Thorkell Gulbrandsen, Troll Weaponsmith/Warrior [ECR 12]
Posted: Wed Jun 17, 2020 3:02 am
Roll20 Name: verse86
Discord ID: verse86
Character Name: Thorkell Gulbrandsen
Race: Troll
ECR: 12
Lifetime Legend Total: 2037390
Unspent Legend: 3590
Thread Item Points: 46/ 158
Silver: 12736.8
Discipline: Weaponsmith
Circle: 12
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.
The adept may spend a Karma Point on any test to resist the effects of a spell or Horror power
+4 Mystic Defense
+2 Physical Defense
+1 Social Defense
+2 Mystic Armor
+1 Recovery Test
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: 8
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.
+3 Physical Defense
+1 Mystic Defense
+1 Recovery Test
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
Characteristics
Weaponsmith Talents
Warrior Talents
Questor Devotions
Talent Knacks
Skills
Equipment:
Timers
Threads Tied:
Thread Items:
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.
Journals:
Character Submission
SOP
Discord ID: verse86
Character Name: Thorkell Gulbrandsen
Race: Troll
ECR: 12
Lifetime Legend Total: 2037390
Unspent Legend: 3590
Thread Item Points: 46/ 158
Silver: 12736.8
Discipline: Weaponsmith
Circle: 12
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.
The adept may spend a Karma Point on any test to resist the effects of a spell or Horror power
+4 Mystic Defense
+2 Physical Defense
+1 Social Defense
+2 Mystic Armor
+1 Recovery Test
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: 8
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.
+3 Physical Defense
+1 Mystic Defense
+1 Recovery Test
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
Characteristics
Spoiler:
Weaponsmith Talents
Spoiler:
Warrior Talents
Spoiler:
Questor Devotions
Spoiler:
Talent Knacks
Spoiler:
Spoiler:
Equipment:
Spoiler:
Timers
Spoiler:
Threads Tied:
Spoiler:
Thread Items:
Spoiler:
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.
Journals:
Spoiler:
Character Submission
Spoiler:
SOP
Spoiler: