[b]Name:[/b] [url=http://www.fasagames.com/forum/viewtopic.php?f=56&t=1527]Karl Tomsson[/url]
[b]Date of Last Game Played:[/b] 2021-01-17
[b]ECR:[/b] 12
[b]Discipline:[/b] Archer (10) & Beastmaster (9)
[b]Quote/Unique:[/b] I see.
[b]Notable Abilities:[/b] Fighting, talking, and cuddling the biggest Bear in known Barsaive.
[b]Downtime:[/b]
Animal Training (talent rank 11 step 22)
Forge Weapon (rank 10 Step 22, several successes, probably)
Research (Rank 5 Step 16, or Step 19 with Library Access)
Maximum Threads: 2 Mystic Defense: 14 Legend Point Cost: Warden
A beautiful and powerful bow made from pale, golden wood
Thread Rank One
Key Knowledge: The owner must learn the bow’s Name. Effect: The bow is Damage Step 6.
Thread Rank Two
Effect: The wielder can use the Attacking to Knockdown combat option with the bow.
Thread Rank Three
Key Knowledge: The owner must learn the first owner’s Name. Effect: The wielder gains +1 to Attack tests with the bow.
Thread Rank Four
Effect: The wielder gains +1 rank to Spot Armor Flaw.
Thread Rank Five
Deed: The owner must know the true measure of mercy. Effect: The wielder gains +2 to Damage tests with the bow against targets suffering from at least one Wound.
Thread Rank Six
Effect: The owner may store Karma Points up to the Thread Rank in the bow. The wearer may transfer Karma Points between their Karma pool and the bow during their Karma Ritual, and may spend Karma from the bow as if it were in their Karma pool.
Thread Rank Seven
Key Knowledge: The owner must learn where the circumstances where the bow became a thread item. Deed: The owner must travel to that location and pay homage. Effect: The wielder gains the Mercy ability. As a Free action for 1 Strain after a successful Spot Armor Flaw test, the wielder may designate the target as their quarry. They see their quarry’s frailty and the pain of their existence, overcome with a desire to give them a peaceful end. The successes on Spot Armor Flaw give an additional +1 damage per success (typically +3 damage per success) when using the bow for the duration of the talent. The wielder can only have one quarry through this ability at a time.
Thread Rank Eight
Effect: The wielder’s quarry suffers -3 to their Wound Threshold against attacks with the bow.
Ironroot, Crystalweave armor
Spoiler:
Crystalweave armor with flecks of iron
Item History / Research:
Rank 1: Known, Known answer. What is the name of the Armor?
Rank 3: Known, Known answer. Who was the creator of the Armor?
Rank 5: Deed known, Fulfilled. Collect wood from Ironbark Grove
Forged (+11 | +2)
Thread 6/6 Tied
1. Physical Armor increases to 4
2. Initiative Penalty is reduced to 0
3. Mystic Armor is increased to 5
4. +1 Climbing, spend 2 strain to prevent a fall
5. Physical Armor increases to 5
6. 1 strain for +3 to Toughness Tests or MD vs. Poison/Disease
Wild Claw, Necklace
Spoiler:
This necklace is a leather thong with a collection of beads, claws, and talons from various creatures.
Each of the claws are inscribed with runes meant to inspire a desired trait from the creature it once
belonged. Necklaces of this design were once common among warriors in Cara Fahd before the
Scourge, but their use and popularity spread throughout Barsaive.
The necklace currently has claws from the following animals: bear, crocodile, eagle, hawk, leopard, Great Bear, Ape.
Item History / Research:
Rank 1: Known, Known answer. The owner must learn the necklace’s Name.
Rank 3: Known, Known answer. The owner must learn the Name and Discipline of the first owner.
Fulfilled Deed. The owner can add a claw marked with an appropriate rune to the necklace.
Rank 5: Known, unknown answer. The owner must learn the circumstances in which the necklace became a legendary item.
Fulfilled Deed: The owner can add a claw marked with an appropriate rune to the necklace.
Thread 5/6 Tied
1: The wearer gains the Wild Claw ability. For 1 Strain as a Simple action, the wearer touches a claw and channels the power of that animal. This gives a +3 bonus to any test appropriate to the animal’s capabilities. For example, an eagle is perceptive - Awareness or Spot Armor Flaw are appropriate, or a leopard is graceful - Great Leap or Stealthy Stride are appropriate. This ability can target a claw once, and may be used once per day.
2: The wearer gains +1 Circle to a Discipline of their choice for the purpose of determining
Durability.
3: The wearer can use Wild Claw twice per day. It may still target each claw only once per day.
4: The wearer gains +2 Circles to a Discipline of their choice for the purpose of determining Durability.
5: The wearer can use Wild Claw three times per day. It may still target each claw only once per day.
6: The wearer can use Wild Claw four times per day. It may still target each claw only once per day.
Third Eye Blinded, Targeting Eye
Spoiler:
When not in use, this appears as a red, crystalline ovoid. The facets are slight and irregular and the largest “sides” bulge out smoothly, though the bulge on one is slightly more pronounced. It’s warm to the touch and when light shines through it, there’s the impression of images through it. Peering through the side with the slight bulge shows nothing, but through the flatter side shows curious things, but it is impossible to focus on them unless it is pressed directly on the eye.
Once seated on a Namegiver, the magic happens. Crystal and orichalcum veins pierce the eye it is over and begin draining the vitreous fluids. Thorns extend from the facets and latch onto the Namegiver’s face. Once touching the character’s eye, it is impossible to remove short of killing the character. Additional veins emerge into the character’s eye as it begins affixing itself to their optical nerves and circulatory system. The thorns dig out the now useless eye, feeding it to the crystal as they make room within the cavity.
The crystal seats itself and begins flexing, adjusting to its new home. Once fully merged with the character, the red, crystalline nictitating membrane slides open to reveal a piercing black eye with the faintest hint of red in the iris, which is barely visible around the huge pupil.
This entire process isn’t pleasant to witness and significantly less so to be on the receiving end. The length could be generously described as “an eternity” to everyone present. The owner suffers 2 Blood Magic Damage which can never be healed.
Without a thread attached, this functions as a targeting eye and always resizes to the recipient.
Item History/Research:
Rank 1: Known. What is the targeting eye's name? [Third Eye Blinded]
Rank 3: Known. The owner must learn what type of animal the eye originally came from. [Blood raven]
Rank 5: Known. The owner must learn about who created this, including their Name and Discipline (and what is wrong with them, what made them like this). [It was created during the Scourge by the Elven Wizard Aiduin in the Wyrm Wood.]
Rank 7: Known. The owner must learn the creature’s Name.
Thread 8/8 tied
Rank 1: The eye continues to fuse with the owner’s system and sharpens their vision and sensitivity to movement. For 1 Strain, the owner gains +3 to their next ranged combat Attack test. This replaces the standard benefit from a targeting eye.
Rank 2: The eye’s lens and cornea are more flexible, allowing the owner to focus better at distance. The owner has Enhanced Sense [Sight] (2) and no longer suffers penalties from distance for vision-based Awareness tests.
Rank 3: The crystal and orichalcum veins travel along the adept’s optic nerves and to their other eye, which appears slightly bloodshot and occasionally shimmers with gold or sparkles with color. The owner gains +1 rank to Astral Sight.
Rank 4: The eye has modified the owner’s optic nerves and brain to see the ultraviolet spectrum. This spectrum is still unknown to Barsaive and functions as the owner has Enhanced Sense [Sight] (4). The owner can make special ultraviolet dyes only they and other diurnal birds can see; this does not require a test and has no cost.
Rank 5: Almost invisible red crystal and orichalcum veins spread out from around the eye as it integrates further. The owner can spend a Karma Point on Perception-based tests that rely on vision. This is in addition to any other abilities that allow the owner to spend Karma on an associated test.
Rank 6: The owner gains the Eye Gouge special maneuver, which can be used with close combat or ranged combat attacks. Eye Gouge (Owner): The owner may spend two additional successes on an Attack test to inflict Partial Blindness on an opponent until the end of the next round. If the target is affected by this special maneuver again in the same conflict, it inflicts Full Blindness. If the damage causes a Wound, the blindness penalty lasts until the Wound is healed.
Rank 7: The red crystal and orichalcum veins in the owner’s other eye become more pronounced and they gain +3 ranks to Astral Sight.
Rank 8: While impossible to detect unless closed, the owner develops a nictitating membrane over their other eye. If the owner has astrally sensed a target, they gain +2 to ranged combat Attack tests against the target and Perception-based Action tests that target their Mystic Defense.
Good Boy
Spoiler:
A medium-sized leather pouch dyed blue and designed to hand from a belt. The top cinches tightly, though the clever design makes it easy to access with one hand. It is embroidered and decorated with glass beads, featuring the faces of happy animals.
Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman
Item History / Research:
Rank 1: Known. The owner must learn the bag’s Name.
Rank 3: Known. The owner must learn who created the bag.
Rank 5: Known. The owner must learn who is a good boy.
Thread 6/6 Tied
Thread Rank One
The wearer gains +1 rank to Animal Bond.
Thread Rank Two
The wearer gains +2 ranks to Animal Bond.
Thread Rank Three
Creatures with a Friendly Attitude and fed with a treat from the bag have a -1 penalty to their Social Defense against the wearer’s Action tests for the day. The creature must be suitable as an animal companion.
Thread Rank Four
The wearer gains +1 rank to Animal Training.
Thread Rank Five
The penalty is now -2 to Social Defense.
Thread Rank Six
The wearer gains +2 to their Charisma Value.
Equilibrium
Spoiler:
Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman
A thumb ring of pure orichalcum with what looks like a channel of diamonds and a channel of rubies set in a double helix. When a thread is woven to the ring, the gems reveal their nature as True air and fire. They glow and create small gusts and flames as the wearer calls on the ring’s powers.
Thread Rank One
Key Knowledge: The owner must learn the ring’s Name. Effect: The wearer gains the Equilibrium ability. For 1 Strain as a Simple action, the band of diamonds reveals its nature as True air and a band of glowing gusts appears over it. The wearer gains +2 ranks to Avoid Blow until the end of the next round.
Thread Rank Two
Effect: When the wearer uses Equilibrium, the band of rubies reveals its nature as True fire and a band of flames appears over it. The wearer gains +2 to ranged combat Attack tests against targets they successfully used Avoid Blow against since the previous round. The use must be against a successful Attack test.
Thread Rank Three
Key Knowledge: The owner must learn where the True elements were harvested. Effect: The wearer increases their highest Circle by 1 for determining their Karma Pool.
Thread Rank Four
Effect: When the wearer uses Equilibrium, the bands of air and fire wind together in a double helix over the ring when this effect is used. The wearer can spend an additional Karma Point on an Avoid Blow test against an opponent they attacked within the last round.
Thread Rank Five
Key Knowledge: The owner must learn who created the ring. Effect: When the wearer uses Equilibrium, the bands ignite in a flare that races down the wearer’s arm to their weapon when this special maneuver is used. Equilibrium (Wearer, Avoid Blow): The wearer can spend additional successes on an Avoid Blow test to gain +1 per success to their next ranged combat Attack test against that opponent by the end of the next round. These bonuses are cumulative. This special maneuver can only be used on an Avoid Blow test against successful attacks.
Thread Rank Six
Effect: The wearer gains +2 to their Dexterity Value.
Thread Rank Seven
Key Knowledge: The owner must learn where the orichalcum came from. Effect: When the wearer uses Equilibrium, they gain +3 to Avoid Blow tests and ranged combat Attack tests against targets they successfully used Avoid Blow against since the previous round.
Thread Rank Eight
Effect: When the wearer uses Equilibrium, they can spend an additional Karma Point on a ranged combat Attack test against an opponent they successfully used Avoid Blow against since the previous round. The wearer also gains +1 Karma Step when spending Karma Points on effects provided by the ring.
Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman
These brown leather boots are finely constructed. The leather is soft and supple, with a flexible heel, while also sturdy and resistant. Brass buckles and a brass toe plate are highly polished and etched with fine runes. The runes on each toe plate surround a glyph that otherwise dominates the feature.
Thread 6/6 Tied Thread Rank One
Key Knowledge: The owner must learn the boots’ Name. Effect: The wearer gains a +1 bonus to Initiative tests.
Thread Rank Two
Effect: The wearer gains +2 to Movement Rate.
Thread Rank Three
Key Knowledge: The owner must learn who created the boots. Effect: The wearer gains a +2 bonus to Initiative tests.
Thread Rank Four
Effect: The wearer gains the Storm Steppers ability. As a Simple action for 1 Strain, electricity crackles from the toe plates and buckles. The wearer gains +2 to Avoid Blow tests until the end of the next round.
Thread Rank Five
Key Knowledge: The owner must learn the meaning of the glyph. Effect: When using Storm Steppers, the wearer gains the following special maneuver:
Storm Steppers (Wearer, Avoid Blow): The wearer can spend 1 Strain per additional success on an Avoid Blow test to gain +2 per success to their Movement Rate on their next turn. Multiple uses of this special maneuver are not cumulative.
Thread Rank Six
Effect: The wearer gains +2 to their Dexterity Value.
Briar’s Defense
Spoiler:
Maximum Threads: 2 Mystic Defense: 14 Legend Point Cost: Warden
This appears to be a normal ferndask woven of a deep brown root, it almost appears near dead no matter how much it is watered. The interior is covered by a soft green moss.
Once a thread is tied to the shield the vines seem to twist and shift with thick thorns beginning the protrude
Thread 6/8 Tied Thread Rank One
Key Knowledge: The owner must learn the item’s Name. Effect: The shield has +2 Physical Defense total.
Thread Rank Two
Effect: The shield has Initiative Penalty 1
Thread Rank Three
Key Knowledge: The owner must learn where vines were collected. (From a gulley in the Liaj Jungle) Effect: The bearer may spend 1 strain to draw forth a thorned arrow as a simple action.
This arrow may be shot at an opponent and functions as an entangling weapon (1 Extra Success will entangle the opponent) with a DN of 12 + Thread rank to break free.
Thread Rank Four
Effect: The bearer gains +1 rank to Wood Skin.
Thread Rank Five
Key Knowledge: The owner must learn why the type of vines. (The vines are a variant of a Creeper Vine) Effect: The shield has +3 Mystic Defense total.
Thread Rank Six
Effect: The bearer gains +2 ranks to Wood Skin.
Thread Rank Seven
Deed: Must travel to the Liaj Jungle and collect a new vine to add to the shield Effect: The shield has +3 Physical Defense and +4 Mystic Defense total and Initiative Penalty 0.
Thread Rank Eight
Effect: The shield grants +1 Physical Armor and +1 Mystic Armor.
Eyes of the Storm
Spoiler:
Maximum Threads: 2 Mystic Defense: 14 Legend Point Cost: Warden
This orichalcum ring is set with a pair of perfectly cut living crystals. Tiny arcs of static electricity crackle between the crystals. The wearer has the unfortunate tendency of delivering tiny static shocks upon contact, and an inadvertent contact with their hair results in said hair standing on end.
Thread 8/8 Tied Thread Rank One
Key Knowledge: The owner must learn the item’s Name. Effect: The wearer gains +1 to Initiative tests.
Thread Rank Two
Effect: The wearer gains the Cat-Like Lightning Reflexes power. When Initiative is rolled, the wearer may spend 1 Strain as a Free action to gain a +1 bonus to Avoid Blow tests until the end of the next round. When this power is activated, electricity leaps from the two crystals on the ring and dances across the wearer’s knuckles. Sometimes, one can almost hear the yowling of a hunting cat.
Thread Rank Three
Key Knowledge: Effect: The wearer gains +2 to Initiative tests.
Thread Rank Four
Effect: The owner may store a number of Karma points in the ring up to the thread rank. The owner may freely transfer Karma between their normal Karma pool and the ring as a Standard action and may spend Karma from the ring as if it were in their Karma pool.
Thread Rank Five
Key Knowledge: Effect: The wearer gains +2 to their Dexterity value.
Thread Rank Six
Effect: While affected by Cat-Like Lightning Reflexes, the wearer may spend an extra Karma point on Avoid Blow tests. This can be done Thread Rank times per round.
Thread Rank Seven
Key Knowledge: Effect:Cat-Like Lightning Reflexes now provides a +2 bonus to Avoid Blow tests and can affect allies. The wearer may spend 1 strain per ally, up to a total equal to the Thread Rank, to give them the same +2 bonus to Avoid Blow tests until the end of the next round.
Allies targeted by this ability must be within Thread Rank * 5 yards.
Thread Rank Eight
Effect: As a Free action, the wearer may spend a Karma point on an Avoid Blow test made by any ally under the effects of Cat-Like Lightning Reflexes. The Karma point is in addition to any used by the targeted ally. This ability can be used once per round.
Challenge: Warden (Eleventh Circle)
DEX: 4 Initiative: 4 Unconsciousness: 148
STR: 15 Physical Defense: 13 Death Rating: 164
TOU: 16 Mystic Defense: 16 Wound Threshold: 23
PER: 6 Social Defense: 17 Knockdown: 19
WIL: 8 Physical Armor: 15 Recovery Tests: 5
CHA: 8 Mystic Armor: 11
Movement: 14
Actions: 2; Bite: 24 (31), Claws ×2: 27 (29), Trample: 27 (29)
Powers:
Battle Bellow (20): As the skill, Player’s Guide, p. 130.
Enhanced Sense [Smell] (4)
Frenzy: If a member of the honey bear’s “extended family”, including
anyone who the honey bear has at least a Loyal attitude towards, is Wounded,
the animal targets the opponent who caused the Wound exclusively, gaining
an additional Action and a +4 bonus to Attack, Damage, and Battle Bellow
tests.
Fury (2)
Resist Pain (2)
Willful (1)
Special Maneuvers:
Enrage (Opponent): Using this maneuver cases the honey bear to frenzy.
Grab and Bite (Reuben, Claws)
Provoke (Opponent, Close Combat): Use of this maneuver is the only way to cause a honey bear in frenzy to change opponents.
Pry Loose (Opponent, Close Combat)
Overrun (Reuben, Trample)
Loot: No.
Base Stats
Spoiler:
Challenge: Journeyman (Seventh Circle)
DEX: 5 Initiative: 5 Unconsciousness: 71
STR: 12 Physical Defense: 11 Death Rating: 83
TOU: 12 Mystic Defense: 13 Wound Threshold: 18
PER: 6 Social Defense: 14 Knockdown: 16
WIL: 7 Physical Armor: 10 Recovery Tests: 4
CHA: 7 Mystic Armor: 8
Movement: 14
Actions: 2; Bite: 18 (23), Claws ×2: 21 (21)
Powers:
Battle Bellow (14): As the skill, Player’s Guide, p. 130.
Enhanced Sense [Smell] (4)
Frenzy: If a member of the honey bear’s “extended family”, including
anyone who the honey bear has at least a Loyal attitude towards, is Wounded,
the animal targets the opponent who caused the Wound exclusively, gaining
an additional Action and a +4 bonus to Attack, Damage, and Battle Bellow
tests.
Fury (2)
Special Maneuvers:
Enrage (Opponent): Using this maneuver cases the honey bear to frenzy.
Grab and Bite (Honey Bear, Claws)
Provoke (Opponent, Close Combat): Use of this maneuver is the only way to
cause a honey bear in frenzy to change opponents.
Pry Loose (Opponent, Close Combat)
Loot: No.
DEX: -2 Initiative: -2 Unconsciousness: +14
STR: +2 Physical Defense: -1 Death: +17
TOU: +3 Mystic Defense: 0 Wound: +4
PER: -1 Social Defense: 0 Knockdown: +2
WIL: 0 Physical Armor: +2 Recovery Tests: +1
CHA: 0 Mystic Armor: 0
Move: 0
Actions: 0; Attack +3 (Damage +5), Trample: highest Attack (highest Damage -2)
Powers:
Resist Pain (+2): As the creature power, Gamemaster’s Guide, p. 251.
Willful (+1): As the creature power, Gamemaster’s Guide, p. 251.
Special Maneuvers:
Overrun (Huge Creature, Trample): As the common maneuver, Gamemaster’s Guide, p. 252.
Cat, young (Linus) (c1)
Dog, hunting (Rusty) (deceased)
Brief Backstory:
Karl grew to be a stable boy, serving between some humans and mostly Orcs. He took great care of the animals and befriended a hunter named Xorag. He was recognized Karl's talent and taught him in the ways of the Archers. Now that Throal's gates have opened Karl is eager to leave the city and explore the wilderness.
Last edited by Aegharan on Fri Jun 11, 2021 12:21 am, edited 203 times in total.
Archer Talents
First Circle Discipline Talent: Threadweaving (0)
First Circle Discipline Talent: Missile Weapons (3)
First Circle Discipline Talent: Avoid Blow (2)
First Circle Discipline Talent: Mystic Aim (2)
First Circle Discipline Talent: True Shot (0)
First Circle Talent Option: Wilderness Survival (1)
Artisan Skill: Woodcarving (1)
General Skill: Disarm Traps (2)
General Skill: Danger Sense (2)
General Skill: Animal Bond (2)
General Skill: Animal Training (2)
Brief Backstory:
Karl grew to be a stable boy, serving between some humans and mostly Orcs. He took great care of the animals and befriended a hunter named Xorag. He was recognized Karl's talent and taught him in the ways of the Archers. Now that Throal's gates have opened Karl is eager to leave the city and explore the wilderness.