Discipline: Weaponsmith
Circle: 9
Discipline Abilities
The adept may spend a Karma Point on any test to craft or repair an item.
The adept may spend a Karma Point on Recovery tests
The adept can spend a Karma Point on Damage tests he makes with a weapon he crafted.
The adept may spend a Karma Point once per round on any test being performed by an adjacent ally.
+3 Mystic Defense
+1 Physical Defense
+1 Mystic Armor Traveling Smithy: For 2 Strain, the adept uses magic to create an improvised forge, provided he has the minimum requirements necessary, such as a fire for working metal. The smithy lasts for one day, and gives a -3 penalty to any tests made that use it. Only the Weaponsmith may use the forge for tests. Blood Bound Forge: The adept may enhance weapons or armor they have crafted. The adept must touch the item, infusing it with the power of their blood by taking 1 Blood Magic Damage. Weapons gain a +3 Damage Step bonus, while armor gains a +2 to Physical and Mystic Armor. Anyone using the item gains the benefit of the bonus. The adept can enhance a number of items up to their Thread Smithing rank, and can only enhance one item per round. The bonus lasts until the adept releases the bond (in which case the damage can be healed), or dies.
Discipline: Warrior
Circle: 5
Discipline Abilities
The adept may spend a Karma Point on Recovery tests
The adept may spend a Karma Point on any Damage test made in close combat.
+1 Physical Defense
+1 Mystic Defense Battle Rites: The adept spends 30 minutes in meditation and selects a talent. During any encounter over the next 24 hours, the adept may activate Battle Rites by spending a Karma Point as a Simple action. This allows the adept to reduce the Strain cost of the selected talent by 1 once per round for the duration of the encounter. Battle Rites may be used in multiple encounters, but requires a Karma Point be spent for each encounter.
Questor: Upandal
Rank: 9
The questor can spend a Devotion Point on a test to know or learn information about an item or structure.
The questor can spend a Devotion Point on a test to design something new.
The questor can spend a Devotion Point on a test to create something physical and practical.
+2 Mystic Defense
+1 Mystic Armor
+1 Social Defense
Novice First Circle Discipline Talent: Forge Weapon (10+1)
First Circle Discipline Talent: Item History (4) First Circle Discipline Talent: Melee Weapons (10) First Circle Discipline Talent: Steel Thoughts (10) First Circle Discipline Talent: Thread Smithing (10) First Circle Talent Option: Awareness (9+1)
Second Circle Discipline Talent: Conversation (0)
Second Circle Talent Option: Disarm Trap (1)
Third Circle Discipline Talent: Suppress Curse (9) Third Circle Talent Option: Haggle (10)
Fourth Circle Discipline Talent: Wound Balance (9)
Fourth Circle Talent Option: Fireblood (7)
Journeyman Fifth Circle Discipline Talent: Forge Armor (10+1)
Fifth Circle Talent Option: Iron Constitution (2)
Sixth Circle Discipline Talent: Temper Flesh (8) Sixth Circle Talent Option: Resist Taunt (10)
Seventh Circle Discipline Talent: Spot Armor Flaw (9)
Seventh Circle Talent Option: Fire Heal (0)
Eighth Circle Discipline Talent: Lion Heart (0)
Eighth Circle Talent Option: Battle Shout (9)
Warden
Ninth Circle Discipline Talent: Perfect Focus (7) Ninth Circle Talent Option: Momentum Attack (7)
Free Talent: Craftsman (9)
Warrior Talents
Spoiler:
Novice First Circle Discipline Talent: Avoid Blow (8) First Circle Discipline Talent: Melee Weapons (*) First Circle Discipline Talent: Tiger Spring (5)
First Circle Discipline Talent: War Weaving (1) First Circle Discipline Talent: Wood Skin (5) First Circle Talent Option: Anticipate Blow (5)
Second Circle Discipline Talent: Wound Balance (*)
Second Circle Talent Option: Unarmed Combat (0)
Third Circle Discipline Talent: Air Dance (5)
Third Circle Talent Option: Missile Weapons (0)
Fourth Circle Discipline Talent: Waterfall Slam (5)
Fourth Circle Talent Option: Danger Sense (0)
Journeyman
Fifth Circle Discipline Talent: Earth Skin (0) Fifth Circle Talent Option: Second Weapon (5)
Maximum Threads: 1 Mystic Defense: 12 Legend Point Cost: Journeyman
This high-necked cape is made from a fine sapphire blue cloth of elf make that feels like satin and shines brilliantly in the light. The edges are trimmed in ornate gold embroidery, revealing elven runes along the length. It’s held together by a delicate golden chain with an oak leaf clasp, though once a thread is attached this is purely decorative as the cape always rests comfortably on the wearer’s shoulders regardless of the conditions. Attempting to restrain or any other resistance is futile.
Thread Rank One
Key Knowledge: The owner must learn the cape’s Name. Effect: The wearer gains a +1 bonus to Initiative tests. At times the cape billows behind them dramatically. Sometimes it’s at an appropriate moment, others it’s when they’re sitting in the common room of an inn. A very careful observer notes it looks a little like something is holding onto the cape and flapping it to make it look like it’s billowing in a non-existent wind. There’s a non-zero chance those are grip marks at the end of the cape.
Thread Rank Two
Effect: The wearer gains +1 to their Social Defense. The cape spends noticeably more time billowing now, especially in social situations. From giving a grand speech to a clandestine meeting in the shadows: billowing.
Thread Rank Three
Key Knowledge: The owner must learn the bound spirit’s Name.
Effect: The wearer gains a +2 bonus to Initiative tests. The wearer may think now they know an air elemental is bound to the cloak, they have some ability to mitigate the billowing. They would be wrong. So very wrong. If anything, attempts to get it to stop only make it worse. Or better. Depends where you are on the billowing issue. Watching a play? Definitely not popular. Watching an adult get into an argument with a rebellious piece of fabric? Perhaps the height of comedy.
Thread Rank Four
Effect: The wearer gains +1 to their Mystic Defense. At least the billowing is quite impressive and the cape seems to get almost impossibly long when it billows.
Thread Rank Five
Key Knowledge: The owner must learn the meaning of the runes.
Effect: The owner can use the runes to keep the bound elemental in line or make peace with them. This decision must be made when this thread is woven and cannot be changed. If the owner uses the runes, they have complete control over the billowing and it looks natural, gaining a +3 bonus to Initiative tests. If they make peace with the bound elemental, they suffer at its whims, but it may listen to requests. It also actively attempts to help; as a Free action the wearer can spend 1 Strain to gain a +3 bonus to an Avoid Blow test.
Thread Rank Six
Effect: If the owner used the runes to control the elemental, they gain +1 to the Physical Defense. If they made peace with the elemental, the spirit allows the owner to store Karma in the cloak, up to the thread rank. The wearer may transfer Karma Points between their Karma pool and the armor as a Standard action, and may spend Karma from the armor as if it were in their Karma pool.
Forge Lenses
Test Knowledge: 3/3
Research Knowledge: 3/3
Rank 5/6
Spoiler:
Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman
These living crystal lenses are connected by a thin orichalcum wire that wraps around the wearer’s ears. The edge of each lens is smoky gray and etched in tidy runes.
Thread Rank One
Key Knowledge: The owner must learn the lenses’ Name. Effect: The wearer gains +1 rank to Awareness.
Thread Rank Two
Effect: The wearer gains +1 rank to Forge Weapon
Thread Rank Three
Key Knowledge: The wearer must learn where the living crystal was harvested. Effect: The lenses allow the wearer to focus on and see the microcrystalline structures in the metal they are working. They get +1 to tests involving inspecting, crafting, and repairing metal items. This includes Forge Weapon and Forge Armor for metal weapons and armor, but does not include any kind of mystical inspection, such as Astral Sight, Item History, or Thread Sight.
Thread Rank Four
Effect: The wearer gains +1 rank to Forge Armor.
Thread Rank Five
Key Knowledge: The owner must learn the meaning of the runes. Effect: The wearer gains +2 to tests involving inspecting, crafting, and repairing metal items.
Thread Rank Six
Effect: The lenses polarize when exposed to bright lights. As a Free action the wearer may reduce the blindness penalty caused by bright light by 2. For example, the Partial Blindness penalty inflicted by Fireball is reduced to 0.
Skuld
Test Knowledge: 3/3
Research Knowledge: 3/3
Rank 6/6
Spoiler:
Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman
This finely crafted troll sword is largely utilitarian in appearance, though perfectly balanced due to the True air infused in the blade. The sole adornment is the orichalcum lining the runnel.
Thread Rank One
Key Knowledge: The owner must learn the sword’s Name. Effect: The wielder gains +1 to Attack tests with the sword.
Thread Rank Two
Effect: The sword is Damage Step 7.
Thread Rank Three
Key Knowledge: The owner must learn who crafted the sword. Effect: The wielder gains +2 to Attack tests with the sword.
Thread Rank Four
Effect: The sword is Damage Step 8.
Thread Rank Five
Key Knowledge: The owner must learn where the sword was crafted. Effect: The wielder gains the Winds of Fate ability. As a Free action for 1 Strain, the orichalcum runnel fills with swirling energy and possibilities. The wielder gains +3 to their next Attack test with the sword.
Thread Rank Six
Effect: When the wielder is using Winds of Fate to attack an opponent with lower Initiative, they may spend an additional Karma Point on the Attack test.
Urðr
Test Knowledge: 3/3
Research Knowledge: 3/3
Rank 6/6
Spoiler:
Maximum Threads: 2 Mystic Defense: 12 Legend Point Cost: Journeyman
This finely crafted troll sword has an oddly shaped crossguard that sweeps up and runs parallel with the blade’s ricasso. A skilled wielder can use this unusual feature in such a large weapon to trap weapons and leverage that size to damage them. Its defensive design makes it better-suited as an off-hand weapon, while the True elements infused in the blade enhance the wielder’s ability to wield it.
Thread Rank One
Key Knowledge: The owner must learn the sword’s Name. Effect: The wielder gains +1 rank to Second Weapon.
Thread Rank Two
Effect: The sword is Damage Step 7.
Thread Rank Three
Key Knowledge: The owner must learn who crafted the sword. Effect: The wielder gains +2 ranks to Second Weapon.
Thread Rank Four
Effect: The wielder gains +1 rank to Avoid Blow.
Thread Rank Five
Key Knowledge: The owner must learn where the sword was crafted. Effect: The wielder gains the Fires of Fate ability. As a Simple action for 1 Strain, the sword’s fuller glows bright red and flames engulf it until the end of the next round. The wielder gains a +2 bonus to Damage tests with the sword and adds the Fire keyword.
Thread Rank Six
Effect: While the wielder is using Fires of Fate, they can use the Grip of Fate special maneuver. Grip of Fate (Wielder, Avoid Blow): For 1 Strain per success, the wielder can spend additional successes on a successful Avoid Blow test against a close combat attack to reduce the Damage Step of the attack used by 1 per success spent this way until the end of the next round.
Animal Companions:
Granlain (with tack) named Jarl
Brief Backstory:
Thorkell was always fascinated by weapons, even from an early age. It was not so much their destructive power as their ability to seemingly turn fate. Nearly every heroic adventurer had an equally impressive weapon. While other trolls would practice their skills with weapons, Thorkell preferred to learn about the great weapons and what truly made them so awe inspiring. It was no wonder then that he decided to try his hand at creating the weapons he so admired from his books. He soon came to realize, though that just making the weapons was not enough. He must learn firsthand what truly made a weapon great and in the process forge a name for his weapons. What better way to prove how great his handiwork was than to prove it in the field. And so Thorkell set out with his trusty sword, Gram.
Weaponsmith Talents
First Circle Discipline Talent: Forge Weapon (3)
First Circle Discipline Talent: Item History (2)
First Circle Discipline Talent: Melee Weapons (3)
First Circle Discipline Talent: Steel Thoughts (0)
First Circle Discipline Talent: Thread Smithing (0)
First Circle Talent Option: Awareness (0)
Free Talent: Craftsman (1)
Other Talents
Talent Knacks
Skills
Knowledge Skill: Ancient Weapons (2)
Knowledge Skill: Legends and Heroes (1)
Brief Backstory:
Thorkell was always fascinated by weapons, even from an early age. It was not so much their destructive power as their ability to seemingly turn fate. Nearly every heroic adventurer had an equally impressive weapon. While other trolls would practice their skills with weapons, Thorkell preferred to learn about the great weapons and what truly made them so awe inspiring. It was no wonder then that he decided to try his hand at creating the weapons he so admired from his books. He soon came to realize, though that just making the weapons was not enough. He must learn firsthand what truly made a weapon great and in the process forge a name for his weapons. What better way to prove how great his handiwork was than to prove it in the field. And so Thorkell set out with his trusty sword, Gram.
Downtime:
Note: Extra week of downtime due to not playing for a week.
Item History (Spirit of Adventure): 2 weeks (can be done alongside other downtime activities)
Craft Armor (Hide Armor): 3 weeks
Legend Spent:
Raised [Melee Weapons] to 5 (800 LP)
Raised [Awareness] to 5 (800 LP)
Raised [Steel Thought] to 5 (800 LP)
Raised [Fireblood] to 1 (100 LP)
Raised [Fireblood] to 2 (200 LP)
Purchases in the Grand Bazaar:
Craft Armor (Hide Armor): 31.2 sp
Last edited by verse86 on Sun Jul 26, 2020 4:40 am, edited 1 time in total.