Discord ID: chrisddickey (@chrisddickey#0745)
Character Name: Mazor of the Deep Servos.
Race: Windling. Astral Sight, Flight, Increased PD+2. -25% armor costs. -80% weight.
Dex: 16 (7) (Init 4: -1 Armor, -2 Shield).
Str: 9 (4) (Raised twice)
Tou: 13 (6) (Raised once)
Per: 13 (6)
Wil: 13 (6)
Cha: 16 (7)
Karma Mod: 6 Karma Step: 4 (d6) Karma Max: 30
PD: 15 (9 +2 Race, +1 BM2, +3 Shield)
MD: 11 (8 +3 Shield)
SD: 10 (9 +1 BM 4th)
PA: 5 (5 Hide armor)
MA: 3 (2 Nat, + 1 Hide armor)
Uncon: 56 (26 + Dur) Blood magic: 5 (Absorb Blow 2, Horn Needle 3)
Death: 67 (32 + Dur)
Wound Threshold: 9
Recovery tests per day: 3
Movement: 6/16 (fly)
Carrying Capacity: 70 (Armor 5 lbs, Shield 3 lbs. gear ?? lbs)
Discipline Abilities: Durability 7. Karma: The adept may spend a Karma Point on Recovery tests. The adept may spend a point of Karma on any unarmed Damage test. Cat’s Grace: The adept automatically succeeds at tests to maintain balance (not including Knockdown tests) and may stand up as a simple action with no cost or test.
Half-Magic: Beastmasters may use half-magic when dealing with or caring for animals in ways beyond those described by their talents, including animal husbandry and first aid. Beastmasters may use half-magic when recognizing different animals, animal tracks, and abnormal behavior among animals and creatures.
1st DT: Avoid Blow 5 Dex (12)
1st DT: Claw Shape 5 Str+3 (12)
1st DT: Beastweaving 2 Per (8)
1st DT: Unarmed Combat Dex 5 (12)
1st DT: Wilderness Survival 3 Per (9)
2nd DT: Awareness 5 Per (11)
3rd DT: Dominate Beast 5 Wil (11)
4th DT: Great Leap 1 Dex (8)
5th DT: Blood Share 1 Tou (7)
1st TO: Animal Bond 5 Cha (12)
2nd TO: Animal Training 5 Cha (12)
4th TO: Acrobatic Defense 5 Dex (12)
5th TO: Animal Possession 5 Wil (11)
Racial Talent: Astral Sight: 3 Per (9)
Questor: Follower of Jaspree
Tier: Follower. Ideals: Growth, Care of the Land, Love of the Wilderness
Devotion Abilities: The questor can spend a Devotion Point on a test made by a friendly creature.
Dev Points - Max: 10. Starting: 6. Step 3 (D4).
Questor: 2 Cha (9): Sustained [1 hour]. commune with Passion, connection or guidance.
Follower: Friend of the Land: Free. TN 6. Devotion Required: No 3 Cha (10)
Danger Sense 4 Dex (11):
The adept coaches and encourages their animal companion throughout their trick by making an Encouragement test against the animal’s Social Defense. Each success either gives the animal +2 to tests they make as part of the trick, or the adept +2 per success when issuing a complex trick. The adept cannot take any other actions while the animal is performing the trick. This cannot be used during combat. This knack can be used in the same round the animal is issued a command with Animal Training.
Applicable tests are at the discretion of the GM. The adept can revert their hands back to normal at any time.
Talent: Claw Shape Requirements: Rank 5 Restrictions: None Step: N/A Action: Sustained Strain: 1 per minute Skill Use: No
Talent: Animal Bond Requirements: Rank 5 Restrictions: None Step: NA Action: NA Strain: 0 Skill Use: No
2 Per (8): Plant Lore
1 Per (7): Horror Lore
5 Per (11): Passion Lore
Artisan Skills: 1 Chr (8) Wood Carving:
General Skills: 3 Dex (10): Surprise Strike.
1 Resist Pain.
1 Dex (8) Disarm Traps.
Language Read/Write: 2 (Throalic, Windling)
Speak: 2 (Throalic, Windling)
Hide Armor (5 lbs) Footmans Shield (3 lbs), Light Quartz (around neck - 2lbs).
Traveler’s Garb (soft boots, shirt, belt, breeches, traveler’s cloak) (<1 lbs)
bellypack, pouch x 2 (flint & steel, Whistle), Oil flask x 2, waterskin (4 lbs), Knife.
Potions, charms Etc.: Kelix’s Poultice x 4, Horn Needle, Absorb Blow charm x 3
Equipment on mount
Adventurer’s Kit (bedroll, Tent (Windling Tent: a hammock with a roof), torch, large sack).
Artisan Tools: Wood carving kit (a few sharp knives, a hatchet, small saw, a drill, awl, sanding block, etc.) Several spare blocks of wood.
Wind Instrument (small horn) (+1 to emotion songs and tests to play)
Fishing Kit (14 lbs), Fishing Net (10 lbs), Writing Kit (2 lbs). Cord 100 yrd (3 lbs). String 100 yrd (1 lbs), Rope 30 yards (30 lbs), Physicians Kit (3 lbs).
Water skins x 5. Basket that can be attached to a saddle, with flap, suitable for a small nocturnal creature to live in.
Trail Rations (7 days).
At base Footmans Shield
Crucible of Purity Item #1. Tier: Journeyman. Ranks: IH&R 1,3&1,3, Tied 2 of 6
A smooth crystal raider shield carved with gentle, flowing glyphs across surfaces entirely devoid of facets. In truth, it looks more like a large basin than a shield as it lacks any way to hold it. Once a thread is attached, it securely fits to the owner’s arm without need for any physical method to secure it. Blue and green veins of True water and wood run throughout the crystal like a network of roots or veins.
Rank OneKey Knowledge: The owner must learn the shield’s Name. Effect: The wearer gains +3 to Mystic Defense.
Rank Two Effect: The wearer gains +3 to Physical Defense
Rank Three Key Knowledge: The Owner must learn where the Living Crystal was harvested. Effect: The shield is Initiative Penalty 1.
Rank Four Effect: The shield gains the Crucible of Purity ability. As a Sustained action, the owner can pour water into the basin of the shield. The shield glows blue and green, illuminating glyphs carved into the crystal and causing the water to give an eerie but comforting light show over the course of a minute. The water is purified of mundane filth, but not poison or corruption, and is remarkably refreshing. Each such preparation makes a single drink regardless of the shield’s size and gives the imbiber a +1 bonus to their next Recovery test. This ability can be used thread rank times per day and like other bonuses from the same source, cannot be stacked.
Rank Five Key Knowledge: The owner must learn who created the Shield. Effect: The wearer gains +4 to Mystic Defense.
Rank Six Effect: The water affected by Crucible of Purity now gives a +2 bonus to their next Recovery Test.
Mounts & AC:
Tricks: (5) Rider trained, Heal / Release, Stealthy Stride +1, Jump, Stand Watch. Renew Nov 8th.
Kues are native to jungles and forests, and make ideal mounts for the windling Cavalrymen and Warriors who protect windling communities and villages. Kues are generally sold only in larger cities and towns located near jungles. Kues are suitable as mounts for windlings and animal companions.
Challenge: Novice (First Circle)
DEX: 7 Initiative: 11 Unconsciousness: 17
STR: 4 Physical Defense: 10 Death Rating: 21
TOU: 4 Mystic Defense: 8 Wound Threshold: 6
PER: 5 Social Defense: 7 Knockdown: 8
WIL: 5 Physical Armor: 5 Recovery Tests: 1
CHA: 4 Mystic Armor: 2
Actions: 1; Claws: 10 (8), Tail: 9 (9)
Climbing (13): As the skill, Player’s Guide, p. 134.
Enhanced Sense [Hearing] (2)
Enhanced Sense [Sight]: Low-Light Vision
Great Leap (8)
Stealthy Stride (8): As the skill, Player’s Guide, p. 170.
Tricks: (5) Heal / Release, Find Tracks, Track, Hunt (WS), Stand Watch. Equipped with Pack and saddlebags for carrying supplies if needed. 1 day to Train. Nov 8th.
Dogs trained for hunting are used to hunt and track down other animals and creatures. They usually try to help their masters in the hunt, but can bring down the prey if ordered to do so.
Hunting dogs are suitable as animal companions.
Challenge: Novice (First Circle)
DEX: 5 Initiative: 5 Unconsciousness: 17
STR: 5 Physical Defense: 8 Death Rating: 21
TOU: 4 Mystic Defense: 8 Wound Threshold: 6
PER: 6 Social Defense: 6 Knockdown: 9
WIL: 3 Physical Armor: 1 Recovery Tests: 1
CHA: 3 Mystic Armor: 1
Actions: 1; Bite 8 (9)
Awareness (8): As the skill, Player’s Guide, p. 129.
Enhanced Sense [Hearing] (2)
Enhanced Sense [Smell] (4): Tracking.
Tracking (8): As the skill, Player’s Guide, p. 175.
Le-Le (Foxel) Loyal. CR 2. Tricks: (5) Come, Go there, Pick Pocket, Distraction (non-combat version), Stand Watch. 1 day to train. Oct 28.
Me-me: Also +1 to stealthy stride. +2 to Scout Skill, +1 to Distraction Skill, +1 to Alertness skill.
Le-me: Also +2 to stealthy stride, +1 to Pick Pocket Skill, +1 to Distraction Skill, +1 to Alertness skill.
These lithe creatures are thought to be relatives of tonduies, though generally co-existing with Namegivers in villages and cities across Barsaive, rather than exclusively living in wilderness. Foxels are long and flexible, with a prehensile tail and hands. Their fur is notably soft and once changed with the seasons, red in the summer and silver-gray in the winter, though their black markings and white underbelly were constant. Now, the majority always wear their summer coat, though a rare few have a permanent winter coat, which is beneficial in urban surroundings. They have a triangular muzzle and their head is adorned with oversized, alert ears.
Foxels are curious and clever, and considered by some a nuisance. These omnivores seem to be able to eat anything, living off the refuse of civilization and whatever they can forage, though they greatly prefer to enjoy the food most Namegivers enjoy and are not above stealing whatever they can get their tiny hands on, even to the point of working together to perform rudimentary heists on a treasured meat pie. They are wary of Namegivers, but can be easily befriended with gifts and attention. Many young Beastmasters find their potential through these precocious creatures and are their first animal companion.
They live in large, complicated social groups, called sneaks, made up of multiple families. Solitary foxels are called “strays” and leave their sneak for a variety of reasons, from seeking adventure, looking for a mate, exile, or violence. Strays may join another sneak, either permanently or temporarily. The former generally due to settling down with a mate from the sneak, while the latter is simply when it's the stray’s time to move on, perhaps rejoining the sneak at a later time.
Foxels are suitable as animal companions.
Challenge: Novice (First Circle)
DEX: 9 Initiative: 13 Unconsciousness: 14
STR: 3 Physical Defense: 13 Death Rating: 17
TOU: 3 Mystic Defense: 8 Wound Threshold: 4
PER: 7 Social Defense: 6 Knockdown: 5
WIL: 5 Physical Armor: 0 Recovery Tests: 1
CHA: 7 Mystic Armor: 2
Movement: 14 (Climbing 14)
Actions: 2; Bite: 6 (5); Claws ×4: 7 (4)
Enhanced Sense [Hearing] (4)
Enhanced Sense [Smell] (2)
Enhanced Sense [Touch] (2)
Great Leap (6)
Infuriatingly Clever: If the foxel learns or improves a skill through Animal Training, it can also learn a trick of its choice related to the skill. If the foxel learns a trick through Animal Training, it learns or improves a skill of its choice related to the trick.
Picking Pockets (10): As the skill, Player's Guide, p. 161.
Stealthy Stride (12): As the skill, Player's Guide, p. 170.
Shrouded (+1 Circle)
DEX: +2 Initiative: +2 Unconsciousness: +2
STR: -1 Physical Defense: +2 Death: +1
TOU: -1 Mystic Defense: +2 Wound: -1
PER: +2 Social Defense: 0 Knockdown: -1
Actions: 0; Attack +3 (Damage +1)
Ambush (+10): As the creature power, Gamemaster’s Guide, p. 250.
Stealthy Stride (DEX + Circle): As the skill, Player’s Guide, p. 170.
Tricks: Rider trained, Go There, Scout.
The zoak looks like a cross between a large bird and a bat, with feathers on its body and head and a leathery neck, wings, and tail. The creature’s feathered legs each end in four eagle-like talons. Zoaks measure roughly four feet from beak to tail-tip. Their necks are long and flexible, similar in appearance to the crakbill’s, but with vertebrae instead of muscle.
The animals are native to forests and jungles across Barsaive. While they can be difficult to train, they make a popular companion for Beastmasters, and are especially favored by windling Cavalrymen. They are rarely offered for sale outside of windling communities.
Zoaks are suitable as mounts for windlings and as animal companions.
Specially bred and trained for war, these mounts are the product of generations of work. They are used by elite units, champions, and given as
gifts of consequence; never sold at auction or on the open market. This special breeding and training produces larger, faster, stronger, and more aggressive creatures. Also making them more difficult to handle.
This Mask may only be applied to creatures suitable for use as mounts.
Challenge: Novice (Second Circle). Elite (+1 Circle)
DEX: 6 Initiative: 9 Unconsciousness: 30
STR: 5 Physical Defense: 11 Death Rating: 35
TOU: 5 Mystic Defense: 11 Wound Threshold: 7
PER: 6 Social Defense: 11 Knockdown: 5
WIL: 6 Physical Armor: 3 Recovery Tests: 1
CHA: 5 Mystic Armor: 4
Movement: 6 (Flying 20)
Actions: 1; Bite: 13 (10), Claws: 13 (8)
Enhanced Sense [Sight] (2)
Resist Pain (+2): As the creature power, Gamemaster’s Guide, p. 251.
Clip the Wing (Opponent)
(2) Distraction training. The creature does something meant to pull the attention of any watchers. It might be cute behaviour, it might be venerable behaviour to get the attention of predators, etc. I figure it would work like Engaging Bantor, but without the talking. It is not usable in combat.
Mazor's Backstory and personal "Way of the Beastmaster"
Mazor is Serious, but Curious and Friendly.
Mazor is not Throalic, having grown up in the heart of the Servos Jungle. His peoples Kaer was always a bit "leaky", with monsters getting in fairly regularly. They are very fortunate that only minor horrors and their minions ever found the cleverly hidden kear. His people grew to be serious with great attention to duty, and very combat capable. They actually opened up and started going into the outside world a few years before Thraol, relying upon stealth and the dense foliage of the jungle to keep them concealed.
Mazor was initiated by a very old windling, who died soon after. Mazor resolved to travel to Throal and build his Legend as quickly as possible, so that he could return and teach his people. He traveled with a trading caravan that was returning to Throal from a trading mission to the Servos and showed up outside the gates of Throal upon a Kue, He has spent some few weeks exploring Throal, and joined the ranks of adventurers seeking missions.
Mazor is a beastmaster with a strong "Scout" focus. He is of the opinion that a battle avoided is a battle won, and that if a battle must be joined, it had best be joined with every advantage possible. He uses his beastmaster talents and animal companions in support of that philosophy, seeking out animal companions for their utility and ability to scout rather than raw combat strength. He does not consider his companions to be "tools" or "cannon fodder", but friends and partners whom he does not risk lightly. He has a respect for all the Passions, but feels a deeper kinship with Jaspree.