Roll20 Name: Montaugh
Discord ID: Montaugh(#3578)
Character Name: William Carver
Race: Human
Lifetime Legend Total: 2,128,225 Current total LP
Unspent Legend: 4925
Thread Item Points Lifetime Total: 178
Thread Item Points Pending Spent: 0
Thread Item point spent: 18, 16, 16, 16, 16,16
Thread Item Points spent in upgrades: 10, 10, 10, 10, 10
Thread Item Points current total: 30
Silver: 4637.2 Silver Total Currently
Discipline: Scout
Circle: 12
Discipline Abilities
Free Talent: Navigation (12)
Half-Magic: A Scout may use
half-magic to recognize tracks and
trails left by different types of animals
and Namegivers, know about the plants
and creatures native to a region, even general
information on the different cultures
across Barsaive.
Karma:
First Circle: The Adept can spent karma on any test to find something.
Third Circle: Karma can be spent on Initiative Tests
Fifth Circle: Karma can be spent on recovery tests
Ninth Circle: Karma: Karma can be spent on any test made to escape detection
Eleventh Circle: The adept may spend a Karma Point on Attack tests made against
opponents who have not yet attacked the adept in that encounter.
Defense:
Second Circle: +1 to physical Defense
Fourth Circle: +1 to Mystic Defense
Sixth Circle Scout: +2 Physical Defense
Eighth Circle Scout: +3 Physical Defense
Tenth Circle Scout +2 mystic Defense
Eleventh Circle Scout: +1 Social Defense (already counted from thief)
Twelfth Circle Scout: +4 Physical Defense
Seventh Circle Scout: Initiative Bonus: +1 step to Initiative
Twelfth Circle Scout: Initiative Bonus +2 base initiative step
Tenth Circle Scout: Recover Tests +1 per day.
Journeyman Ability: Enhanced Senses: For 1 Strain, the adept enhances one of his natural senses
as a Simple action and gains a +2 bonus to Perception tests based on the sense for 1
round. If that sense is unhindered, you may ignore Blindness penalties by using your
enhanced sense as your primary sense.
Warden Ability: Supernal Awareness: the adept takes 1 Blood Magic damage and permanently
adds +3 to their Perception value.
Discipline: Thief
Circle:9
Discipline Abilities:
First Circle: Free Talent Danger Sense 9
Half Magic Thief: Thieves may use
half-magic to build or bypass security
measures intended to prevent theft,
and to recognize different types of
locking mechanisms.
Journeyman Ability:
Shadowcloak: For 2 Strain, the Difficulty Number for any tests made to detect
the adept are increased by +2 for a number of minutes equal to the adept’s Thief
Weaving Rank. This is a Simple Action.
Warden Ability: Shadow Sight: The adept no longer suffers any penalties due to visibility.
This includes spells and other effects that impose these penalties, like Ethereal
Darkness. In addition, the adept’s Shadowcloak grants them greater insight
into the dark. While Shadowcloak is active, the adept adds a +3 bonus to
Awareness when darkness penalties would normally apply. This ability does
not affect penalties brought about by blindness.
Karma:
First Circle: The adept may spend a Karma Point on any
Charisma-based test when the adept is attempting to deceive
a target
May spend Karma on Initiative tests
May Spend Karma on attack tests on surprised or blindsided targets
May Spend Karma on recover tests (Scout already has)
Defense:
+1 Physical Defense does not stack as scout already got.
+1 Social Defense
+2 Physical Defense (Scout already has)
+3 Physical Defense (Scout 8 already has)
Half Magic Cavalryman: 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.
Circle 5 Ability of Cavalryman 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.
Defense: +
+1 Physical Defense (already gotten)
+1 social Defense (no applicable Thief already has)
+2 Physical Defense (Already has from scout)
Karma:
Karma can be spent on charge attacks
Karma can be spent on any damage test while mounted
Charcteristics
Dex: 15 (6) Increased to 16 (7)
Str: 13 (6) Increased to 15 (+2 Str from Shepard's Strength)
Tou: 14 (6)
Per: 15 (6) Increased to 16 (7) Increased to 17 (7) (Increased to 19 +2 Peili) (+3 Perception from Supernal Awareness) (22)
Wil: 13 (6)
Cha: 10 (5)
Karma Mod: 5
Karma Step: 4 (d6)
Karma Max: 10
Uncon: 47
Death: 58
PD: 9 (10) with buckler or scout bonus (11) with Scout Bonus and buckler.
PA: 13 Peili (Blood Pebble Armor (5 base) Forged with 7 PA, +1 PA Peili (+8 PA total) )
MD: 9 (10) with Scout bonus.
MA: 7 Peili (Blood Pebble Armor 3 Base, 2 Will, +2 Peili)
SD: 6
Movement: 12 (13 with sprint)
Carrying Capacity: 125
Wound Threshold: 9
Recovery tests per day: 3
General Skill: Animal Handling (1)
General Skill: Swimming (1)
General Skill: Alchemy (4)
Alchemy Known Formulas: Small Light Crystal, Booster Potion, Kelix's Poultice
Armor
Padded Leather Armor (1) (4 pa 0 ma 0 Init Pen)
Blood Pebble Armor 1 (5 PA, 3 MA -1 Ini Pen)
Buckler shield
Misc
Tent
Craftman Tool - Mapmaking
Thief Tools
Belt Pouch
scabbard
Navigation Charts
Forge (Kept in Throal)
Pure Water Pot: casts purify water on any liquid placed within it. Spellcasting and Effect Step of 8/2d6.
Hooded Lantern with light crystal source 10 yard radius, hooked to belt, on/off command.
Climbing Kit
Upandal's Blessings
Healing Kit (3 uses)
Physician's Kit (1 uses)
Alchemist Shop
Common Magic Items:
1 Bedroll of Comfort
1 Bedroll of Comfort (troll sized)
4 Traveler's Mugs
Potions:
Booster Potion (5)
Cure Disease Potion (2)
Halt Illness Potion (1)
Healing Potion (3)
Kelia’s Antidote (3)
Kelix’s Poultice (1)
Last Chance Salve (3)
Salve of Closure (0)
Elemental Kernals
1000 SP of Fire Kernals
500 SP of Orichalcum
Shepherd's Strength Tied to Rank: 7 Forged to Rank: 9 TIP Cost:18+10 Upgrade=28 TIPs
Spoiler:
Maximum Threads: 2 Mystic Defense: 14 Legend Point Cost: Warden
Troll sling, made of a huge black stick with a red rope and pouch attached to it. The stick is covered in very crudely hacked runes.
Item History Rank 1: Yes
Research Rank 1: Yes
Item History Rank 3: Yes
Research Rank 3: Yes
Item History Rank 5: Yes
Research Rank 5:yes
Item History Rank 7: Yes
Research Rank 7: Yes, Deed Requirement completed
Thread Rank One
Key Knowledge: The owner must learn the sling's Name.
Shepard's Strength Effect: Spikes become visible in the pouch. These spikes attach to the stones when getting ready to be flung. The weapon is Damage Step 5.
Thread Rank Two
Effect: The wielder can use the troll sling as a quarterstaff and gains +1 to Attack tests with the weapon.
Thread Rank Three
Key Knowledge: The owner must learn from what type of animal's collar the pouch was made. (A very big dog named Morgan) Effect: The weapon is Damage Step 6.
Thread Rank Four
Effect: The troll sling has short range 2-38 yards and long range 39-75 yards.
Thread Rank Five
Key Knowledge: The owner must learn the fate of the animal whose collar is attached to the sling.
The dog Morgan gave its life to save the Shepherd and his herd from an attack of Storm Crows. The Shepherd fixed the collar to his staff to build the sling, and slew the Storm Crows when they returned Effect: The wielder gains +2 to Damage tests with the sling if they successfully attacked the target in close combat within the past day. The wielder gains +2 to Damage tests with the quarterstaff if they successfully attacked the target in ranged combat within the past day.
Thread Rank Six
Effect: The wielder gains +2 to their Strength Value.
Thread Rank Seven
Key Knowledge: The owner must learn where the animal met its fate. Deed: The owner must travel to that location and build a suitable tribute to the animal. Effect: The weapon is Damage Step 7 and the wielder gains +2 to Attack tests with the weapon.
Thread Rank Eight
Effect: The wielder can spend an additional Karma Point on close combat Attack and Damage tests with the weapon if they successfully attacked the target in ranged combat within the past day. The wielder can spend an additional Karma Point on ranged combat Attack and Damage tests with the weapon if they successfully attacked the target in close combat within the past day.
Name: Peili (blood pebble armor) Tied To Rank: 8 Forged to Rank13 (+10 PA, +3 MA) TIP Cost:16+10=26
Spoiler:
Maximum Threads: 2 Mystic Defense: 14 Legend Point Cost: Warden
Item History Rank 1 Learned?: Yes Research Rank 1 Learned?: Yes Item History Rank 3 Learned?: Yes Research Ranks 3 Learned?: Yes Item History Ranks 5 Learned?: Yes Research Ranks 5 Learned?: Yes Item History Rank 7 Learned?: Yes Research Rank 7 Learned" Yes
Unevenly sized pebbles, all polished to a mirror shine.
Thread Rank One
Key Knowledge: The owner must learn the armor’s Name. Effect: The armor is Physical Armor 6.
Thread Rank Two
Effect: The armor is Initiative Penalty 0.
Thread Rank Three
Key Knowledge: The owner must learn what killed the first owner. Effect: The armor is Mystic Armor 4.
Thread Rank Four
Effect: The wearer gains +1 rank to Stealthy Stride.
Thread Rank Five
Key Knowledge: The owner must learn where the first owner was from. Effect: The armor is Mystic Armor 5.
Thread Rank Six
Effect: The wearer gains +2 to their Perception Value.
Thread Rank Seven
Deed: The owner must kill what killed the first owner. Effect: The armor is Physical Armor 7 and Mystic Armor 6.
Thread Rank Eight
Effect: As a Simple action for 1 Strain, the wearer gains +3 to an Attack test against a Surprised opponent and +3 to the associated Damage test.
Name: Traceless Tied to Rank: 6 TIP Cost:16+10=26
Spoiler:
Maximum Threads: 1 Mystic Defense: 14 Legend Point Cost: Warden
Item History Rank 1 Learned?: Yes Research Rank 1 Learned?: Yes Item History Rank 3 Learned?: Yes Research Ranks 3 Learned?: Yes Item History Ranks 5 Learned?: Yes Research Ranks 5 Learned?: Yes Item History Rank 7 Yes Research Rank 7: No, Deed requirement
Maximum Threads: 1 Mystic Defense: 14 Legend Point Cost: Warden
This hooded cloak is completely non-descript, appearing as a drab green, brown, faded gray, or something in-between. Anyone forcing themselves to stare at it—trying to determine it’s true appearance—finds it a deeply unnerving experience. The cloak slithers and shifts, distracting them, almost taunting them to take their eyes away, but never moves. It comes with a plain clasp, but clings to the owner when a thread is attached. Sometimes it brushes against people as it moves by, startling them as though they didn’t realize the owner was there at all.
Thread Rank One
Key Knowledge: The owner must learn the cloak’s Name. Effect: The wearer gains +1 rank to Stealthy Stride.
Thread Rank Two
Effect: The wearer gains +1 to their next Charisma-based test when they figuratively “ambush” someone, whether the target didn’t realize they were there or the subject catches them off guard. This can only be used once per target per day and the test cannot be intended to harm the target—take advantage of, but not actually harm.
Thread Rank Three
Key Knowledge: The owner must learn who created and enchanted the cloak. Effect: The wearer gains +2 ranks to Stealthy Stride.
Thread Rank Four
Effect: The wearer gains +2 for the Thread Rank Two effect.
Thread Rank Five
Key Knowledge: The owner must learn the Name and type of spirit bound to the cloak. This must be more specific than “ally spirit” or “air elemental.” Effect: The owner gains the Traceless ability. For 1 Strain as a Simple action, the owner makes a Stealthy Stride test and can move through areas without onlookers remembering their presence for up to rank minutes. The owner must avoid drawing attention and cannot be somewhere their presence would naturally draw attention (such as a bedroom or approaching someone under guard). Attempts to remember the owner when Traceless is used require a Willpower test against the owner’s Stealthy Stride result. If the owner does anything to draw attention, this ability immediately ends, though it is not retroactively ended (those previously affected do not suddenly remember). This ability lasts for Thread Rank minutes; observers’ memories of the owner during this time are not restored when the ability ends.
Thread Rank Six
Effect: The wearer gains +3 ranks to Stealthy Stride.
Thread Rank Seven
Deed: The owner must perform a task for the bound spirit. Effect: The wearer gains +3 for the Thread Rank Two effect and for 1 Strain the wearer can have the interaction slip the target’s mind afterwards. A successful Willpower (10) test allows the target to remember if pressed, but it was simply forgettable.
Thread Rank Eight
Effect: The wearer gains +4 ranks to Stealthy Stride. When the wearer uses Traceless, they appear as someone who belongs in the area but is beneath notice if their presence draws attention. Typically a servant, but could also include beggars of whoever the observer is not inclined to interact with in any way. If the wearer has violent intent, this effect immediately ends.
Name: Very Useful Gloves Tied to Rank: 8 TIP Cost:16 Upgrade cost 10. Total cost 26
Spoiler:
Maximum Threads: 1 Mystic Defense: 14 Legend Point Cost: Warden
Item History Rank 1 Learned?: Yes Research Rank 1 Learned?: Yes Item History Rank 3 Learned?: Yes Research Ranks 3 Learned?: Yes Item History Ranks 5 Learned?: Yes Research Ranks 5 Learned?: Yes, Deed completed. Item History Rank 6 Learned?:Yes Research Rank 6 Learned?:Yes
Exceptionally comfortable, yet also sturdy gloves. They’re made from some dark exotic leather, well oiled a perfect fit. The kind of gloves that feel like a second skin and don’t reduce your dexterity, but impossibly still provide protection and are resistant to damage. These are the gloves people who work with their hands dream about, but know they don’t exist. Except they do exist and you are holding them. They show signs of wear, but aren’t in need of repair.
Thread Rank One
Key Knowledge: The owner must learn the glove’s Name. Effect: The wearer gains the Very Useful Gloves ability. As a Simple action for 1 Strain, the wearer can find whatever mundane tool they need to perform a given non-combat task, such as a snare to catch food, rope, etc. The wearer promptly loses the tool immediately after they’re done with the task (made the test), but it’s somewhere around here and will probably show up again. Very Useful Gloves can be used Thread Rank times per day and cannot produce tools required for alchemy, enchanting, whole labs and workshops, etc.
Thread Rank Two
Effect: The tool found with Very Useful Gloves is really nice, you should really put this somewhere safe but it will be fine right here for now, and it gives a +2 bonus to the Action test with the tool.
Thread Rank Three
Key Knowledge: The owner must learn the type of leather the gloves are made from and where it came from. Effect: The wearer can use Very Useful Gloves with a non-combat Action test that requires them to work with their hands, even if they don’t need a specific tool. These are really great gloves, why would you even want to take them off? You should feel them. Hey, feel with your eyes, okay? They still don’t help with alchemy, enchanting, or similar tasks.
Thread Rank Four
Effect: The wearer can use Very Useful Gloves to conveniently find a suitable melee weapon nearby. Like all tools found with Very Useful Gloves, it gets misplaced when the encounter is over. Which seems dangerous. There could be children or windlings around. Might be a good idea to figure out where that got off to...
Thread Rank Five
Key Knowledge: The owner must learn who made these gloves (probably so they can get a second pair). Deed: The owner must offer the creator appropriate thanks and appreciation for the gloves. Effect: The wearer can use Very Useful Gloves in combat, but the wearer must be using a tool in their hands and the affected Action test can only be using a tool. Most people call it a “weapon,” but most people don’t have these gloves and you know better.
Thread Rank Six
Effect: The bonus provided by Very Useful Gloves is +3. Ever stared at your hands and started to forget what they looked like underneath your gloves? You could take them off and see, but that feels like an overrated experience. Best to keep the gloves on and never take them off. Ever.
Thread Rank Seven
Key Knowledge: The owner must learn the fate of the previous owner. Effect: The wearer can feel through the gloves like an extension of their hands. Thoughts of removing them are of peeling your skin off—once just a metaphorical comparison. The bonus provided by Very Useful Gloves is +5.
Thread Rank Eight
Effect: The wearer realizes a profound truth: as much as the gloves produce tools for them, they are a tool for the gloves. Without them, the gloves would never be able to touch and interact with the world. There’s comfort in knowing the gloves need them just as much as they need the gloves. You’re a very useful wearer. For 1 additional Strain, the wearer can use Very Useful Gloves on any Dexterity-based test.
Name: Stranger Boots Tied to Rank: 8 TIP Cost:16+10 upgrade=26
Spoiler:
Maximum Threads: 1 Mystic Defense: 14 Legend Point Cost: Warden
Item History Rank 1 Learned?: Yes Research Rank 1 Learned?: Yes Item History Rank 3 Learned?: Yes Research Ranks 3 Learned?: Yes Item History Ranks 5 Learned?: Yes Research Ranks 5 Learned?: Yes Item History Rank 7 yes Research Rank 9yes Deed Complete
Finely crafted boots from some unknown leather. They were woven with True air and water, replicating the effects of huntsman’s boots (and by extension dry boots). However, the leather is really weird. It’s clearly leather, with a smooth texture in one direction and a slight bite as though scaled in the other. But it looks indistinguishable and someone touching it might swear the “directionality” was different moments ago. Nonetheless, the circular brass buckles are worn, well polished, and keep the knee-high—what color even are these? Is that brown, black, grey?—boots cinched to the wearer. The small teeth protruding from the soles give the wearer excellent traction.
Thread Rank One
Key Knowledge: The owner must learn the boots’ Name. Effect: The wearer travels overland as though they were mounted (45 miles a day instead of 25 miles a day). While the boots can leave tracks, they never make sense to a tracker and the Difficulty Number to track them is increased by +5.
Thread Rank Two
Effect: The wearer gains +1 rank to Safe Path. While the path is no more or less “dangerous” than the talent otherwise indicates, the elementals summoned tend to be much stranger and the paths offered can be significantly weirder. Traveling with the wearer can show the more surreal side of the world others may never see.
Thread Rank Three
Key Knowledge: The owner must learn what the leather and teeth to make the boots came from. Effect: The wearer can use the Stranger Boots power. As a Simple action for 1 Strain, the teeth from the boots extend slightly and bite into the ground, giving the wearer a little more traction and allow them to feel the ground through the boots for thread rank minutes. The wearer’s Movement Rate increases by +4.
Thread Rank Four
Effect: When the wearer uses the Stranger Boots power, they can use the following special maneuver:
Stranger Boots (Wearer, Tracking): By walking in the tracks the wearer is following, they can spend additional successes to ask one “what” or “how” about their quarry for each additional success. The tracks are gone and replaced only by the wearer’s tracks once walked in them in this fashion.
Thread Rank Five
Key Knowledge: The owner must learn who made the boots. Effect: When the wearer uses the Stranger Boots power, they can see as though there are eyes in the boots’ buckles. This gives them +1 to Perception-based tests that rely on sight, +2 if it involves magical phenomena. Anyone looking closely at the boots swears there are eyes where the buckles are, but the wearer just doesn’t see it.
Thread Rank Six
Effect: When the wearer uses the Stranger Boots power, their Movement Rate while using Stealthy Stride is not reduced and they can include Great Leap as part of their movement.
Thread Rank Seven
Deed: The owner must hunt whatever creature the teeth came from to acquire new teeth and replace any damaged teeth in the soles. May as well add some new teeth in there as well—more teeth is more better. Also, eat the eyes. Effect: The wearer gains +1 rank to Tracking. The teeth and soles of the boots now naturally “eat” the wearer’s tracks, leaving behind only irregular, strange shapes which do not resemble tracks. The wearer is automatically obscuring their tracks using their Tracking Step as the Difficulty to follow them. This does not slow the wearer.
Thread Rank Eight
Effect: The wearer gains +1 rank to Awareness. When the wearer uses Stranger Boots, they can see through the strange shapes that are now their “tracks” they left within the past day. The boots must be planted firmly on the ground to do this and it takes 1 minute to connect with a particular print.
[/quote]
Name: Haslam's Saddle Tied to Rank: 6 TIP Cost:16
Spoiler:
Haslam's Saddle
Maximum Threads: 2 Mystic Defense: 14 Legend Point Cost: Warden
This brown leather saddle is worn and weathered but well cared for. It is a saddle of the Throalic tradition, with high stirrups, full bars, but no horn. Weaving a Thread to the saddle allows it to fit whatever mount it is placed on. But only mounts. Not Namegivers. Stop asking. This is a very old trope. It says right on the label 'Not for use on Namegivers'. It also says 'Do not remove this label'.
Thread Rank One
Key Knowledge: The owner must learn the item's Name. Effect: The saddle provides +3 Physical Armor to the mount that wears it.
Thread Rank Two
Effect: The saddle provides the owner +1 rank of Trick Riding while riding on the saddle.
Thread Rank Three
Key Knowledge: The owner must learn who made the saddle (Hermesh Dagunral) Effect: The owner gains the Neither Rain nor Snow power. As part of their Karma Ritual, the owner may take 2 Blood Magic damage to protect their mount and themselves from inclement weather. Both rider and mount gain +3 to Action tests and Armor to resist the effects of heat or cold caused by weather. This includes supernatural weather like Death Rain. The protection lasts until sunrise or sunset, whichever comes first, and the Blood Magic damage can be healed when the duration ends.
Thread Rank Four
Effect: The saddle provides the owner +1 rank of Sure Mount while riding on the saddle.
Thread Rank Five
Key Knowledge: The owner must learn the first rider and mount to use this saddle (Bell Haslam and Pork Eye) Effect: While Neither Rain nor Snow is active, the mount gains +2 Great Leap and does not suffer impaired movement from natural ground effects (mud, rocks, undergrowth, etc).
Thread Rank Six
Effect: The saddle provides the owner +2 ranks of Trick Riding and Sure Mount while riding on the saddle.
Thread Rank Seven
Deed: The owner must retrace the route of Bell Haslam's most famous ride (From Throal to Jerris). This must be done by riding the route. Effect: While Neither Rain nor Snow is active, the rider can spend 1 Strain to mount as a Simple action.
Thread Rank Eight
Effect: The saddle provides the owner +3 ranks of Trick Riding and Sure Mount while riding on the saddle.
Animal Companions:
Huttawa named Charlie. Tricks: Ride, Combat, Stay. Sworn Animal Companion. Animal Companion Durability (6), Enhance Animal Companion (+3)
Elephant Child Mask C3 Named Trym
Baby Griffin Named Holly
Brief Backstory:
My name is William Carver, and I am writing this for the archives. I was told to give a brief description of my life before I set out. I am a human and I follow the Scout Discipline. I have two older sisters and a younger brother. My family are woodworkers. I am currently the only one in our family to follow a Discipline. I was found and trained by the Dwarven Scout named Rorick Shalemace.
Last edited by Montaugh on Sat Apr 17, 2021 12:56 am, edited 128 times in total.
Roll20 Name: Montaugh
Discord ID: Montaugh(#3578)
Character Name: William Carver
Race: Human
Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points:
Silver: 5
Discipline: Scout
Circle: 1
Discipline Abilities
Free Talent: Navigation (1)
Half-Magic: A Scout may use
half-magic to recognize tracks and
trails left by different types of animals
and Namegivers, know about the plants
and creatures native to a region, even general
information on the different cultures
across Barsaive.
[Discipline] Talents
First Circle Discipline Talent: Awareness (2)
First Circle Discipline Talent: Climbing (1)
First Circle Discipline Talent: Scout Weaving(0)
First Circle Discipline Talent: Tracking (1)
First Circle Discipline Talent: Wilderness Survival (2)
Talent Option:
First Circle Discipline Talent Option: Creature Analysis (2)
Read/Write Language: 1 Dwarven
Speak Language: 2 Dwarven, Human
Artisan Skill: Woodcarving (1)
General Skill: Animal Handling (1)
General Skill: Swimming (1)
General Skill: Disarm Trap (1)
General Skill: Missile Weapons (1)
General Skill: Alchemy (1)
Alchemy Known Formulas: Small Light Crystal, Booster Potion.
General Skill: Lockpicking (1)
General Skill: Craftsman - Map Making (1)
Weapons
Short Bow (1)
Short Bow Arrows (20)
Quiver (1)
Sling (1)
Armor
Padded Leather Armor (1) (4 pa 0 ma 0 Init Pen)
Misc
Tent
Craftman Tool - Mapmaking
Threads Tied:
Animal Companions:
Brief Backstory:
My name is William Carver, and I am writing this for the archives. I was told to give a brief description of my life before I set out. I am a human and I follow the Scout Discipline. I have two older sisters and a younger brother. My family are woodworkers. I am currently the only one in our family to follow a Discipline. I was found and trained by the Dwarven Scout named Rorick Shalemace.
Downtime:
Activity (Training to second Circle) -200 sp 1 week downtime
Activity Training Melee Weapons Skill -10sp 1 week downtime
Legend Spent:
Raised [Climbing] to [2] ([200lp])
Learned Talent Option Circle 2: Missile Weapons. Novice Talent Rank 1: ([100 LP])
Lost skilled rank in Missile weapons Gained 200 LP Towards skills
Learn Melee Weapon skill rank 1. (200LP) 1 week to learn x 10sp per week. 10 Silver and 1 week downtime.
Purchases in the Grand Bazaar:
41.7 sp at start of adventure
Warm Weather Clothing (bought at start adventure for 20 sp)
21.7sp
Earned 225sp for the adventure
246.7 sp
-200 sp for Training paid to Rorick Shalemace (npc dwarven scout that found and inducted William into the scout discipline)
46.7sp
-10 sp melee weapon skill training rank 1
36.7sp sp
-20 sp Mace
16.7 sp current sp
+56.3 sp Journal Reward
New Current SP: 73sp.
Edit-- Bought the mace for 20sp, Edit II adding in my Journal Bonuses before posting my new Entry to keep everything current.
Legend Spent:
Raised Versatility to 1: 100 LP
Raised Forge Weapon to 1: 200 LP
Raised Stealthy Stride to 1: 100 LP
Raised Missile Weapons to 3: 300 LP
Raised Scout Waving to to 1: 100
Purchases in the Grand Bazaar:
Before Adventure silver: 223
Gained +200 sliver from adventure
Current Total 423 silver.
Bought a Forge -100 Silver
323 Silver
Bought a Troll Sling -15 Silver
308 Current Silver total.
-300 Bought Blood Pebble Armor
8 silver current total
Purchases in the Grand Bazaar:
95.5 Starting silver
+200 Silver
295.5 Silver Currently
Purchased: Huttawa 95 Silver
200.5 current silver
Purchased: Tack and Harness for Mount: 31.7 silver
168.8 current silver
-150 Pure Water Pot casts purify water on any liquid placed within it. Spellcasting and Effect Step of 8/2d6.
Current Silver: 18.8
-edit to fix a downtime forge mistake. Adjusted short sword 2 to forge troll sling to 2. Not other edits made.
Last edited by Montaugh on Sat Mar 14, 2020 7:44 pm, edited 1 time in total.
Purchases in the Grand Bazaar:
Started 218.8 SP
+200 Adventure reward
418.8 sp
+50 Journal reward Helping the Hunters
468.8 Silver sp
-300 Training (put here for ease of tracking)
168.8 Current Silver Pieces.
--Edit-- +50 Silver Journal Reward
--Edit-- 218.8 Total Silver
--Edit-- +50 Silver Journal Reward
--Edit-- 268.8 Total Silver
Downtime:
Learning Talent knack Mapmaking 2 days downtime
Forge Weapon 2 on mace 1 week downtime.
Legend Spent:
Legend Points to spend: 195+1400=1595
Raised Stealthy Stride to 2 (200 LP) 1395
Raised Missile Weapons to 4 (500) 895
Raised Mystic Pursuit to 2 (200) 695
Raised Mystic Pursuit to 3 (300) 395
Talent Knack Mapmaking (200 LP) 195LP 100 Silver
Purchases in the Grand Bazaar:
Starting Silver: 268.8
Reward for adventure: 275
543.8 Silver
-100 Silver (talent knack training)
443.8 Total Silver.
+68.8 Journal Reward
512.6 total LP
Edit---70 Legend points and 68.8 silver.
Edit -- added in journal reward
Edit altered knife forging to mace 1.