[b]Name:[/b] [url="http://www.fasagames.com/forum/viewtopic.php?f=56&t=1674#p12258"]Temur Tengerkhan[/url]
[b]Circle:[/b] 7/4 (ECL 8)
[b]Discipline:[/b] Spirit Rider / War Rider
[b]Quote/Unique:[/b] [i]"Those are good thoughts for thinking."[/i]
[b]Notable Abilities:[/b] I ride an imaginary horse. I do the tracking and the survival and sometimes navigation.
[b]Downtime:[/b] Wine, women, dancing.
[b]Last Played:[/b] 2020-10-15
Gahad: Bullying, Slavery, Disrespect of race / clan
Discipline:Spirit Rider Circle: 7 Discipline Bonuses: Durability 7, +2PD, +1MD, +1MA Karma Expenditure: Attack Tests when charging, Damage Test when mounted Spirit Senses: When the adept's spirit mount is not manifested (typically through Spirit Mount), the spirit is still aiding the adept with their otherworldly senses. For 1 Strain the adept can enhance their connection as a Free action, gaining +2 to a test which directly involves otherworldly detection, such as Anticipate Blow, Astral Sight, Danger Sense, and half-magic tests to detect spirits.
SPIRIT RIDER TALENTS:
Spoiler:
NOVICE:
First Circle Discipline: Cavalry Charge (7) First Circle Discipline: Melee Weapons (8) First Circle Discipline: Riding (8) First Circle Discipline: Spirit Mount (8) First Circle Discipline: Spirit Weaving (6) First Circle Option: Enhance Bound Spirit (7)
Second Circle Discipline: Steel Thought (7) Second Circle Option: Spirit Development (4)
Third Circle Discipline: Astral Sight (0) Third Circle Option: Tiger Spring (7)
Fourth Circle Discipline: Spirit Talk (0) Fourth Circle Option: Anticipate Blow (7)
JOURNEYMAN:
Fifth Circle Discipline: Fearsome Assault (7) Fifth Circle Option:
Sixth Circle Discipline: Temper Flesh (7) Sixth Circle Option:
Seventh Circle Discipline: Wheeling Attack (0) Seventh Circle Option: Battle Cry (8)
First Circle Discipline: Awareness (4) First Circle Discipline: Danger Sense (4) First Circle Discipline: Missile Weapons (7) First Circle Discipline: Mount Weaving (1) First Circle Discipline:Riding (8) First Circle Option: Avoid Blow (5)
Second Circle Discipline: Animal Training (0) Second Circle Option: Tracking (4)
Third Circle Discipline: Surprise Strike (4) Third Circle Option:
Fourth Circle Discipline: Mystic Aim (6) Fourth Circle Option:
GHOST SENTINEL Ringmail (IH / Research 1+3+5; Rank 6 Thread woven; Forged +5PA 2021-04-11) Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman
A set of well-maintained ring mail that has clearly seen much use. There is evidence of skilled patchwork across the rings and leather backing, as well as emblem sewn to it. The armor is in perfect working order and anyone wearing it notes how comfortable it feels, almost like coming home from a long journey. This particular style of ring mail was once popular in the fallen kingdom of Landis.
The armor automatically resizes to fit the owner wearing it.
Spoiler:
Rank 1:
The armor MA 1 (Name: Ghost Sentinel)
Rank 2:
The armor is PA 7
Rank 3:
The armor gains the Ghostly Sentinel ability. For 1 Strain as a Free action, the wearer is surrounded by a shifting, spectral mist. This does not obscure the wearer in a meaningful way, but occasionally the glimpse of a human face can be seen in the mist. This gives the wearer a +1 bonus to Physical and Mystic Armor until the end of the round. This ability can be activated after Initiative is determined and actions are declared, but must be before any character’s turn begins. (The owner must learn about the first owner, including their Name, Discipline, and military unit.)
Rank 4:
The Ghostly Sentinel ability now gives the wearer a +2 bonus to Mystic Armor. The face becomes more distinct in the mist and a hand can occasionally be seen turning attacks away.
Rank 5:
While Ghostly Sentinel is active, the wearer can spend 1 Strain as a Free action to alert them of unseen danger. The wearer receives a tap on their shoulder, sending chills down their spine as though it’s touching their pattern and hears incomprehensible whispering, though the warning is clear. This makes an opponent Blindsiding the wearer no longer be Blindsiding until the end of the round. This doesn’t affect being Surprised and can be used once per round. (The owner must learn the Name of the spirit bound to the armor.)
Rank 6:
When the Ghostly Sentinel ability is active, the wearer receives chilling touches and unintelligible whispers with clear intent indicating the direction of attackers it requires an additional opponent for the wearer to be Harried.
RACES THE WIND Bracelet (IH / Research 1+3+5; Rank 6 Thread woven) Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman
A bracelet woven from horse hair taken from the manes of all the great steeds of an ork clan. This practice represents continuity for their people and comparatively short lives, and an eternal bond with their horse allies.
Spoiler:
Thread Rank One
Key Knowledge: The owner must learn the bracelet’s Name. Effect: The wearer gains +1 to Social Defense.
Thread Rank Two
Effect: The wearer gains +1 to Physical Defense.
Thread Rank Three
Key Knowledge: The owner must learn about the clan. Effect: The wearer gains the Races-the-Wind ability. As a Simple action for 1 Strain, the wearer’s hair appears to lengthen into a wild mane and they gain +4 to their Movement Rate until the end of the next round (this applies to their mount if they are mounted).
Thread Rank Four
Effect: While Races-the-Wind is active, the wearer gains +2 to Attack or Damage tests if they have moved over half their Movement Rate (or their mount’s Movement Rate if mounted). The wearer must choose which test gets the bonus when Races-the-Wind is used.
Thread Rank Five
Key Knowledge: The owner must learn the horses’ Names. Effect: The owner 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 as a Standard action, and may spend Karma from the bracelet as if it were in their Karma pool.
Thread Rank Six
Effect: While Races-the-Wind is active, the wearer can spend a Karma Point on any Action test against an opponent if they moved over half their Movement Rate (or their mount’s Movement Rate if mounted). This can be used once per round.
MOONLIGHT TOCCATA Warbow (IH / Research 1+3+5; Rank 6 Thread woven; Forged +5 2021-04-11) Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman
This ash bow is carved with silvery runes and wrapped with tattered blue and silver ribbons. Whenever an arrow is nocked, a soft, cold light can be seen just behind the arrowhead from all angles—nothing to reveal it, but an eerie glow to those nearby. Each attack with the bow plays a single, clear note with vibrato as the arrow is loosed, followed by a second note as it strikes, forming a coda to the attack.
Spoiler:
Thread Rank One Key Knowledge: Effect: The bow is Damage Step 6. A glyph appears on the arrowhead as the arrow is nocked. It disappears if the arrow goes unfired, but is permanent if fired.
Thread Rank Two Effect: True air infuses the wielder’s actions, allowing them to ready or stow the bow as a Simple action.
Thread Rank Three Key Knowledge: The owner must learn about the glyphs on the arrows. Effect: The wielder gains the Moonlit Toccata ability. As a Simple action for 1 Strain, the glow around the arrow intensifies, surrounding it and streaming back toward the wielder. The wielder gains +2 to their Attack tests with the bow until the end of the round.
Thread Rank Four Effect: When Moonlit Toccata is active, the runes along the bow glow with a cool, soft light. The wielder can also spend 1 Strain when activated to gain +2 to the associated Damage tests.
Thread Rank Five Key Knowledge: The owner must learn about the runes and what they represent. Deed: The owner must have a thread tied to Moonlit Crescendo. Effect: When Moonlit Toccata is active, the wielder can spend an additional Karma Point on the Attack test. Doing so causes an additional note to be played, creating a distinctive leitmotif.
Thread Rank Six Effect: When Moonlit Toccata is used, each attack builds an aria with mounting intensity. A successful associated Attack test adds one “count.” For 1 Strain, the wielder gains an additional +1 to Attack tests with the bow while using Moonlit Toccata per count. If the wielder misses, the count is reduced to 0.
This long, graceful lance has a haft carved with silvery runes and topped with a delicate looking silver blade. The blade has a glyph on each side and a cold, soft light just behind it from all angles—nothing to reveal it, but an eerie glow to those nearby. Just below the blade is a tattered blue pennant with a silver crescent moon and five stars arranged irregularly within the crescent. Each attack with the lance plays a single, clear note.
Spoiler:
Thread Rank One Key Knowledge: The owner must learn the lance’s Name. Effect: The lance is Damage Step 7.
Thread Rank Two Effect: True air infuses the wielder’s actions, allowing them to ready or stow the lance as a Simple action.
Thread Rank Three Key Knowledge: The owner must learn about the glyphs on the blade. Effect: The wielder gains the Moonlit Crescendo ability. As a Simple action for 1 Strain, the glow around the blade intensifies, surrounding it and streaming back toward the wielder. The wielder gains +3 to their next Attack test with a Charge attack using the lance by the end of the round.
Thread Rank Four Effect: When Moonlit Crescendo is active, the runes along the haft glow with a cool, soft light. The wielder can also spend 1 Strain when activated to gain +3 to the associated Damage test.
Thread Rank Five Key Knowledge: The owner must learn about the pennant and what it represents. Deed: The owner must have a thread tied to Moonlit Toccata. Effect: When Moonlit Crescendo is active, a series of notes echo as a soft aria while the wielder charges. The wielder gains a +1 Step bonus to Karma Points spent on the associated Attack and Damage test.
Thread Rank Six Effect: When Moonlit Crescendo is used, the aria builds to the moment of impact. For 1 Strain, the wielder reduces the “count” from Moonlit Toccata to 0. For each count, the wielder can spend an additional Karma Point on the associated Attack or Damage test. If the attack misses, any “count” allocated for the Damage test is lost, though the Karma Points are not spent.
Animal Companions: Spirit Companion: Tulany Egch, Bonded Strength 6 Spirit Mount (Enhance Bonded Spirit +1 circle) Batu, Awestruck Sworn Companion, War Dog + Batu's mate (female war dog) Awestruck Dire Wolf Pet Stone Lion
Brief Backstory:
What is a horse clan without its horses? The Orks of the Monkhiin-Tenger clan have been grateful for the centuries of protection Throal has provided. But to not have the open sky to ride across has been a hardship. They have adapted by creating highly involved, costumed Horse Dances to entertain and remind both themselves and the other peoples of the Kaer. But now there is truly occasion to celebrate, for the first Stormrunner (Spirit Rider) in a generation has been born to them. Temur Tengerkhan has bound his Pattern to his great-grandmother's legendary horse, Ayanga, who died long ago and now runs the sky and guards the clan.
The doors are open and the sky awaits and Temur is eager to help his clan, and others, roam the recovered lands.
[b]Name:[/b] [url="http://www.fasagames.com/forum/viewtopic.php?f=56&t=1674#p12258"]Temur Tengerkhan[/url]
[b]Circle:[/b] 7/5 (ECL 8)
[b]Discipline:[/b] Spirit Rider / War Rider
[b]Quote/Unique:[/b] [i]"Those are good thoughts for thinking."[/i]
[b]Notable Abilities:[/b] I ride an imaginary horse. I do the tracking and the survival and sometimes navigation.
[b]Downtime:[/b] Wine, women, dancing.
[b]Last Played:[/b] 2020-10-15
Discipline:Spirit Rider Circle: 7 Discipline Abilities: +1 PD, spend Karma on attack tests when Charging, +1 MD, spend karma on damage tests while mounted, +2 PD, +1 MA Durability: 7 Half-Magic: Spirit Riders use half-magic for knowledge of different kinds of mounts used by Namegiver races and knowledge of significant cavalry units in Barsaive. A Spirit Rider also uses half-magic to sense the presence of spirits within 30 yards of her location by using Perception-based half-magic against the spirit's Mystic Defense. If the test succeeds, the Spirit Rider can sense the presence of the spirit and use talents, such as Spirit Talk, to communicate and interact with the spirit. The gamemaster may choose to make this half-magic test on behalf of the Spirit Rider at any time, as this innate sense is always active. Note: The adept's spirit mount is a bonded spirit using Spirit Mount as the bonding talent.
Spirit Senses: When the adept's spirit mount is not manifested (typically through Spirit Mount), the spirit is still aiding the adept with their otherworldly senses. For 1 Strain the adept can enhance their connection as a Free action, gaining +2 to a test which directly involves otherworldly detection, such as Anticipate Blow, Astral Sight, Danger Sense, and half-magic tests to detect spirits.
Spirit Rider Talents
Spoiler:
First Circle Discipline Talent: Melee Weapons (8) First Circle Discipline Talent: Charge (7) First Circle Discipline Talent: Spirit Mount (8) First Circle Discipline Talent: Trick Riding (8) First Circle Discipline Talent: Spirit Weaving (6)
First Circle Talent Option: Maneuver (7)
Second Circle Discipline Talent: Steel Thought (2) Second Circle Talent Option: Anticipate Blow (7)
Third Circle Talent Option: Tiger Spring (7)
Fourth Circle Discipline Talent: Spirit Talk (2) Fourth Circle Talent Option: Sure Mount (8)
Fifth Circle Discipline Talent: Enhance Bound Spirit (7)
Sixth Circle Discipline Talent: Wheeling Attack (7)
Seventh Circle Discipline Talent: Wheeling Defense (7)
Discipline:War Rider Circle: 5 Discipline Abilities: Spend Karma on Initiative, Spend Karma on attacks vs. Surprised targets, +1 SD, Spend Karma on Ranged Damage Tests, 1 Strain for +4 Mount movement speed Durability: 5
War Rider Talents
Spoiler:
Free Talent: Animal Bond (5)
First Circle Discipline Talent: Awareness (5) First Circle Discipline Talent: Danger Sense (5) First Circle Discipline Talent: Missile Weapons (6) First Circle Discipline Talent: Mount Weaving (1) First Circle Discipline Talent: Trick Riding (8) First Circle Talent Option: Tracking (5)
Second Circle Talent Option: Wilderness Survival (5)
Third Circle Discipline Talent: Surprise Strike (6)
Fourth Circle Discipline Talent: Mystic Aim (6)
Other Talents
Gahad: Disrespect of race/clan, Bullying (powerful enemy vs. weak victim), Slavery
Never triggered: Insulting him personally
A set of well-maintained ring mail that has clearly seen much use. There is evidence of skilled patchwork across the rings and leather backing, as well as emblem sewn to it. The armor is in perfect working order and anyone wearing it notes how comfortable it feels, almost like coming home from a long journey. This particular style of ring mail was once popular in the fallen kingdom of Landis.
The armor automatically resizes to fit the owner wearing it. Rank 1: The armor MA 1 (Name: Ghost Sentinel) Rank 2: The armor is PA 7 Rank 3: The armor gains the Ghostly Sentinel ability. For 1 Strain as a Free action, the wearer is surrounded by a shifting, spectral mist. This does not obscure the wearer in a meaningful way, but occasionally the glimpse of a human face can be seen in the mist. This gives the wearer a +1 bonus to Physical and Mystic Armor until the end of the round. This ability can be activated after Initiative is determined and actions are declared, but must be before any character’s turn begins. (The owner must learn about the first owner, including their Name, Discipline, and military unit.) Rank 4: The Ghostly Sentinel ability now gives the wearer a +2 bonus to Mystic Armor. The face becomes more distinct in the mist and a hand can occasionally be seen turning attacks away. Rank 5: While Ghostly Sentinel is active, the wearer can spend 1 Strain as a Free action to alert them of unseen danger. The wearer receives a tap on their shoulder, sending chills down their spine as though it’s touching their pattern and hears incomprehensible whispering, though the warning is clear. This makes an opponent Blindsiding the wearer no longer be Blindsiding until the end of the round. This doesn’t affect being Surprised and can be used once per round. (The owner must learn the Name of the spirit bound to the armor.) Rank 6: "When the Ghostly Sentinel ability is active, the wearer receives chilling touches and unintelligible whispers with clear intent indicating the direction of attackers it requires an additional opponent for the wearer to be Harried.
Races the Wind: Bracelet (Fully researched, rank 6 thread woven)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
A bracelet woven from horse hair taken from the manes of all the great steeds of an ork clan. This practice represents continuity for their people and comparatively short lives, and an eternal bond with their horse allies.
Thread Rank One Key Knowledge: The owner must learn the bracelet’s Name.
Effect: The wearer gains +1 to Social Defense.
Thread Rank Two Effect: The wearer gains +1 to Physical Defense.
Thread Rank Three Key Knowledge: The owner must learn about the clan.
Effect: The wearer gains the Races-the-Wind ability. As a Simple action for 1 Strain, the wearer’s hair appears to lengthen into a wild mane and they gain +4 to their Movement Rate until the end of the next round (this applies to their mount if they are mounted).
Thread Rank Four Effect: While Races-the-Wind is active, the wearer gains +2 to Attack or Damage tests if they have moved over half their Movement Rate (or their mount’s Movement Rate if mounted). The wearer must choose which test gets the bonus when Races-the-Wind is used.
Thread Rank Five Key Knowledge: The owner must learn the horses’ Names.
Effect: The owner 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 as a Standard action, and may spend Karma from the bracelet as if it were in their Karma pool.
Thread Rank Six Effect: While Races-the-Wind is active, the wearer can spend a Karma Point on any Action test against an opponent if they moved over half their Movement Rate (or their mount’s Movement Rate if mounted). This can be used once per round.
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
This ash bow is carved with silvery runes and wrapped with tattered blue and silver ribbons. Whenever an arrow is nocked, a soft, cold light can be seen just behind the arrowhead from all angles—nothing to reveal it, but an eerie glow to those nearby. Each attack with the bow plays a single, clear note with vibrato as the arrow is loosed, followed by a second note as it strikes, forming a coda to the attack.
Thread Rank One Key Knowledge:
Effect: The bow is Damage Step 6. A glyph appears on the arrowhead as the arrow is nocked. It disappears if the arrow goes unfired, but is permanent if fired.
Thread Rank Two Effect: True air infuses the wielder’s actions, allowing them to ready or stow the bow as a Simple action.
Thread Rank Three Key Knowledge: The owner must learn about the glyphs on the arrows.
Effect: The wielder gains the Moonlit Toccata ability. As a Simple action for 1 Strain, the glow around the arrow intensifies, surrounding it and streaming back toward the wielder. The wielder gains +2 to their Attack tests with the bow until the end of the round.
Thread Rank Four Effect: When Moonlit Toccata is active, the runes along the bow glow with a cool, soft light. The wielder can also spend 1 Strain when activated to gain +2 to the associated Damage tests.
Thread Rank Five Key Knowledge: The owner must learn about the runes and what they represent.
Deed: The owner must have a thread tied to Moonlit Crescendo.
Effect: When Moonlit Toccata is active, the wielder can spend an additional Karma Point on the Attack test. Doing so causes an additional note to be played, creating a distinctive leitmotif.
Thread Rank Six Effect: When Moonlit Toccata is used, each attack builds an aria with mounting intensity. A successful associated Attack test adds one “count.” For 1 Strain, the wielder gains an additional +1 to Attack tests with the bow while using Moonlit Toccata per count. If the wielder misses, the count is reduced to 0.
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
This long, graceful lance has a haft carved with silvery runes and topped with a delicate looking silver blade. The blade has a glyph on each side and a cold, soft light just behind it from all angles—nothing to reveal it, but an eerie glow to those nearby. Just below the blade is a tattered blue pennant with a silver crescent moon and five stars arranged irregularly within the crescent. Each attack with the lance plays a single, clear note.
Thread Rank One Key Knowledge: The owner must learn the lance’s Name.
Effect: The lance is Damage Step 7.
Thread Rank Two Effect: True air infuses the wielder’s actions, allowing them to ready or stow the lance as a Simple action.
Thread Rank Three Key Knowledge: The owner must learn about the glyphs on the blade.
Effect: The wielder gains the Moonlit Crescendo ability. As a Simple action for 1 Strain, the glow around the blade intensifies, surrounding it and streaming back toward the wielder. The wielder gains +3 to their next Attack test with a Charge attack using the lance by the end of the round.
Thread Rank Four Effect: When Moonlit Crescendo is active, the runes along the haft glow with a cool, soft light. The wielder can also spend 1 Strain when activated to gain +3 to the associated Damage test.
Thread Rank Five Key Knowledge: The owner must learn about the pennant and what it represents.
Deed: The owner must have a thread tied to Moonlit Toccata.
Effect: When Moonlit Crescendo is active, a series of notes echo as a soft aria while the wielder charges. The wielder gains a +1 Step bonus to Karma Points spent on the associated Attack and Damage test.
Thread Rank Six Effect: When Moonlit Crescendo is used, the aria builds to the moment of impact. For 1 Strain, the wielder reduces the “count” from Moonlit Toccata to 0. For each count, the wielder can spend an additional Karma Point on the associated Attack or Damage test. If the attack misses, any “count” allocated for the Damage test is lost, though the Karma Points are not spent.
Animal Companions: Spirit Companion: Tulany Egch, Bonded Strength 6 Spirit Mount (Enhance Bonded Spirit +1 circle) Batu, Awestruck Sworn Companion, War Dog + Batu's mate (female war dog)
Spoiler:
These dogs are a rare breed, as they need careful training. Bred for aggression, the animals are trained for war and attack to kill on command. Often outfitted with armor to protect them in combat, they are fierce and bred for war.
Brief Backstory:
What is a horse clan without its horses? The Orks of the Monkhiin-Tenger clan have been grateful for the centuries of protection Throal has provided. But to not have the open sky to ride across has been a hardship. They have adapted by creating highly involved, costumed Horse Dances to entertain and remind both themselves and the other peoples of the Kaer. But now there is truly occasion to celebrate, for the first Stormrunner (Spirit Rider) in a generation has been born to them. Temur Tengerkhan has bound his Pattern to his great-grandmother's legendary horse, Ayanga, who died long ago and now runs the sky and guards the clan.
The doors are open and the sky awaits and Temur is eager to help his clan, and others, roam the recovered lands.
Last edited by bronzemountain on Tue May 04, 2021 11:02 pm, edited 103 times in total.
Discipline:Spirit Rider Circle: 1 Discipline Abilities: Durability: 7 Half-Magic: Spirit Riders use half-magic for knowledge of different kinds of mounts used by Namegiver races and knowledge of significant cavalry units in Barsaive. A Spirit Rider also uses half-magic to sense the presence of spirits within 30 yards of her location by using Perception-based half-magic against the spirit's Mystic Defense. If the test succeeds, the Spirit Rider can sense the presence of the spirit and use talents, such as Spirit Talk, to communicate and interact with the spirit. The gamemaster may choose to make this half-magic test on behalf of the Spirit Rider at any time, as this innate sense is always active. Note: The adept's spirit mount is a bonded spirit using Spirit Mount as the bonding talent.
Animal Companions: Spirit Companion: Ayanga, Bonded Spirit Mount
Brief Backstory:
What is a horse clan without its horses? The Orks of the Monkhiin-Tenger clan have been grateful for the centuries of protection Throal has provided. But to not have the open sky to ride across has been a hardship. They have adapted by creating highly involved, costumed Horse Dances to entertain and remind both themselves and the other peoples of the Kaer. But now there is truly occasion to celebrate, for the first Stormrunner (Spirit Rider) in a generation has been born to them. Temur Tengerkhan has bound his Pattern to his great-grandmother's legendary horse, Ayanga, who died long ago and now runs the sky and guards the clan.
The doors are open and the sky awaits and Temur is eager to help his clan, and others, roam the recovered lands.