[ECL 10] A'horangi, T'skrang Monk

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bronzemountain
Posts:606
Joined:Fri Feb 21, 2020 10:02 pm
[ECL 10] A'horangi, T'skrang Monk

Post by bronzemountain » Sat May 23, 2020 3:35 pm

Roll20 Name: Dvarim/Temur
Discord ID: bronzemountain@8007
Character Name: A'horangi Ha'hana Syrtis (She/Her)
Race: T'skrang

ECL: 10
Lifetime Legend Total: 578,005
Unspent Legend: 12,805
Thread Item Points: 16 / 124
Silver: 6,388.4

Participation Template:
Spoiler:

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[b]Name:[/b] [url="http://www.fasagames.com/forum/viewtopic.php?f=56&t=1801"]A'horangi Ha'hana Syrtis[/url]
[b]ECL:[/b] 10
[b]Discipline:[/b] Monk
[b]Quote/Unique:[/b] [i]"Respectfully, I must now punch you."[/i]
[b]Notable Abilities:[/b] Very polite dinosaur.  Fully Item History/Research a Journeyman TI in one week.
[b]Downtime:[/b] Research 1/22 (+3 for 20sp), Item History 4/25
[b]Last Game Played:[/b] 2021-04-11
Advancement Template:
Spoiler:

Code: Select all

[b][u]ADVENTURE[/u][/b]
[url="http://fasagames.com/forum/viewtopic.php?f=55&t=1668&p=12295#p12295"]AAR[/url]

[b]Rewards[/b]:
[b]TIPs[/b]: 3
[b]Legend points[/b]: 69,000
[b]Silver[/b]: 1,400
[url="http://fasagames.com/forum/viewtopic.php?f=55&t=1668&p=12302#p12302"]Journal[/url]

[b]Downtime[/b]:

[b]Legend Spent:[/b]

[b]Purchases in the Grand Bazaar:[/b]
None
Characteristics
Dex: 19/8
Str: 13/6
Tou: 13/6
Per: 16/7
Wil: 13/6
Cha: 12/5

Karma Mod: 4
Karma Step: 4
Karma Max: 44 (+12 Storage)
Uncon: 79 (Includes 7 points of blood damage)
Death: 95 (Includes 7 points of blood damage)

Init: 8 | PD 16 | MD 13 | SD 11
PA: 15 | MA: 4

Movement: 12
Carrying Capacity: 125
Wound Threshold: 9
Recovery tests per day: 3

Discipline: Monk
Circle: 10
Discipline Abilities: Durability 5, MD +3, PD +2, +1 Init, Meditation, Answers Within, MA +1
Karma: The adept may spend a Karma Point on a test to recall or directly support gaining new knowledge. The adept may spend a Karma point when they are behaving politely. The adept may spend a Karma Point on a test for an active defense (e.g., Avoid Blow, Resist Taunt, Riposte, Steel Thought, etc.), or increases their Physical Defense (e.g., Acrobatic Defense, Anticipate Blow, Maneuver, etc.). The adept may spend a Karma point on Recovery tests.
Free Talent: Etiquette (10)
Talents
Spoiler:
First Circle
Discipline Talent: Avoid Blow (10)
Discipline Talent: Body Control (10)
Discipline Talent: Research (1)
Discipline Talent: Meditation <Thread Weaving> (8)
Discipline Talent: Unarmed Combat (10)
Talent Option: Maneuver (10)

Second Circle
Discipline Talent: Awareness (10)
Talent Option: Acrobatic Defense (10)

Third Circle
Discipline Talent: Wound Balance (9)
Talent Option: Item History (4)

Fourth Circle
Discipline Talent: Wholeness of Body (10)
Talent Option: Sprint (1)

Fifth Circle
Discipline Talent: Steel Thought (10)
Talent Option: Riposte (10)

Sixth Circle
Discipline Talent: Spot Armor Flaw (10)
Talent Option: Evidence Analysis (5)

Seventh Circle
Discipline Talent: Astral Sight (3)
Talent Option: Second Weapon (10)

Eighth Circle
Discipline Talent: Second Attack (10)
Talent Option: Gliding Stride (6)

Ninth Circle
Discipline Talent: Eidetic Memory (2)
Talent Option: Defensive Posture (10)

Tenth Circle
Discipline Talent: Spirit Strike (0)
Talent Option: Down Strike (5)
Discipline: Bodyguard
Circle: 5
Discipline Abilities: Durability 7
Karma: The adept may spend a karma point on Action tests to detect potential threats. This can include Sensing tests when appropriate. May spend a karma point on attempt to escape conflict.

Talents
Spoiler:
First Circle
Discipline Talent: Anticipate Blow (1)
Discipline Talent: Awareness (5) - Monk 2 Discipline
Discipline Talent: Danger Sense (5)
Discipline Talent: Guard Weaving <Thread Weaving> (1)
Discipline Talent: Melee Weapons (5)

Second Circle
Discipline Talent: Avoid Blow (See Monk)
Talent Option: Disarm Trap (1)
Talents used to advance to Circle 2: Awareness, Danger Sense, Melee Weapons, Unarmed Combat, Maneuver

Third Circle
Discipline Talent: Wound Balance (See Monk)

Fourth Circle
Discipline Talent: Empathic Sense (5)

Fifth Circle
Discipline Talent: Blood Share (0)
Path: Tail Dancer (8)
Spoiler:
Rank 1: Tail Dance (6)
Rank 2: Tiger Spring (6); +1 PD
Rank 3:
Rank 4: +1 SD
Rank 5: Edo Dance (7)
Rank 6: +2 PD
Rank 7:
Rank 8: +1 Init
Talent Knacks
Spoiler:
Claw Riposte (Riposte 5)
Control the Tempo (Acrobatic Defense 5)
Aggressive Maneuver (Maneuver 5)
Balanced Dance (Tail Dance 3)
Set the Tempo (Tail Dance 5)
River Dance (Tail Dancer 2)
Slow Dance (Edo Dance 6)
Skills
Spoiler:
Knowledge Skill: Passions Lore (1)
Knowledge Skill: Cultures and Customs of Barsaive (1)

Read/Write Language: (2) (Throalic, T'skrang)
Speak Language: (3) (Throalic, T'skrang, Theran)

Artisan Skill: Epic Poetry (1)
Artisan Skill: Dancing (5)

General Skill: Haggle (3)
General Skill: Swimming (1)
General Skill: Physician (1)
General Skill: Surprise Strike (3)
Equipment:
Spoiler:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Artisan Tools (writing tools)
Dagger
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)
Physician's Kit (3 uses)
Bullseye Lantern
Padded Leather Armor
8x Booster Potion
3x Healing Potion
2x Kelia's Antidote
2x Kelix's Poultice
1x Last Chance Salve
Absorb Blow Charm
Death Cheat Charm
Pure Water Pot
5x Firefly Chalk
Season Lamp
Dwarf Winternight Cloak
Thread Items:
The Paradox of Water (Completely Researched, Deed Complete, Rank 6 Thread woven)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

A bracelet that seems to be cut from gleaming blue crystal. The facets sparkle too much and in ways they shouldn’t when light shines on it, which belies its true nature. Once a thread is attached, the bracelet slowly flows and shifts around the wearer’s wrist. The True water can move with almost imperceptible slowness, or become a torrent raging around the wearer’s arm. As the owner’s understanding of the bracelet increases, and their control over themselves improves, so does their control of the bracelet’s flow.

Strange runes reveal themselves to the owner within the bracelet as the thread rank increases. These runes shift and change; they seem to tell a story that reveals itself as the thread rank increases, but it is incomplete.


Thread Rank One
Key Knowledge: The owner must learn the bracelet’s Name.
Effect: The water’s flow reflects in the wearer, their movements are fluid and soft, yielding and moving around attacks. The wearer gains +1 to Physical Defense.

Thread Rank Two
Effect: The water’s flow wraps around their limbs, becoming hard and powerful. The wearer gains +1 to close combat Damage tests.

Thread Rank Three
Key Knowledge: The owner must learn the locations of where the True water was harvested.
Effect: The water flows to the path of least resistance, never wasting its potential. For 1 Strain, the wearer reduces the penalties from Defensive Stance by 1 (typically to -2) until the end of the round.

Thread Rank Four
Effect: The water flows around the wearer, flowing around obstacles. The wearer gains +1 to close combat Attack tests.

Thread Rank Five
Key Knowledge: The owner must begin to unravel the mysteries of the runes in the bracelet.
Deed: The owner must travel to the locations where the True water was harvested and entreat with a water spirit dwelling there.
Effect: Whatever is fluid, soft, and yielding overcomes whatever is rigid and hard. For 1 Strain, the wearer now reduces the penalties from Defensive Stance by 2 (typically to -1).

Thread Rank Six
Effect: Turbulent water obscures the truth beneath. Patience and stillness allow clarity of water and mind. The wearer can spend a minute in calming themselves, feeling the bracelet flowing against their skin and spend an additional Karma Point on a test that benefits from such clarity of thought—e.g., Knowledge and Research tests—at the gamemaster’s discretion.
Passion’s Pursuit (Completely Researched, Rank 6 Thread woven)
Spoiler:
Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

A necklace with twelve large beads of differing materials and unique carvings. The positions of the beads are fixed, with an image facing forward and runes carved behind. It’s notable how deep the carvings are, making them easy to discern by touch. Though any rough edges were long since worn smooth by the fingers of many over the years.

The beads and the symbols carved are as follows: brass with a hammer, glass with a dagger, gold with scales, granite with an upraised palm, rusted iron with an open gate, marble with a scroll, oak with a door, red hematite with a flame, silver with hands shaking, spruce with a harp, and willow with a willow tree.


Thread Rank One
Key Knowledge: The owner must learn the necklace’s Name.
Effect: The wearer gains +1 to Social Defense.

Thread Rank Two
Effect: The owner may store Karma Points up to the thread rank in the necklace. The wearer may transfer Karma Points between their Karma pool and the necklace as a Standard action, and may spend Karma from the necklace as if it were in their Karma pool.

Thread Rank Three
Key Knowledge: The owner must learn what each symbol, material, and rune represents.
Effect: The wearer gains the Passion’s Pursuit ability. As a Simple action, the wearer touches a bead and channels the ideals of that Passion. This allows the wearer to spend an additional Karma Point any test appropriate to the Passion’s ideals. This cannot affect Sustained actions. This ability may be used once per day.

If the wearer uses a bead associated with a now Mad Passion, channeling their old ideals, something goes wrong (“yes, but…”) at the gamemaster’s discretion.

Thread Rank Four
Effect: The wearer gains +1 to Mystic Armor.

Thread Rank Five
Key Knowledge: The owner must learn who created the necklace.
Effect: The wearer can use Passion’s Pursuit twice per day. Each bead can only be targeted once each day.

Thread Rank Six
Effect: The wearer can use Passion’s Pursuit three times per day. Each bead can still only be targeted once each day.
Sash of Surprises (Completely Researched, Rank 6 Thread woven)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This brilliant crimson sash is embroidered with gold thread in elaborate geometric designs and each end has tassels from the same golden thread.

Thread Rank One
Key Knowledge:
The owner must learn the sash’s Name.
Effect: The wearer discovers pockets throughout the sash, cleverly using the geometric patterns to conceal them and anything placed within. This gives the wearer +1 rank to Conceal Object.

Thread Rank Two
Effect: The sash is exceptionally strong, turning aside weapons and giving the wearer +1 to Physical Armor.

Thread Rank Three
Key Knowledge: The owner must learn the significance of the patterns.
Effect: The wearer can meditate on the patterns which appear in their mind’s eye as opening doors. This gives the wearer a +1 bonus to Sustained actions that require focus (e.g., Evidence Analysis and Forge Weapon).

Thread Rank Four
Effect
: The wearer gains +2 to Physical Armor.

Thread Rank Five
Key Knowledge
: The owner must learn who created the sash.
Effect: The meditation gives the wearer a +2 bonus to appropriate Sustained actions.

Thread Rank Six
Effect
: The wearer gains +3 to Physical Armor.
Unquenchable Fire (Fully IH/Researched, Rank 6 Thread woven)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

A bracelet that seems to be cut from gleaming red crystal. The facets sparkle too much and in ways they shouldn’t when light shines on it, which belies its true nature. Once a thread is attached, the bracelet glows and blazes in time with the wearer’s heartbeat and disposition. The True fire never goes out, merely moving from a simmer to conflagration around the wearer’s arm. As the wearer’s understanding of the bracelet increases, and their control over themselves improves, so does their control of the bracelet’s flame.

Strange runes reveal themselves to the owner within the bracelet as the thread rank increases. These runes shift and change; they seem to tell a story that reveals slowly, but it is incomplete.


Thread Rank One
Key Knowledge:
The owner must learn the bracelet’s Name.
Effect: The fire’s burning reflects in the wearer, making them warm and affable as required. The wearer gains a +1 bonus to Interaction tests.

Thread Rank Two
Effect
: The fire wraps around their limbs, a reminder of how it both brings life and warmth, but is terrible in anger. The wearer gains a +1 bonus to close combat Attack tests.

Thread Rank Three
Key Knowledge
: The owner must learn the locations of where the True fire was harvested.
Effect: Uncontrolled fire runs rampant without regard, but when harnessed and focused, it is a tool. The wearer does not take Strain for the Aggressive Attack combat option.

Thread Rank Four
Effect
: Fire consumes what is in its path. It is hungry and relentless. The wearer gains a +1 bonus to close combat Damage tests.

Thread Rank Five
Key Knowledge
: The owner must begin to unravel the mysteries of the runes in the bracelet.
Deed: The owner must travel to the locations where the True fire was harvested and entreat with a fire spirit dwelling there.
Effect: Fire is defined not by how long it burns, but how bright and how hot. For 1 Strain, the wearer gains an additional +1 to Attack and Damage tests when using the Aggressive Attack combat option.

Thread Rank Six
Effect
: Time is the unquenchable fire in which we burn. Once per round for 2 Strain, the wearer may spend an additional Karma Point on a direct, violent Action test.
Root of the World (IH/Research 1+3+5, Rank 6 Thread woven)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

What is at first easily dismissed as a simple child’s friendship bracelet remains warm and wet as the earth it was once pulled from. The roots of five different plant species are expertly woven together, their ends almost imperceptibly grafted onto each other making a seamless braided loop with no beginning and no end.

Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: The wearer has +1Physical Defense.

Thread Rank Two
Effect:
The wearer has +1 Ranks to Wound Balance.

With a Thread Tied, the bangle becomes loose and supple and easily slips onto any appendage, tightening back up so as to avoid falling off, though it seems to have a preference for ankles.

Though woven bracelets are quite common, they tend not to be Enchanted and therefore durable. A few notable instances stick out in the Great Library of Throal, and an account from the distant Elven land of Shosara caught your eye. This traveler had come to attempt to sway the Elf Queen against the Separation of that land. Neither embraced nor banished, they hung around Barsaive and were present at the founding of Throal some hundred years later. Their bangle was Named Root of the World.


Thread Rank Three
Key Knowledge:
The owner must learn the Name of the item’s Creator.
Effect: For 1 Recovery Test as a Simple Action, the wearer may activate the Draw Strength from the Land ability. For Thread Rank Rounds, the wearer heals 4 damage, reduced by Wounds. Outside of combat, this is reduced to only 1 Damage per Round. While this ability is active, the bangle twists tightly around the wearer and haustorial roots dig into the wearer’s skin.

Thread Rank Four
Effect:
The wearer has +1 Mystic Defense.

Deep in the Great Library of Throal is an ancient tome of portraits known as the “Face Book”, a listing of important Elves from throughout the world. This book was carried by some of the Elves fleeing the Wyrm Wood’s plan to build a wooden kaer to their sojourn in Throal during the Scourge. Listed among these famous Elves was an Elementalist and pioneering Herbalist, Kelia Polestar.

Thread Rank Five
Key Knowledge:
The owner must learn the Names of the plants that make up the bracelet.
Effect: The wearer now has access to the “Resilient in the Storm” ability. When they use an Active Defense, the wearer may spend 1 Success to reduce their Movement to 0 until the end of the turn and reduce the Strain cost of the Ability by 1. This ability roots one foot to the ground, allowing the wearer’s body to whip and recoil like a leaf in the wind.

Thread Rank Six
Effect:
While “Resilient in the Storm ” is active, the wearer may spend 1 Success from an Active Defense or Jump Up Test to grant a +2 bonus to their next test to increase a Defense Rating.

Upon consultation with a local Questor of Jaspree, you are able to trick the root systems into flowering, allowing you to readily identify the plants as Drash, Tonga, Nyin Berry, Merlan, and Guvos Melon.
Equilibrium (IH 1+3+5+7, Research 1+3+5; Rank 6 Thread woven)
Spoiler:
Maximum Threads: 2
Mystic Defense: 14
Legend Point Cost: Warden

A series of polished pellets of True Earth joined together strands of True Water. The pellets are soft to the touch and will deform when pressed against gently, but provide greater resistance the greater force is pushed against them.
Upon tying a thread to the bracelet droplets of true water will drop from the water and traverse the length and breadth of the wearer. Down legs and tails, across the torso, up the arms, around the neck and head, then returning to the bracelet.


Thread Rank One
Key Knowledge:
The owner must learn the item’s Name.
Effect: +1 Wound Balance

Thread Rank Two
Effect:
The wearer increases their highest Circle by 1 for determining their Karma Pool.

Thread Rank Three
Key Knowledge:
Must learn the name of the creator (Orban Pal, human weaponsmith)
Effect: +2 Wound Balance

Thread Rank Four
Effect:
+3 Wound Balance

Thread Rank Five
Key Knowledge:
Must learn where the bracelet was forged. (Ancient Kingdom of Scavia)
Effect: The wearer may store Karma Points up to the Thread Rank in the bracelet. The wearer may transfer Karma Points between their Karma pool and the bracelet during their Karma Ritual, and may spend Karma from the bracelet as if it were in their Karma pool.

Thread Rank Six
Effect:
+1 Wound Threshold

Thread Rank Seven
Key Knowledge:
Must learn what the bracelet was created for (Created to be the core to a warding enchantment for a kaer)
Effect: The wearer gains the Earth’s Balance special maneuver.
Earth’s Balance (Adept, Wound Balance, Equilibrium): The wearer calls upon the power of the earth and can spend additional successes on a Wound Balance test as a result of an enemy attack to add +2 bonus per success spent towards the next Body Control roll before the end of the next turn.

Thread Rank Eight
Effect:
+3 Wound Threshold
Field Journals of A'horangi Ha'hana Syrtis:
Spoiler:
Volume I Volume II
Brief Backstory:
Junior-most member of the delegation from the Syrtis Cliff City to Throal, A'horangi is hungry for knowledge, curious about the world beyond the Lalai Gorge, secretly afraid of heights, and intent on becoming Barsaive's Greatest Detective.
Last edited by bronzemountain on Sat Jun 05, 2021 1:37 pm, edited 108 times in total.

ottdmk
Posts:462
Joined:Mon Dec 12, 2016 10:25 pm

Re: A'horangi, T'skrang Monk [SECONDARY]

Post by ottdmk » Wed May 27, 2020 2:08 am

Sanctioned!
Spoiler:
bronzemountain wrote:
Sat May 23, 2020 3:35 pm
Roll20 Name: Dvarim/Temur
Discord ID: bronzemountain@8007
Character Name: A'horangi Ha'hana Syrtis
Race: T'skrang

ECL: 1
Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points: 0
Silver: 1

Participation Template:
Spoiler:

Code: Select all

[b]Name:[/b] [url="http://www.fasagames.com/forum/viewtopic.php?f=56&t=1604"]A'horangi Ha'hana Syrtis[/url]
[b]ECR:[/b] 1
[b]Discipline:[/b] Monk
[b]Quote/Unique:[/b] [i]"Respectfully, I must now punch you."[/i]
[b]Notable Abilities:[/b] Very polite dinosaur.
[b]Downtime:[/b] Please Stay Tuned
[b]Last Game Played:[/b] Never!
Advancement Template:
Spoiler:

Code: Select all

[b][u]ADVENTURE[/u][/b]
[url="http://fasagames.com/forum/viewtopic.php?f=55&t=1668&p=12295#p12295"]AAR[/url]

[b]Rewards[/b]:
[b]TIPs[/b]: 3
[b]Legend points[/b]: 200
[b]Silver[/b]: 150
[b]Are you going to write a Journal?
[/b][url="http://fasagames.com/forum/viewtopic.php?f=55&t=1668&p=12302#p12302"]Journal[/url]

[b]Downtime[/b]:

[b]Legend Spent:[/b]

[b]Purchases in the Grand Bazaar:[/b]
None
Characteristics
Dex: 16/7
Str: 13/6
Tou: 13/6
Per: 16/7
Wil: 13/6
Cha: 12/5

Karma Mod: 4
Karma Step: 4
Karma Max: 4
Uncon: 31
Death: 38

Init: 7 | PD 9 | MD 9 | SD 7
PA: 4 | MA: 2

Movement: 12
Carrying Capacity: 125
Wound Threshold: 9
Recovery tests per day: 3

Discipline: Monk
Circle: 1
Discipline Abilities: Durability 5, Spend Karma on acquisition of new knowledge
Free Talent: Etiquette(1)
Talents
Spoiler:
First Circle
Discipline Talent: Avoid Blow (0)
Discipline Talent: Body Control (3)
Discipline Talent: Research (0)
Discipline Talent: Meditation <Thread Weaving> (0)
Discipline Talent: Unarmed Combat (3)
Talent Option: Maneuver (2)
Talent Knacks

Skills
Spoiler:
Knowledge Skill: Passions Lore (1)
Knowledge Skill: Cultures and Customs of Barsaive (1)

Read/Write Language: (2) (Throalic, T'skrang)
Speak Language: (3) (Throalic, T'skrang, Theran)

Artisan Skill: Epic Poetry (1)
General Skill: Haggle (3)
General Skill: Swimming (1)
General Skill: Physician (1)
General Skill: Disarm Trap (1)
Equipment:
Spoiler:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Artisan Tools (writing tools)
Dagger
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)
Physician's Kit (3 uses)
Bullseye Lantern
Padded Leather Armor
Threads Items:

An Ordinary Life, by A'horangi Ha'hana Syrtis:

Brief Backstory:
Junior-most member of the delegation from the Syrtis Cliff City to Throa, A'horangi is hungry for knowledge, curious about the world beyond the Lalai Gorge, secretly afraid of heights, and intent on becoming Barsaive's Greatest Detective.

bronzemountain
Posts:606
Joined:Fri Feb 21, 2020 10:02 pm

GM: Morituri te Salutant

Post by bronzemountain » Fri May 29, 2020 2:18 am

Morituri te Salutant
AAR

Rewards:
TIPs: 3
Legend points: 200
Silver: 150

Downtime:

Legend Spent:
Avoid Blow 0->1 (100)
Meditation 0->1 (100)

Purchases in the Grand Bazaar:
None

bronzemountain
Posts:606
Joined:Fri Feb 21, 2020 10:02 pm

Shadow's Call

Post by bronzemountain » Fri Jun 05, 2020 4:25 am

Shadow's Call
AAR

Rewards:
TIPs: 3
Legend points: 840
Silver: 150
Are you going to write a Journal?
Vol. 1, Entry 1

Downtime:
Monk, Circle 1->2 (5 days)
Surprise Strike, Rank 0->1 (1 week)

Legend Spent:
Avoid Blow, Rank 1->2 (200lp)
Meditation, Rank 1-2> (200lp)
Acrobatic Defense, Rank 0->1 (100lp)
Awareness, Rank 0->1 (100lp)
Surprise Strike, Rank 0->1 (200lp)

Purchases in the Grand Bazaar:
Monk, Circle 1->2 (100sp <alt reward>)
Surprise Strike, 0->1 (9.4sp <haggle>)
Booster Potion x3 (141sp <haggle>)

bronzemountain
Posts:606
Joined:Fri Feb 21, 2020 10:02 pm

Of Quartz I'll Go

Post by bronzemountain » Sat Jun 06, 2020 10:36 pm

Of Quartz I'll Go
AAR

Rewards:
TIPs: 3
Legend points: 840
Silver: 200
Are you going to write a Journal?
Vol. 1, Entry 2

Downtime:
Surprise Strike, Skill 1->2 (2 weeks)

Legend Spent:
Acrobatic Defense, Talent 1->3 (500lp)
Surprise Strike, Skill 1->2 (300lp)

Purchases in the Grand Bazaar:
Absorb Blow, Blood Charm (50sp w/ alternate awards)
Surprise Strike, Skill 1->2 (37.6sp w/ Haggle 3)

bronzemountain
Posts:606
Joined:Fri Feb 21, 2020 10:02 pm

GM: Mawwwwiage

Post by bronzemountain » Wed Jun 17, 2020 4:06 am

Mawwwwiage
AAR

Rewards:
TIPs: 3
Legend points: 800
Silver: 200

Downtime:

Legend Spent:
Maneuver, Talent 2->3 (300lp)
Avoid Blow, Talent 2->3 (300lp)
Research, Talent 0->1 (100lp)

Purchases in the Grand Bazaar:
None

bronzemountain
Posts:606
Joined:Fri Feb 21, 2020 10:02 pm

Outfox the Foxels

Post by bronzemountain » Fri Jun 19, 2020 2:22 am

Outfox the Foxels
AAR

Rewards:
TIPs: 3
Legend points: 1470
Silver: 343.8
Are you going to write a Journal?
Journal

Downtime:
Monk, Circle Training (5 days)
Tail Dance, Skill 0->1 (7 days)

Legend Spent:
Tail Dance, Skill 0->1 (500lp)
Wound Balance, Talent 0->3 (600lp)
Meditation, Talent 2->3 (300lp)
Item History, Talent 0->1 (100lp)

Purchases in the Grand Bazaar:
Monk, Circle 2->3 (282sp)
Tail Dance, Skill 0->1 (9.4sp)

bronzemountain
Posts:606
Joined:Fri Feb 21, 2020 10:02 pm

Axe Him No Questions

Post by bronzemountain » Tue Jun 23, 2020 12:14 am

Axe him no Questions
AAR

Rewards:
TIPs: 3
Legend points: 1470
Silver: 118.8
Are you going to write a Journal?
Journal

Downtime:

Legend Spent:
Unarmed Combat, Talent 3->4 (500lp)
Body Control, Talent 3->4 (500lp)
Acrobatic Defense, Talent 3->4 (500lp)

Purchases in the Grand Bazaar:
Death Cheat (225sp / alternate reward)

bronzemountain
Posts:606
Joined:Fri Feb 21, 2020 10:02 pm

Bring out your Dead

Post by bronzemountain » Sat Jun 27, 2020 5:23 am

Bring out your Dead
AAR

Rewards:
TIPs: 3
Legend points: 1470
Silver: 293.8
Journal

Downtime:
Tail Dance, Skill 1->2 (2 weeks)

Legend Spent:
Tail Dance, Skill 1->2 (800lp)
Maneuver, Talent 3->4 (500lp)

Purchases in the Grand Bazaar:
Tail Dance, Skill 1->2 (18.8sp)

bronzemountain
Posts:606
Joined:Fri Feb 21, 2020 10:02 pm

To Catch a Zoak

Post by bronzemountain » Mon Jun 29, 2020 12:52 am

To Catch a Zoak
AAR

Rewards:
TIPs: 3
Legend points: 2100
Silver: 516.3
Journal

Downtime:
Monk, Circle 3->4 (5 days)

Legend Spent:
Avoid Blow, Talent 3->4 (500lp)
Meditation, Talent 3->4 (500lp)
Wound Balance, Talent 3->4 (500lp)
Wholeness of Body, Talent 0->3 (600lp)

Purchases in the Grand Bazaar:
Monk, Circle 3->4 (470sp w/ Haggle 3)

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