporated it into their Karma Ritual, any healing they give to an ally through a spell or talent (e.g. Cold Purify, Heat Food, or Water Spear) heals +1 damage for the next 24 hours. This does not affect devotions or static healing (e.g. Grove Renewal) and does not affect the owner’s healing.
Rank 4: Effect: The benefits from Rank Two and Rank Three are +2. If the owner has the Grove Renewal spell in the box’s spell matrix, for 2 Strain as a Free action, it gains the benefit of an Increase Effect thread when cast on an ally (this benefit does not apply to the owner). This thread does not need to be woven and does not count against the owner’s maximum extra threads.
Key Knowledge 5: The owner must learn the box’s preferred plant to grow.
Rank 5: Effect: The owner gains the Little Sprout special maneuver.
Little Sprout (Owner, Spellcasting): For 1 Strain, the owner may spend two additional successes on a Spellcasting test to cause happy little plants to quickly grow around their appendages; the test must be to cast a spell, not use a knack. This inflicts Harried on the target until the end of the next round; if the spell normally inflicts Harried, the target is Overwhelmed (Player’s Guide, p. 388). This special maneuver does not stack with itself. This maneuver does not cost Strain if it is a Wood Elementalist spell and costs 2 Strain if it is not an Elementalist spell.
Rank 6: Effect: When the owner uses the Little Sprout special maneuver, they can spend additional successes to increase the duration of the Harried condition by +2 rounds per additional success.
Key Knowledge 7: The owner must learn who enchanted the box.
Rank 7: Effect: The Standard Matrix is now an Enhanced Matrix.
Rank 8: Effect: When the owner uses Little Sprout, the target’s Movement Rate is halved for the duration of the Harried condition.
Note: Zil has a goodly supply of beans and alfalfa for sprouting.
Mystic Defense: 14. Maximum Threads: 2
Key Knowledge 1: The owner must learn the belt’s Name.
Rank 1: Effect: The belt contains a Standard Matrix with rank equal to the Thread Rank.
Rank 2: Effect: The wearer gains +1 to their Social Defense.
Key Knowledge 3: The owner must learn the swagman’s Name who first owned the tucker bag the belt was fashioned from and where the jumbuck used to make the bag came from. [Banjo Paterson and the jumbuck was stolen]
Rank 3: Effect: The wearer gains +1 to Elemental Tongues and Summon (Elemental) tests against water elementals.
Rank 4: Effect: The wearer gains +2 to Elemental Tongues and Summon (Elemental) tests against water elementals.
Key Knowledge 5: The owner must learn the fate of the first owner. [Drowned in a billabong escaping from mounted authorities.]
Rank 5: Effect: The wearer can specify one power a summoned water elemental has without increasing the Difficulty Number.
Rank 6: Effect: The bonus provided to the wearer from Aid Summoner and Enhance Summoner powers gain +1 if the spirit is a water elemental. For example, the bonus from a Strength Rating 4 water elemental using Enhance Summoner is +5 instead of +4.
Deed: The owner must travel the path of the swagman and bargain with the spirits who live there. [Travel to the billabong, haunted by the first owner’s spirit and home to a water elemental, Waltzing Matilda.]
Rank 7: Effect: The Standard Matrix is now an Enhanced Matrix.
Rank 8: Effect: When the wearer successfully summons a water elemental, they can ask for an additional service. The wearer must still negotiate for this service as usual. However, neither service can be a significant threat to the water elemental if this effect is used, nor can they be forced or coerced.
Mystic Defense: 14. Maximum Threads: 1
Key Knowledge: The owner must learn the headband’s Name.
Rank 1: Effect: The headband contains a Standard Matrix with rank equal to the Thread Rank.
Rank 2: Effect: The wearer gains +1 to Social Defense.
Key Knowledge 3: The owner must learn who created the headband. [John Williamson]
Rank 3: The wearer gains the True Blue ability. As a Free action for 1 Strain, their magic is suffused with a green and golden glow. They can spend a Karma Point when casting a spell that targets or affects an ally to weave an additional thread. This thread does not count against the normal maximum for additional threads. This can include spells such as Heat Food which do not target an ally, but do affect an ally. While the spell can affect the wearer, it must also include an ally—you are never your own ally. This cannot be used with Chain Casting.
Rank 4: Effect: The wearer gains +2 to Social Defense.
Key Knowledge 5: The owner must learn the bound spirit’s Name. [South]
Deed: The owner must agree to behave honorably and treat everyone fairly. If the wearer does not, they lose access to all associated effects and must atone in the eyes of the spirit.
Rank 5: Effect: When the wearer uses True Blue, allies affected by a spell empowered by True Blue have a slight green and golden glow about them and gain +2 to their Social Defense for the duration of the spell.
Rank 6: Effect: When the wearer uses True Blue, the opals shine brilliantly. If the wearer empowers a spell with True Blue and a Karma Point, they can spend an additional 1 Strain and Karma Point to affect an additional ally in range. This cannot be used with Chain Casting and does not avoid limitations on the number of targets (e.g., binding spells).
Key Knowledge 7: The owner must learn the previous owner’s Name and their fate. [Stephen Irwin and died doing what he loved]
Rank 7: Effect: The Standard Matrix is now an Enhanced Matrix.
Rank 8: Effect: When the wearer uses True Blue, a soft melody once popular throughout Landis in the south can be heard clearly, the opals’ lights keeping time. The additional thread from True Blue is now automatically woven by the spirit.
Thornbird: Before init take 1 strain to activate for 1 round. That round may take 1 strain to do 1 of the following: (a) I spend extra Karma point at +2 Step on action test against opponent who inflicted damage on ally, (b) Spend Karma +2 steps on wounded ally's action test.
Key Knowledge: The owner must learn the brooch’s Name.
Rank 1: Effect: The wearer gains +1 to Mystic Armor.
Rank 2: Effect: The wearer gains +1 to Physical Armor.
Key Knowledge 3: The owner must learn who created the brooch. [Kolein M’culuh]
Rank 3: Effect: The wearer gains the Thornbird ability. As a Free action before Initiative is determined for 1 Strain, the bird in the brooch animates briefly to sing a melody of great pain and beauty. This ties the wearer to all Loyal allies within Thread Rank ×2 yards until the end of the round.
Once per round, the wearer can take 1 Strain to spend an additional Karma Point on an Action test against an opponent who inflicted damage on an affected ally while Thornbird was active. Thornbird must be active to do this, but the damage can be inflicted during any round Thornbird was active during the encounter.
Rank 4: Effect: The owner may store Karma Points up to the Thread Rank in the brooch. The wearer may transfer Karma Points between their Karma pool and the brooch during their Karma Ritual, and may spend Karma from the brooch as if it were in their Karma pool.
Key Knowledge 5: The owner must learn about the first owner and their family. [Megy Cleerie]
Rank 5: Effect: When an ally affected by Thornbird is Wounded, the wearer gains a Karma Point stored in the brooch. This cannot add Karma Points beyond the maximum to the brooch.
Rank 6: Effect: Karma Points spent from the brooch through Thornbird gain +1 Karma Step.
Key Knowledge 7: The owner must learn where the brooch was created. [Drogheda]
Deed: The owner must travel to where the brooch was created and help one of the first owner’s descendents find happiness.
Rank 7: Effect: The wearer gains +2 to Mystic Armor. For 1 Strain, the wearer can spend a Karma Point from the brooch on an Action test made by a Wounded ally affected by Thornbird. This is considered using Thornbird.
Rank 8: Effect: The wearer gains +2 to Physical Armor. Karma Points spent from the brooch through Thornbird gain +2 Karma Steps.
Zil's Glassy Eye. SMO #2 Rank 4.
SMO #2 is similar except made from a large hunk of Crystal from the Caves of Koilos.
Nanny - Riding Goat & Tack. Speed 16, Weight 150, Carry 250, Feed 1cp per day, stable NA.
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 Earth (Cleansing Force), Purify Water (Potent Filtration), Resist Element (air, earth, fire, water, wood) (Extended Earth & Wood), Shelter, Snuff, Waterproof.
(2) Air Mattress, Fingers of Wind, Icy Surface, Mantle of the Woodland Hunter, Shield Willow, Slow Weapon.
(3) Plant Feast, Lightning Bolt, Mantle of the Reflecting Pool, Thrive (Bountiful Harvest), Winds of Deflection.
(4) Air Blast, Elemental Spears (All), Grove Renewal (Fortified Renewal), Lightning Step, Nutritious Earth.
(5) Earth Staff. Fireball, Ride the Lighting.
(6) Mantle of the Fire Marauder, Metal Wings.
(7) Cloud Summon, Death Rain, Earth Surfing, Thunderclap.
(8) Crushing hand of Earth, Ironskin.
Spell Details: See next posting
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.