Elisen, Windling Cavalier [Secondary]

Moderator:etherial

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am
Pillars of Sin

Post by sigfriedmcwild » Fri Dec 18, 2020 8:11 am

Pillars of Sin
LFG: https://fasagames.com/forum/viewtopic.php?f=55&t=2241
AAR: https://fasagames.com/forum/viewtopic.p ... a55#p16989

Rewards:
TIPs: 3
Legend points: 13000
Silver: 775

Are you going to write a Journal?
Yes: https://fasagames.com/forum/viewtopic.p ... 043#p17043 (650lp, 193.8sp)

Downtime:
Circle Up (Cavalryman 6 -> 7, 1500sp) (5 days)
Research: 3rd key knowledge for Anklebiter (7 days)
Refresh Isidoros' training (1 day)
Refresh Jacint's training (3 days)
Refresh Teh's training (1 day)

Legend Spent:
Raised Lion Heart to 7 (8100)
Raised Wheeling Defense to 5 (3100)
Tied rank 4 thread to Death Flies on Sparkly Wings (800)
Tied rank 4 thread to Falling Star Shower (800)

Running Totals:
TIPs: 3
Legend point: 1030/109830
Silver: 1981.3

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

Stolen Property

Post by sigfriedmcwild » Thu Feb 11, 2021 11:28 pm

Stolen Property
LFG: https://fasagames.com/forum/viewtopic.php?f=55&t=2257
AAR: https://fasagames.com/forum/viewtopic.p ... =10#p17044

Rewards:
TIPs: 3
Legend points: 19000
Silver: 950
Flying Hussar Cape

Are you going to write a Journal?
Yes: https://fasagames.com/forum/viewtopic.p ... 606#p17606 (950lp, 225sp)

Downtime:
Forge Anklebiter 6 -> 10 (850sp, 7 days, by Thorkell)
Forge Death Flies on Sparkly Wings 4 -> 8 (650sp, 7 days, by Thorkell)
Item History: 1st, 2nd test knowledge for Flying Hussar Cape (1 week)
Item History: 3rd test knowledge for Flying Hussar Cape (1 week)

Legend Spent:
Raised Charge to 8 (3400)
Raised Melee Weapons to 8 (3400)
Raised Battle Shout to 8 (3400)
Raised Wheeling Attack to 8 (5500)
Raised Wheeling Defense to 6 (2100)
Tied rank 5 thread to Death Flies on Sparkly Wings (1300)
Tied rank 5 thread to Falling Star Shower (1300)

Running Totals:
TIPs: 6
Legend point: 580/129780
Silver: 1606.3
Last edited by sigfriedmcwild on Sun Apr 11, 2021 8:15 pm, edited 1 time in total.

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

Dance Commanders

Post by sigfriedmcwild » Thu Feb 18, 2021 11:52 pm

Dance Commanders
LFG: https://fasagames.com/forum/viewtopic.php?f=55&t=2308
AAR: https://fasagames.com/forum/viewtopic.p ... 308#p17607

Rewards:
TIPs: 5
Legend points: 28000
Silver: 1350

Are you going to write a Journal?
Yes: https://fasagames.com/forum/viewtopic.p ... 672#p17672 (1400lp, 337.5sp)

Downtime:
Research: 1st, 2nd key knowledge for Flying Hussar Cape (7 days)
Research: 3rd key knowledge for Flying Hussar Cape (7 days)
Refresh Isidoros' Training (1 day)
Refresh Jacint's Training (3 days)
Refresh Teh's Training (1 day)
Enhance Jacint 7 -> 8 (2 days)

Legend Spent:
Raised Animal Bond to 8 (3400)
Raised Armor Mount to 8 (5500)
Raised Enhance Animal Companion to 8 (3400)
Raised Lion Heart to 8 (5500)
Raised Rider Weaving to 8 (3400)
Raised Sure Mount to 8 (3400)
Raised Trick Riding to 8 (3400)
Tied rank 4 thread to Flying Hussar Cape (1800)

Running Totals:
TIPs: 11
Legend point: 1480/159180
Silver: 3293.8

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

Paper Chase

Post by sigfriedmcwild » Thu Mar 11, 2021 11:20 pm

Paper Chase
LFG: https://fasagames.com/forum/viewtopic.p ... 323#p17573
AAR: https://fasagames.com/forum/viewtopic.p ... 323#p17681

Rewards:
TIPs: 5
Legend points: 20000
Silver: 1163

Are you going to write a Journal?
Yes: https://fasagames.com/forum/viewtopic.p ... 934#p17934 (1000lp, 290.8sp)

Downtime:
Circle Up (Cavalryman 7 -> 8, 2000sp) (5 days)
Enhance Teh 3 -> 4 (2 days)

Legend Spent:
Raised Wheeling Defense to 8 (5500)
Raised Double Charge to 6 (5200)
Raised Inspire Others to 6 (3400)
Tied rank 5 thread to Flying Hussar Cape (1300)

Running Totals:
TIPs: 16
Legend point: 280/180180
Silver: 2747.6

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

War Pigs

Post by sigfriedmcwild » Sun Apr 11, 2021 8:19 pm

War Pigs
LFG: https://fasagames.com/forum/viewtopic.p ... 360#p17875
AAR: https://fasagames.com/forum/viewtopic.p ... 360#p17935

Rewards:
TIPs: 3
Legend points: 19000
Silver: 900

Are you going to write a Journal?
Yes: https://fasagames.com/forum/viewtopic.p ... 212#p18212 (950lp, 225sp)

Downtime:
Forge Anklebiter 10 -> 11 (550sp, 7 days)
Forge Death Flies on Sparkly Wings 8 -> 9 (450sp, 7 days)

Legend Spent:
Raised Double Charge to 8 (5500)
Raised Empathic Sense to 6 (2100)
Raised First Impression to 6 (2100)
Raised Heartening Laugh to 6 (2100)
Raised Taunt to 6 (2100)
Tied rank 6 thread to Death Flies on Sparkly Wings (2100)
Tied rank 6 thread to Falling Star Shower (2100)
Tied rank 6 thread to Flying Hussar Cape (2100)

Running Totals:
TIPs: 19
Legend point: 30/200130
Silver: 2872.6

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

Monk Business

Post by sigfriedmcwild » Thu Apr 22, 2021 7:15 am

Monk Business
LFG: https://fasagames.com/forum/viewtopic.php?f=55&t=2396
AAR: https://fasagames.com/forum/viewtopic.p ... 396#p18215

Rewards:
TIPs: 3
Legend points: 39000
Silver: 755
Dex training 16 -> 17 (245sp)

Are you going to write a Journal?
Yes: https://fasagames.com/forum/viewtopic.p ... 276#p18276 (1000lp, 250sp)

Downtime:
Dexterity training 16 -> 17 (7 days)
Circle Up (Troubadour 5 -> 6, 1000sp) (5 days)
Refresh Isidoros' training (1 day)
Refresh Jacint's training (3 days)
Refresh Teh's training (1 day)

Legend Spent:
Raised Blood Share to 5 (1800)
Raised Etiquette to 7 (5500)
Raised First Impression to 7 (3400)
Raised Inspire Others to 7 (5500)
Raised Item History to 7 (5500)
Raised Research to 7 (5500)
Raised Speak Language to 6 (5200)
Raised Taunt to 7 (3400)
Tied rank 6 thread to Anklebiter (4200)
Dexterity Training 16 -> 17 (800)

Running Totals:
TIPs: 22
Legend point: 180/241080
Silver: 2877.6
Last edited by sigfriedmcwild on Fri Apr 23, 2021 8:40 pm, edited 2 times in total.

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

The Serpent Rises

Post by sigfriedmcwild » Fri Apr 23, 2021 8:39 pm

The Serpent Rises
LFG: https://fasagames.com/forum/viewtopic.php?f=55&t=2393
AAR: https://fasagames.com/forum/viewtopic.p ... 393#p18277

Rewards:
TIPs: 3
Legend points: 39000
Silver: 1000

Are you going to write a Journal?
Yes: https://fasagames.com/forum/viewtopic.p ... 401#p18401 (1000lp, 250sp)

Downtime:
Dexterity training 17 -> 18 (414sp, 7 days)
Circle Up (Troubadour 6 -> 7, 1380sp) (5 days)
Refresh Isidoros' training (1 day)
Refresh Jacint's training (3 days)
Refresh Teh's training (1 day)

Legend Spent:
Raised Haggle to 4 (1800)
Raised Heartening Laugh to 7 (3400)
Raised Empathic Sense to 7 (3400)
Raised Speak Language to 7 (3400)
Raised Engaging Banter to 7 (13900)
Raised Resist Taunt to 7 (13900)
Dexterity Training 17 -> 18 (1300)

Running Totals:
TIPs: 25
Legend point: 30/282030
Silver: 2333.6
Last edited by sigfriedmcwild on Wed May 05, 2021 3:28 am, edited 1 time in total.

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

Pre Rebuild Snapshot

Post by sigfriedmcwild » Tue May 04, 2021 11:22 pm

Lifetime Legend Total: 282030
Unspent Legend: 30
Thread Item Points: 25
Silver: 2333.6

Discipline: Cavalryman
Circle: 8th
Discipline Abilities:
  • Half-Magic: Cavalrymen may use half-magic for knowledge of different types of mounts used by the Namegiver races, upkeep of riding gear, animal husbandry and first aid, and knowledge of significant cavalry units in Barsaive.
  • One Soul, Two Bodies: The adept gains a +2 bonus to any non-combat test involving his connection to his favored mount. For example, Animal Bond, Animal Training, and Blood Share would get the bonus, but Trick Riding in combat would not.
  • Durability 7
  • +3 PD
  • +1 SD
  • +1 Recovery Test
  • Karma on attack test while charging
  • Karma on damage tests while mounted
Discipline: Troubadour
Circle: 7th
Discipline Abilities:
  • Half-Magic: Troubadours may make Half-Magic tests for knowledge of legends, myths, and folklore of their home province’s lands and people. They may also make Half-Magic tests to identify instruments and performing arts of different areas.
  • One Last Word: If the adept fails a test against a target’s Social Defense, the adept may take 2 Strain to add a Karma Die to the test result. One Last Word can only be used once per failed test.
  • Durability 5
  • +2 SD
  • +1 MD
  • +1 Initiative
  • Karma on Interaction tests
  • Karma on test to gain or recall information
  • Karma on another character test, 1/round
Characteristics
Dex: 18 (16+2)
Str: 7
Tou: 13
Per: 11
Wil: 13
Cha: 16

Karma Mod: 6
Karma Step: 4
Karma Max: 48
Uncon: 82
Death: 96

Init: 5 (7-5-0+1+2)
PD: 17 (10+3+2+3)
PA: 17 (8+9)
MD: 11 (7+1+3)
MA: 10 (2+8)
SD: 11 (9+2)

Movement: 6/16
Carrying Capacity: 50
Wound Threshold: 9
Recovery tests per day: 4 (3+1)

Racial Talents
Astral Sight (0)

Cavalryman Talents
First Circle Discipline Talent: Animal Bond (8)
First Circle Discipline Talent: Charge (8)
First Circle Discipline Talent: Melee Weapons (8)
First Circle Discipline Talent: Rider Weaving (7)
First Circle Discipline Talent: Trick Riding (8)
First Circle Talent Option: Battle Shout (8)
Second Circle Discipline Talent: Animal Training (5)
Second Circle Talent Option: Sure Mount (8)
Third Circle Discipline Talent: Enhance Animal Companion (8)
Third Circle Talent Option: Blood Share (1)
Fourth Circle Discipline Talent: Call Animal Companion (1)
Fourth Circle Talent Option: Conversation (5)
Fifth Circle Discipline Talent: Armor Mount (8)
Fifth Circle Talent Option: Animal Companion Durability (5)
Sixth Circle Discipline Talent: Wheeling Attack (8)
Sixth Circle Talent Option: Lion Heart (8)
Seventh Circle Discipline Talent: Wheeling Defense (8)
Seventh Circle Talent Option: ???
Eighth Circle Discipline Talent: Double Charge (8)
Eighth Circle Talent Option: ???

Troubadour Talents
Free Talent: Entertainer (7)
First Circle Discipline Talent: Emotion Song (5)
First Circle Discipline Talent: First Impression (7)
First Circle Discipline Talent: Heartening Laugh (7)
First Circle Discipline Talent: Item History (7)
First Circle Discipline Talent: Story Weaving (1)
First Circle Talent Option: Taunt (7)
Second Circle Discipline Talent: Etiquette (7)
Second Circle Talent Option: Impressive Display (0)
Third Circle Discipline Talent: Empathic Sense (7)
Third Circle Talent Option: Haggle (4)
Fourth Circle Discipline Talent: Research (7)
Fourth Circle Talent Option: Speak Language (7)
Fifth Circle Discipline Talent: Inspire Others (7)
Fifth Circle Talent Option: ???
Sixth Circle Discipline Talent: Lasting Impression (0)
Sixth Circle Talent Option: Engaging Banter (7)
Seventh Circle Discipline Talent: Resist Taunt (7)
Seventh Circle Talent Option: ??? (0)

Talent Knacks
Animal Bond: Menagerie
Animal Bond: Sworn Animal Companion (Isidoros)
Animal Bond: Sworn Animal Companion (Jacint)
Animal Bond: Sworn Animal Companion (Teh)
Enhance Animal Companion: Amplify Animal Companion (Jacint)

Threads Tied:
Sworn Animal Companion (Isidoros)
Sworn Animal Companion (Jacint)
Sworn Animal Companion (Teh)
Anklebiter (6)
Death Flies on Sparkly Wings (6)
Falling Star Shower (6)
Flying Hussar Cape (6)

Skills
Knowledge Skill: Legends & Lore (3)

Read/Write Language: (2) (Dwarf/Throalic, Windling)
Speak Language: (2) (Dwarf/Throalic, Windling)
- talent: Troll, T'skrang

Artisan Skill: Drawing (1)

General Skill: Awareness (3)
General Skill: Wilderness Survival (3)

Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Bedroll of Comfort
Booster Potion x2
Hide Armor (windling sized)
Keelix Poultice x2
Last Chance Salve
Light Quartz, Small
Physician Kit Refill
Rider's Shield (windling sized)
Season Lamp
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Traveler's Mug (troll size)
Trail Rations (1 week)
Windling Dagger
Windling Sword

Thread Items:
Anklebiter
Spoiler:
Source: https://fasagames.com/forum/viewtopic.p ... 937#p14243
Maximum Threads: 2
Mystic Defence: 12
Legend Point Cost: Journeyman
Item History: 3
Research: 3
Forged: +11 expires on 2021-06-04

The blade on this glaive is straight with the hint of a curve, suitable for piercing attacks and sweeping slashes. It is a dull gray and heavier than expected from the True earth infused to provide greater concussive force. The blade is inscribed with a single glyph. An intricately carved haft is infused with True wood to give it superior flexibility and to absorb the force generated by the blade.

It is a windling polearm without a thread attached, but resizes to be an appropriately sized polearm for the wielder with a thread attached.
  • Rank 1:
    Key Knowledge: The owner must learn the polearm’s Name.
    Effect: The glaive is Damage Step 5.
  • Rank 2:
    Effect: The wielder gains +1 to Attack tests made with the glaive.
  • Rank 3:
    Key Knowledge: The owner must learn what glyph was inscribed on the blade.
    Effect: The wielder gains +1 rank to Waterfall Slam.
  • Rank 4:
    Effect: The glaive is Damage Step 6.
  • Rank 5:
    Key Knowledge: The owner must learn the nature of the carvings on the haft.
    Effect: The wielder can use the following special maneuver:

    Anklebiter (Wielder, Close Combat): For 1 Strain, the wielder can spend an additional success on an Attack test to cause knockdown instead of damage. The Knockdown Difficulty is the Damage test result; this is not reduced by armor.
  • Rank 6:
    Effect: The wielder gains +2 ranks to Waterfall Slam.
Death Flies on Sparkly Wings
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
Item History: 3
Research: 3
Forged: +9 expires on 2021-06-04

This set of crystal plate armor is cut with facets to maximize how much it sparkles when light touches it. The back is shaped to allow ease and comfort for any windling wearing it, while still providing sufficient protection for a non-windling owner should they choose to wear armor clearly not made for them. Runes are carved along the spine, shoulders, and shoulder blades suggestive of stylized wings.

While the armor appears sized for a windling, it reluctantly automatically resizes to fit the wearer.
  • Rank 1:
    Key Knowledge: The owner must learn the armor’s Name.
    Effect: The armor is Physical Armor 8.
  • Rank 2:
    Effect: The armor is Mystic Armor 8.
  • Rank 3:
    Key Knowledge: The owner must learn the meaning of the runes.
    Effect: The wearer gains the Death Flies on Sparkly Wings ability. As a Simple action for 1 Strain, glowing, sparkly dragonfly wings emerge from the wearer’s back. If the wearer already has wings, they glow and sparkle, becoming more impressive. The wearer can increase or decrease their Movement Rate by up to 4 until the end of the round. This also affects their mount, if applicable. These wings are just decorative for Namegivers unfortunate enough to be born without them.
  • Rank 4:
    Effect: The armor sparkles and leaves shimmering contrails behind the wearer as they move when using Death Flies on Sparkly Wings. The wearer can use the Aggressive Attack combat option (Player’s Guide, p. 382) without spending Strain.
  • Rank 5:
    Key Knowledge: The wearer must learn about the first owner.
    Effect: The wearer’s wings now feature shifting images of sparkly death and violence when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on a Damage test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.
  • Rank 6:
    Effect: Each facet of the armor features a different sparkling scene of macabre violence against the wearer’s opponents when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on an Attack test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.
Falling Star Shower
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
Item History: 3
Research: 3

This crystal raider shield is cut with facets to maximize how much it sparkles when light touches it. The shield is in an unusual octagram shape tapering to slender points. Runes are carved along the exterior vertices suggestive of a meteor shower.

While the shield is sized for a windling by default, it reluctantly automatically resizes to fit the owner.
  • Rank 1:
    Key Knowledge: The owner must learn the shield’s Name.
    Effect: The shield is Initiative Penalty 1.
  • Rank 2:
    Effect: The shield is Physical Defense +3.
  • Rank 3:
    Key Knowledge: The owner must learn the meaning of the runes.
    Effect: The shield is Initiative Penalty 0.
  • Rank 4:
    Effect: The shield is Mystic Defense +3.
  • Rank 5:
    Key Knowledge: The wearer must learn about the specific meteor shower during which the shield was enchanted.
    Effect: The wearer gains the Falling Star Shower ability. As a Simple action for 1 Strain when the wearer moves at least half of their (or their mount’s) Movement Rate, sparkling light spills forth from the shield, leaving long contrails off of the vertices behind the wearer. The wearer gains +3 to any Knockdown Difficulties in close combat until the end of the turn.
  • Rank 6:
    Effect: When the wearer uses Falling Star Shower, the light stretches around the wearer in a corona and trails behind them as they move. Every 5 points by which an opponent fails a Knockdown test caused by the wearer in close combat knocks them back 2 yards. This is treated as falling damage (Gamemaster’s Guide, p. 167).
Flying Hussar’s Cape
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
Item History: 3
Research: 3

This jaunty half-cape is meant to be worn over one shoulder and is significantly better at providing decoration than protection. It is also gold lamé. It shines. It shimmers. It gleams. It glows. It most certainly flaps and flows most enchantingly during high speed maneuvers. It is also emblazoned with a green dragonfly sigil.
  • Rank 1:
    Key Knowledge: The owner must learn who first wore the cape.
    Effect: The cape can be made to glow as if it were a medium Light Quartz. The wearer can turn this effect on and off as a Free action (though only once per round).
  • Rank 2:
    Effect: The wearer gains +1 to Initiative.
  • Rank 3:
    Key Knowledge: The owner must learn what military company commissioned these capes (The 2nd Northern Gossamer Hussars).
    Effect: The wearer gains +1 Rank of Trick Riding.
  • Rank 4:
    Effect: The wearer gains +2 to Initiative.
  • Rank 5:
    Key Knowledge: The owner must learn who made the cape.
    Effect: The wearer gains the Golden Parachute ability. The cape balloons as it catches the air. As a Free action, the wearer may spend 1 strain to gain +3 Ranks of Gliding Stride.
  • Rank 6:
    Effect: The wearer gains +2 Ranks of Trick Riding.
Animal Companions:
Jacint, the Night that Devours Sin
Spoiler:
Species: Zoak
Mask: Elite Mount
Challenge: Journeyman (8th) [2+1+5]
Attitude: Awestruck - Sworn

Dex: 7
Str: 6
Tou: 6
Per: 7
Wil: 7
Cha: 6

Initiative: 9
PD: 16
MD: 15
SD: 16
PA: 8
MA: 9

Uncon: 83
Death: 89
Wound: 8
Knockdown: 8
Recovery: 1

Movement: 6/20
Actions: 1
  • Bite: 18 (15 damage)
  • Claws: 18 (15 damage)
Powers:
  • Enhanced Senses [Sight] (2)
  • Resist Pain (2)
  • Wilful (2)
Special Maneuvers:
  • Clip the Wing (Opponent)
Tricks
Last trained on: 2021-04-11, Animal Training 5, expires on 2021-05-15
  • Combat Trained (sworn)
  • Riding Training (1)
  • Come Here (1)
  • Dash (1)
  • Awareness (2)
Teh, the Shadow that Haunts the Nightmares
Spoiler:
Species: Kue
Challenge: Novice (4th) [1+3]
Attitude: Awestruck - Sworn

Dex: 7
Str: 4
Tou: 4
Per: 5
Wil: 5
Cha: 4

Initiative: 11
PD: 11
MD: 9
SD: 8
PA: 6
MA: 3

Uncon: 47
Death: 51
Wound: 6
Knockdown: 8
Recovery: 1

Movement: 16
Actions: 1
  • Claws 11 (9 damage)
  • Tail: 10 (10 damage)
Powers:
  • Climbing (13)
  • Enhanced Senses [Hearing] (2)
  • Enhanced Senses [Sight]: Low Light Vision
  • Great Leap (8)
  • Stealthy Stride (8)
Tricks
Last trained on: 2021-04-11, Animal Training 5, expires on 2021-05-15
  • Combat Trained (sworn)
  • Guard (1)
  • Go There (1)
  • Awareness +3 (3)
Isidoros, the Mountain That Walks
Spoiler:
Species: Dyre
Challenge: Novice (4th)
Attitude: Awestruck - Sworn

Dex: 4
Str: 12
Tou: 13
Per: 5
Wil: 6
Cha: 4

Initiative: 4
PD: 9
MD: 9
SD: 12
PA: 6
MA: 3

Uncon: 84
Death: 97
Wound: 19
Knockdown: 16
Recovery: 4

Movement: 16
Actions: 1
  • Horns 11 (18 damage)
  • Trample: 11 (16 damage)
Powers:
  • Beast of Burden
  • Charge (5)
  • Enhanced Senses [Smell] (2)
  • Resist Pain (2)
Special Maneuvers:
  • Horn Sweep (Dyre, Horns)
  • Overrun (Dyre, Trample)
  • Provoke (Opponent, Close Combat)
Tricks
Last trained on: 2021-04-11, Animal Training 5, expires on 2021-05-15
  • Combat Trained (sworn)
  • Stay (1)
  • Go There (1)
  • Awareness (2)
  • Swimming (1)

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

Post Rebuild Snapshot

Post by sigfriedmcwild » Tue May 04, 2021 11:35 pm

Lifetime Legend Total: 282030
Unspent Legend: 130
Thread Item Points: 25
Silver: 1186.2

Discipline: Cavalier
Circle: 8th
Discipline Abilities:
  • Half-Magic: Cavalier may use half-magic for knowledge of different types of mounts used by the Namegiver races, upkeep of riding gear, animal husbandry and first aid, and knowledge of significant cavalry units in Barsaive.
  • One Soul, Two Bodies: The adept gains a +2 bonus to any beast ability involving their bound mount.
  • Durability 7
  • +3 PD
  • +1 SD
  • +1 Recovery Test
  • Karma on Recovery test
  • Karma on damage tests while mounted
Discipline: Troubadour
Circle: 7th
Discipline Abilities:
  • Half-Magic: Troubadours may make Half-Magic tests for knowledge of legends, myths, and folklore of their home province’s lands and people. They may also make Half-Magic tests to identify instruments and performing arts of different areas.
  • One Last Word: If the adept fails a test against a target’s Social Defense, the adept may take 2 Strain to add a Karma Die to the test result. One Last Word can only be used once per failed test.
  • Durability 5
  • +2 SD
  • +1 MD
  • +1 Initiative
  • Karma on Interaction tests
  • Karma on test to gain or recall information
  • Karma on another character test, 1/round
Characteristics
Dex: 18 (16+2)
Str: 7
Tou: 13
Per: 11
Wil: 13
Cha: 16

Karma Mod: 6
Karma Step: 4
Karma Max: 48
Uncon: 82
Death: 96

Init: 5 (7-5-0+1+2)
PD: 17 (10+3+2+3)
PA: 17 (8+9)
MD: 11 (7+1+3)
MA: 10 (2+8)
SD: 11 (9+2)

Movement: 6/16
Carrying Capacity: 50
Wound Threshold: 9
Recovery tests per day: 4 (3+1)

Racial Talents
Astral Sight (0)

Cavalier Talents
First Circle Discipline Talent: Animal Bond (8)
First Circle Discipline Talent: Cavalry Charge (8)
First Circle Discipline Talent: Melee Weapons (8)
First Circle Discipline Talent: Mount Weaving (7)
First Circle Discipline Talent: Riding (8)
First Circle Talent Option: Creature Analysis (1)
Second Circle Discipline Talent: Animal Training (5)
Second Circle Talent Option: Conversation (8)
Third Circle Discipline Talent: Enhance Animal Companion (8)
Third Circle Talent Option: Speak Language (8)
Fourth Circle Discipline Talent: Battle Cry (8)
Fourth Circle Talent Option: ???
Fifth Circle Discipline Talent: Armor Mount (6)
Fifth Circle Talent Option: Mount Attack (8)
Sixth Circle Discipline Talent: Fearsome Assault (8)
Sixth Circle Talent Option: Animal Companion Durability (5)
Seventh Circle Discipline Talent: Wheeling Attack (8)
Seventh Circle Talent Option: Lion Heart (0)
Eighth Circle Discipline Talent: Lightning Charge (8)
Eighth Circle Talent Option: ???

Troubadour Talents
Free Talent: Entertainer (7)
First Circle Discipline Talent: Emotion Song (5)
First Circle Discipline Talent: First Impression (7)
First Circle Discipline Talent: Heartening Laugh (7)
First Circle Discipline Talent: Item History (7)
First Circle Discipline Talent: Story Weaving (1)
First Circle Talent Option: Taunt (7)
Second Circle Discipline Talent: Etiquette (7)
Second Circle Talent Option: Impressive Display (3)
Third Circle Discipline Talent: Empathic Sense (7)
Third Circle Talent Option: Haggle (7)
Fourth Circle Discipline Talent: Research (7)
Fourth Circle Talent Option: Read/Write Language (0)
Fifth Circle Discipline Talent: Inspire Others (7)
Fifth Circle Talent Option: ???
Sixth Circle Discipline Talent: Lasting Impression (0)
Sixth Circle Talent Option: Engaging Banter (7)
Seventh Circle Discipline Talent: Resist Taunt (7)
Seventh Circle Talent Option: ???

Talent Knacks
Animal Bond: Menagerie
Animal Bond: Sworn Animal Companion (Isidoros)
Animal Bond: Sworn Animal Companion (Jacint)
Animal Bond: Sworn Animal Companion (Teh)
Battle Cry: Cry Havoc
Enhance Animal Companion: Amplify Animal Companion (Jacint)
Mount Attack: It's a Biter
Riding: Nimble Rider
Riding: Ride the Pony
Riding: Sure Mount
Wheeling Attack: Crooked Charge

Threads Tied:
Sworn Animal Companion (Isidoros)
Sworn Animal Companion (Jacint)
Sworn Animal Companion (Teh)
Anklebiter (6)
Death Flies on Sparkly Wings (6)
Falling Star Shower (6)
Flying Hussar Cape (6)

Skills
Knowledge Skill: Legends & Lore (3)

Read/Write Language: (2) (Dwarf/Throalic, Windling)
Speak Language: (2) (Dwarf/Throalic, Windling)
- talent: Troll, T'skrang

Artisan Skill: Drawing (1)

General Skill: Awareness (3)
General Skill: Wilderness Survival (3)

Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Bedroll of Comfort
Booster Potion x2
Hide Armor (windling sized)
Keelix Poultice x2
Last Chance Salve
Light Quartz, Small
Physician Kit Refill
Rider's Shield (windling sized)
Season Lamp
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Traveler's Mug (troll size)
Trail Rations (1 week)
Windling Dagger
Windling Sword

Thread Items:
Anklebiter
Spoiler:
Source: https://fasagames.com/forum/viewtopic.p ... 937#p14243
Maximum Threads: 2
Mystic Defence: 12
Legend Point Cost: Journeyman
Item History: 3
Research: 3
Forged: +11 expires on 2021-06-04

The blade on this glaive is straight with the hint of a curve, suitable for piercing attacks and sweeping slashes. It is a dull gray and heavier than expected from the True earth infused to provide greater concussive force. The blade is inscribed with a single glyph. An intricately carved haft is infused with True wood to give it superior flexibility and to absorb the force generated by the blade.

It is a windling polearm without a thread attached, but resizes to be an appropriately sized polearm for the wielder with a thread attached.
  • Rank 1:
    Key Knowledge: The owner must learn the polearm’s Name.
    Effect: The glaive is Damage Step 5.
  • Rank 2:
    Effect: The wielder gains +1 to Attack tests made with the glaive.
  • Rank 3:
    Key Knowledge: The owner must learn what glyph was inscribed on the blade.
    Effect: The wielder gains +1 rank to Waterfall Slam.
  • Rank 4:
    Effect: The glaive is Damage Step 6.
  • Rank 5:
    Key Knowledge: The owner must learn the nature of the carvings on the haft.
    Effect: The wielder can use the following special maneuver:

    Anklebiter (Wielder, Close Combat): For 1 Strain, the wielder can spend an additional success on an Attack test to cause knockdown instead of damage. The Knockdown Difficulty is the Damage test result; this is not reduced by armor.
  • Rank 6:
    Effect: The wielder gains +2 ranks to Waterfall Slam.
Death Flies on Sparkly Wings
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
Item History: 3
Research: 3
Forged: +9 expires on 2021-06-04

This set of crystal plate armor is cut with facets to maximize how much it sparkles when light touches it. The back is shaped to allow ease and comfort for any windling wearing it, while still providing sufficient protection for a non-windling owner should they choose to wear armor clearly not made for them. Runes are carved along the spine, shoulders, and shoulder blades suggestive of stylized wings.

While the armor appears sized for a windling, it reluctantly automatically resizes to fit the wearer.
  • Rank 1:
    Key Knowledge: The owner must learn the armor’s Name.
    Effect: The armor is Physical Armor 8.
  • Rank 2:
    Effect: The armor is Mystic Armor 8.
  • Rank 3:
    Key Knowledge: The owner must learn the meaning of the runes.
    Effect: The wearer gains the Death Flies on Sparkly Wings ability. As a Simple action for 1 Strain, glowing, sparkly dragonfly wings emerge from the wearer’s back. If the wearer already has wings, they glow and sparkle, becoming more impressive. The wearer can increase or decrease their Movement Rate by up to 4 until the end of the round. This also affects their mount, if applicable. These wings are just decorative for Namegivers unfortunate enough to be born without them.
  • Rank 4:
    Effect: The armor sparkles and leaves shimmering contrails behind the wearer as they move when using Death Flies on Sparkly Wings. The wearer can use the Aggressive Attack combat option (Player’s Guide, p. 382) without spending Strain.
  • Rank 5:
    Key Knowledge: The wearer must learn about the first owner.
    Effect: The wearer’s wings now feature shifting images of sparkly death and violence when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on a Damage test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.
  • Rank 6:
    Effect: Each facet of the armor features a different sparkling scene of macabre violence against the wearer’s opponents when using Death Flies on Sparkly Wings. The wearer can spend an additional Karma Point on an Attack test if they move at least half their (or their mount’s) Movement Rate prior to the attack or are using the Aggressive Attack combat option.
Falling Star Shower
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
Item History: 3
Research: 3

This crystal raider shield is cut with facets to maximize how much it sparkles when light touches it. The shield is in an unusual octagram shape tapering to slender points. Runes are carved along the exterior vertices suggestive of a meteor shower.

While the shield is sized for a windling by default, it reluctantly automatically resizes to fit the owner.
  • Rank 1:
    Key Knowledge: The owner must learn the shield’s Name.
    Effect: The shield is Initiative Penalty 1.
  • Rank 2:
    Effect: The shield is Physical Defense +3.
  • Rank 3:
    Key Knowledge: The owner must learn the meaning of the runes.
    Effect: The shield is Initiative Penalty 0.
  • Rank 4:
    Effect: The shield is Mystic Defense +3.
  • Rank 5:
    Key Knowledge: The wearer must learn about the specific meteor shower during which the shield was enchanted.
    Effect: The wearer gains the Falling Star Shower ability. As a Simple action for 1 Strain when the wearer moves at least half of their (or their mount’s) Movement Rate, sparkling light spills forth from the shield, leaving long contrails off of the vertices behind the wearer. The wearer gains +3 to any Knockdown Difficulties in close combat until the end of the turn.
  • Rank 6:
    Effect: When the wearer uses Falling Star Shower, the light stretches around the wearer in a corona and trails behind them as they move. Every 5 points by which an opponent fails a Knockdown test caused by the wearer in close combat knocks them back 2 yards. This is treated as falling damage (Gamemaster’s Guide, p. 167).
Flying Hussar’s Cape
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
Item History: 3
Research: 3

This jaunty half-cape is meant to be worn over one shoulder and is significantly better at providing decoration than protection. It is also gold lamé. It shines. It shimmers. It gleams. It glows. It most certainly flaps and flows most enchantingly during high speed maneuvers. It is also emblazoned with a green dragonfly sigil.
  • Rank 1:
    Key Knowledge: The owner must learn who first wore the cape.
    Effect: The cape can be made to glow as if it were a medium Light Quartz. The wearer can turn this effect on and off as a Free action (though only once per round).
  • Rank 2:
    Effect: The wearer gains +1 to Initiative.
  • Rank 3:
    Key Knowledge: The owner must learn what military company commissioned these capes (The 2nd Northern Gossamer Hussars).
    Effect: The wearer gains +1 Rank of Trick Riding.
  • Rank 4:
    Effect: The wearer gains +2 to Initiative.
  • Rank 5:
    Key Knowledge: The owner must learn who made the cape.
    Effect: The wearer gains the Golden Parachute ability. The cape balloons as it catches the air. As a Free action, the wearer may spend 1 strain to gain +3 Ranks of Gliding Stride.
  • Rank 6:
    Effect: The wearer gains +2 Ranks of Trick Riding.
Animal Companions:
Jacint, the Night that Devours Sin
Spoiler:
Species: Zoak
Mask: Elite Mount
Challenge: Journeyman (8th) [2+1+5]
Attitude: Awestruck - Sworn

Dex: 7
Str: 6
Tou: 6
Per: 7
Wil: 7
Cha: 6

Initiative: 9
PD: 16
MD: 15
SD: 16
PA: 8
MA: 9

Uncon: 83
Death: 89
Wound: 8
Knockdown: 8
Recovery: 1

Movement: 6/20
Actions: 1
  • Bite: 18 (15 damage)
  • Claws: 18 (15 damage)
Powers:
  • Enhanced Senses [Sight] (2)
  • Resist Pain (2)
  • Wilful (2)
Special Maneuvers:
  • Clip the Wing (Opponent)
Tricks
Last trained on: 2021-04-11, Animal Training 5, expires on 2021-05-15
  • Combat Trained (sworn)
  • Riding Training (1)
  • Come Here (1)
  • Dash (1)
  • Awareness (2)
Teh, the Shadow that Haunts the Nightmares
Spoiler:
Species: Kue
Challenge: Novice (4th) [1+3]
Attitude: Awestruck - Sworn

Dex: 7
Str: 4
Tou: 4
Per: 5
Wil: 5
Cha: 4

Initiative: 11
PD: 11
MD: 9
SD: 8
PA: 6
MA: 3

Uncon: 47
Death: 51
Wound: 6
Knockdown: 8
Recovery: 1

Movement: 16
Actions: 1
  • Claws 11 (9 damage)
  • Tail: 10 (10 damage)
Powers:
  • Climbing (13)
  • Enhanced Senses [Hearing] (2)
  • Enhanced Senses [Sight]: Low Light Vision
  • Great Leap (8)
  • Stealthy Stride (8)
Tricks
Last trained on: 2021-04-11, Animal Training 5, expires on 2021-05-15
  • Combat Trained (sworn)
  • Guard (1)
  • Go There (1)
  • Awareness +3 (3)
Isidoros, the Mountain That Walks
Spoiler:
Species: Dyre
Challenge: Novice (4th)
Attitude: Awestruck - Sworn

Dex: 4
Str: 12
Tou: 13
Per: 5
Wil: 6
Cha: 4

Initiative: 4
PD: 9
MD: 9
SD: 12
PA: 6
MA: 3

Uncon: 84
Death: 97
Wound: 19
Knockdown: 16
Recovery: 4

Movement: 16
Actions: 1
  • Horns 11 (18 damage)
  • Trample: 11 (16 damage)
Powers:
  • Beast of Burden
  • Charge (5)
  • Enhanced Senses [Smell] (2)
  • Resist Pain (2)
Special Maneuvers:
  • Horn Sweep (Dyre, Horns)
  • Overrun (Dyre, Trample)
  • Provoke (Opponent, Close Combat)
Tricks
Last trained on: 2021-04-11, Animal Training 5, expires on 2021-05-15
  • Combat Trained (sworn)
  • Stay (1)
  • Go There (1)
  • Awareness (2)
  • Swimming (1)

sigfriedmcwild
Posts:335
Joined:Wed Nov 13, 2019 6:59 am

The Serpent Rises (addendum)

Post by sigfriedmcwild » Tue Jun 08, 2021 6:57 pm

Rewards:
Circlet of Continuous Celebration
Flying Hussar's Cape (revised)

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