Discord ID: chrisddickey (@chrisddickey#0745)
Character Name: Truck of the Deep Servos.
ECR: 8
Race: Windling. Astral Sight, Flight, Increased PD+2. -25% armor costs. -80% weight.
Characteristics
Dex: 19 (8) (Init 6: -4 Armor, +2 TI#1) (increased thrice).
Str: 10 (5) (increased thrice)
Tou: 16 (6) (increased thrice)
Per: 14 (6)
Wil: 13 (6)
Cha: 14 (7)
Karma Mod: 6 Karma Step: 4 (d6) Karma Max: 36
PD: 16 (10 +2 Race, +2 War 2nd&6th, WM 2nd)
MD: 9 (8 +1 War 4th)
SD: 9 (8 +1 Sch 2nd)
PA: 7 (Crystal Plate)
MA: 9 (2 Nat, + 7 Crystal Plate)
Uncon: 67 (32 + Dur) Blood magic: 14 Plus often Rank of Temper Flesh
Death: 81 (39 + Dur) Plus often Rank of Temper Flesh.
Wound Threshold: 10 Plus often rank of Temper Flesh.
Recovery tests per day: 4 (3 + Warrior 7th).
Movement: 6/16 (fly) (sprint)
Carrying Capacity: 80 (Armor 18 lbs, Shield 3 lbs, Sword 1 lb, Phys kit 3 lb. gear 30? lbs)
Discipline: Warrior
Circle: 6
Discipline Abilities: Durability 7. The adept may spend a Karma Point on a Recovery test. The adept may spend a Karma Point on any Damage test made in close combat.
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.
Half-Magic: Warriors can use half-magic when caring for or repairing their weapons and armor, knowledge of military tactics and strategy(recognizing the safest approach to a target when planning a battle, for instance) and to recall events of Barsaive’s military history. They also use half-magic to recognize warrior orders, famous ancient Warriors,and ancient arms and armor.
Warrior Talents
1st DT: Avoid Blow 6 Dex (14)
1st DT: Melee Weapons 7 Dex (15) (+2 TI)
1st DT: War Weaving 4 Per (10)
1st DT: Tiger Spring 6 Dex (14)
1st DT: Wood Skin 7 Tou (14): Wood Wings
2nd DT: Wound Balance 5 Str (10)
3rd DT: Air Dance 6 Dex (14)
4th DT: Waterfall Slam 6
5th DT: Earthskin 4 Tou (11)
6th DT: Temper Flesh 7 Wil (13)
7th DT: Crushing Blow 8 (Str) 13
1st TO: Distract 5 Cha (11)
2nd TO: Maneuver 7 Dex (15)
3rd TO: Danger Sense 4 Dex (12)
4th TO: Acrobatic Defense 6 Dex (14): Acrobatic Recovery
5th TO: Momentum Attack 7 Dex (15)
6th TO: Second Weapon 7 Dex (15)
7th TO: Life Check 6 Tou (13)
Other Talents
Racial Talent: Astral Sight: 4 Per (10)
Path: Windmaster shyera-tis (swift one).
Rank: 4
Half-Magic: The adept can also use their Half-Magic to find other Windmasters and know the history of Windmasters. Additionally, the adept can use Half-Magic for knowledge of guerilla and ambush warfare, history of windling battles and tactics, and traditional windling equipment and fighting styles.
Windmaster Talents
1st: Awareness 5 Per (11)
2nd: Stealthy Stride 4 Dex (12)
3rd: Sprint 4
Path: Scholar
Rank: 4
Half-Magic: The adept can also use their Half-Magic to find other Scholars and know the history of Scholars. Additionally, the adept can use Perception based Half-Magic for information regarding libraries and other academic institutions, and Charisma-based Half-Magic when interacting with the bureaucracy of a library and other academic institutions.
Scholar Talents
1st: Item History 4 Per (10)
2nd: Research 6 Per (12)
3rd: Expansive Expertise 5 (Legends & Heroes to: Horror Lore, Creature Lore, Plant Lore, Legendary Items, Magic Lore).
Talent Knacks Annoying Little...(karma distract), Acrobatic Recovery (jumpup), Dive Mastery(split move), I'm not done with you yet (follow), Research Expertise (2 succ), Karma on Init, Slippery Little Devil (escape), Windmaster's Advantage [karma blindsided], Wood Wings.
Skills
Knowledge Skills:
5 Per (10): Legends and Heroes
Artisan Skills: 2 Chr (8) Dancing
General Skills: Physician 3 Per (10)
Unarmed Combat 3 Dex (10)
Resist Pain 1
Streetwise 2 (Cha) 8
Evidence Analysis 2 (Per) 8
Swimming 1 (Str) 6
Language Read/Write: 1 (Throalic)
Speak: 3 (Throalic, Windling, Therian)
Equipment: (Carried)
Tuulihakki: Crystal Plate Forged 0 times (18 lbs), Footmans Shield (3 lbs, carried but rarely used), Windling Sword x 2 (2 lb).
Traveler’s Garb (soft boots, shirt, belt, breeches, traveler’s cloak) (<1 lbs) Cold weather gear / flight gear: Mountain boots, Fur hat and gloves, wool clothes (Jacket, long johns, scarf, socks, etc) Dwarf Winternight cloak. Silk mask decorated as a griffin (traditional that windmasters appearing in public sometimes wear disguises).
Adventurer’s Kit (bellypack, bedroll, flint & steel, torch, waterskin, large sack), Light Quartz (small)(2 lbs), Physicians kit (3 lbs), 3 extra pouches, whistle, chalk. Bedroll of Comfort.
Potions, charms Etc.: Last Chance Salve, Healing potion x 4, Salve of Closure x 2, Booster Potion x 5, Kelia’s Antidote x 2, Kelix’s Poultice x 2, Cure Disease Potion, Halt Illness Potion. Horror Fend, Horn Needle, Absorb Blow x 2.
Equipment on mount Windling Tent, Physicians kits refills Rope 20 yards.
Equipment at base Old set of Hide Armor.
Threads Tied:
Windfury Item #1. Tied All of 6. +2 Attack tests, +2 Initiative, Windfury (for 1 strain +2 damage and Windfury. Sword Forged 4 times, expires 5/16
Tuulihakki Item #2. Tied 6 of 8. Wind Cage (Air Dance 1 strain to -2 to opponent Init, clip the wing only requires 1 extra success). Buffeting Winds Maneuver (Air Dance extra attack only, -4 to Movement per success spent). +3 PA/MA vs Air keyword.
Tuulihakki: Crystal Plate Forged 0 times, expires never.
Meldarion Item #3. Tied 6 of 8. Damage Step 5, +3 vs wounded targets. 2 + to Attack. Thorn Rend special maneuver. (-3 to wound per success spent). Any target wounded by mace is harried until healed. Mace Forged 0 times, expires never.
Mounts & AC:
Riding Goat & Tack. Speed 16, Weight 150, Carry 250, Feed 1cp per day, stable NA.
Truk Backstory and personal "Way of the Warrior"
Note: Due to a Horror encounter that dealt 11 wounds and a Skin Shit, Trucks features are now somewhat irregular. One eye is distinctly higher than the other, and his nose is both off-center and crooked. He has several visible scars.
Truck is Friendly, Studious, and Curious.
Truck is not Throalic, having grown up in the heart of the Servos Jungle in the same kaer as his clansman Mazor. His peoples Kaer was always a bit "leaky", with monsters getting in fairly regularly. They are very fortunate that only minor horrors and their minions ever found the cleverly hidden kear. His people grew to be serious with great attention to duty, and very combat capable. They actually opened up and started going into the outside world a few years before Thraol, relying upon stealth and the dense foliage of the jungle to keep them concealed.
His clan have a very strong Warrior tradition, however in interactions with other namegivers, they have come to realize that their traditions have given them all the same fighting style, meaning that anybody who can beat one of them, can beat them all. Truck, being a very studious warrior, and a student of the ancient legends and heroes, has resolved to go to Throal to study additional fighting styles. His goal is to eventually learn to be a Windmaster, a path known to his clan only in legend, and to teach it to his clan.